Rules
Destroy the enemy hull (20,000 HP) before they destroy yours. Your ship is always on the left.
Collectors harvest energy nodes in your reactors for gold. Buy more collectors and eco upgrades; the collector price doubles and the upgrade price multiplies by ×1.8 with each purchase.
The outer shield blocks everything above 70% HP, the inner one above 50%; below that, missiles slip through. Colour code: outer = your first team colour (blue / red), inner = the second (teal / amber).
Everything takes 5–20 s to build and works only once finished. Cancelling refunds 100%, selling 75%. Silos (2×2) auto-fire their class for free; select one to upgrade it; double-click one to select all of yours of that kind and tier, and Upgrade (W) on that selection upgrades as many as you can afford: Large unlocks at 6 silos, Mega at 12.
Interceptor PD shoots the most dangerous missile first, so Swarm packs slip through (range 36 u; upgrades at 1 / 3 PDs); it can’t target Ion. MG shreds Swarm, 60% vs Cruise, but can’t target Ion. Laser does 100% to Ion, 30% to the rest. Hover any button for its table. Select a defence to pick what it shoots at in the Targeting panel above the command card (R F Z X); Apply to all matching (T) copies it to all your towers of that kind and tier.
Cruise hits everything. Ion does 2× to shields but nothing to the hull. Swarm splits into 4–16 small warheads. Any silo builds any class.
Six bay slots between your reactors, shared with your teammate. Repair Bay drones fix structures, the Hangar launches a fighter, the Torpedo Bay builds torpedoes (10,000 / 40,000 damage).
Hold fire (Missiles tab, R) keeps finished missiles in their silos and launches them together, a salvo that swamps point defence. Time it for when the enemy shields are low; send Ion first.