Federal buildings: Construction

B.M.R.

The Beamer is the mobile all-purpose construction unit of the Federacy. Using its Nano Particle Projector, it is able to construct all of the Federal buildings as well as performing repairs on damaged structures.

Multiple Beamers can be assigned to a single structure providing a bonus in construction speed. The bonus is as follows:
  • 1 B.M.R. - 100% of normal construction speed.
  • 2 B.M.R. - 150% of normal construction speed.
  • 3 B.M.R. - 175% of normal construction speed.
The B.M.R. comes equipped with a Mobile Power Relay allowing the B.M.R to function as a temporary power transmitter. However, while in this mode, it must remain stationary.

Network

Complex Tower

The Complex Tower is the primary base for the Federacy. This structure acts as your Headquarters, Power supply and B.M.R production facility. You must protect your Complex Tower at all costs, as it cannot be rebuilt and you lose the game if it is destroyed.

The best way to protect your Complex Tower is simple. Expand! As long as your Complex Tower has a single transmitter connected, it remains invulnerable. This means that before your enemy can destroy your Complex Tower, they must destroy all nearby transmitters. So keep them well defended!

Your Complex Tower is your ONLY source of power supply and its energy must be distributed around the map, to power buildings. Buildings are considered powered if they are either adjacent to your Complex Tower, another powered structure, or a powered Transmitter.

On top of these bonuses, the Complex Tower reveals a large radius of Fog-of-War around it, giving you a large advantage over any army foolish enough to assault your base. Many of the units in SunAge can fire further than they can see and with this sight bonus, you will be targeting the enemy long before you are in their sights.

Transmitters


Transmitters are the power distribution nodes for the Federation. Essential for any battle, these buildings allow you to transmit power across the map to power structures at a remote location. This is perfect for setting up outposts nearby the resources that are scattered around the map.

You must be careful when using Transmitters, although they are essential, they create a weak-point and a target for your enemy. If they take down one of your transmitters, it will break the chain from the Complex Tower and any buildings no longer connected will be unable to function without power. This could shut down all base defenses at your expansions, making them easy pickings for hostile raids.

It is a brilliant idea to harass enemy Transmitters as you can seriously hinder their resource collection if you manage to destroy a connecting Transmitter. Be wary that the enemy could do the same to you.

Transmitters, like your Complex Tower, reveal a large radius of the Fog-of-War around it, giving you an advantage in the immediate area. Using this, you are able to turn the tide of battles. It is often a good idea to build chain of Transmitters up to an enemy expansion before assaulting it, giving you a large sight range in the immediate area.


Building modules

Upgrade module

Upgrade modules are a basic building platform for many important structures. Although not production or research structures, these structures are essential, providing supply, storage or protection.

Upgrade Modules are pretty cheap, but require quite some time to construct. However, once they are completed, it will take you little time to upgrade them with your chosen module. This allows you to build Upgrade Modules where you think you may be attacked, and upgrade them with a Flak Cutter if you get attacked by infantry, a G.T.A. Launcher to counter air assaults or even a Supply Dome, if you are running low.

Here is the list of modules available to the Federals:

Utility Modules

Wall

Walls are extremely good at blocking enemy fire and are great when used effectively. There is no cost for upgrading an upgrade module to a Wall.
Storage

You can only store a certain amount of each resource. To increase this and avoid unnecessary wastage, you can build a Storage module.
Supply Dome

In order to support more troops, any commander will have to build Supply Domes. Increasing the supply cap and granting a morale boost to nearby infantry, the Supply Dome is a must-have for any engagement.

Defense Modules

Flak Cutter

Flak Cutters, using a rapid-fire antipersonnel machine gun, are highly effective against hostile infantry units. Their .62 Caliber Bullets are extremely efficient against Flak Armor. The Flak Cutter is heavily armored and can sustain prolonged assault from infantry.
Punisher Cannon

The Punisher Cannon makes up for its slow reload rate with its ability to accelerate armor-piercing shells to a deadly velocity. Armed with AP-76 explosive shells, the Punisher Cannon is able to rip through even the toughest armor.
G.T.A. Launcher

The Ground-to-Air Launcher, often referred to as GTA, is the Federals solution to airborne assault. Quickly locking onto its target, the GTA fires a payload of high-speed BrightSky-II AA missiles capable of homing in on airborne units.

Nuclear Missile Silo

Silo

The Shuddup (rev. A) - Tactical Nuclear Warhead is the ultimate in battlefield weaponry. Once constructed at a Federal Silo, the nuke must await laser guidance designation from an upgraded Phalanx. Once the target has been marked, nothing can stop it from reaching its target and causing massive damage. However, due to high cost, Nukes must be used wisely and only when the perfect situation arises.