UNLIKELY EMPIRES

People & units

The Glass Concord

Thinking light. Durable bodies; expensive armies.

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The Glass Concord illustration

Societies

Units through the eras

First Light · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
1.05
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds
Linked Minds · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
165
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
0.94
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds
Prism Cities · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
180
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
0.85
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds
Resonance Age · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
195
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
0.76
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds
Distributed Thought · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
210
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
0.68
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds
Concord Ascendant · unit reference

Base values before government and research modifiers. Research prerequisites still apply at advanced starting eras.

Prism sentinel

Infantry · Ranged

Base cost
144 alloy
Crew
4
Base health
330
Damage per hit
33
Range
230
Bunker crew
Eligible · twice normal range
Movement / second
150
Seconds between shots
0.6
Base training work
14 seconds

Light scout

Pathfinder · Ranged

Base cost
272 alloy
Crew
4
Base health
285
Damage per hit
51
Range
290
Bunker crew
Eligible · twice normal range
Movement / second
220
Seconds between shots
0.95
Base training work
44 seconds

Glass bastion

Bulwark · Melee · contact

Base cost
400 alloy
Crew
8
Base health
930
Damage per hit
138
Range
Melee · contact
Bunker crew
Cannot enter
Movement / second
170
Seconds between shots
0.95
Base training work
64 seconds

Repair weaver

Field medic · Ranged

Base cost
272 alloy
Crew
4
Base health
375
Damage per hit
18
Range
150
Bunker crew
Eligible · twice normal range
Movement / second
160
Seconds between shots
0.85
Base training work
44 seconds

Resonance engine

Railcrawler · Ranged

Base cost
448 alloy
Crew
8
Base health
720
Damage per hit
144
Range
360
Bunker crew
Cannot enter
Movement / second
105
Seconds between shots
2.4
Base training work
72 seconds

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