Army · Mechanised
Robotic Brigade
Robotic brigade: uncrewed combat vehicles with high firepower and few personnel. In terrain like mechanised forces.
As of version 0.2.0 What’s new?
Values
- Attack
- 16
- Defence
- 10
- Speed
- 45 km/day
- Troop class
- MechanisedMechanisedTroop classCrossing relief0%Unit types3Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities.
- Cost
- $1.4bn
- Build time
- 300 days
- Upkeep
- $2.5M/day
- Manpower
- 1,000
- Requirement
- Robotic Combat VehiclesRobotic Combat VehiclesLand Forces · 2032Cost10,000 pointsPrerequisites2Speculative✓Allows robotic brigades and robotic arms production.
Equipment per unit
- Arms and EquipmentArms and EquipmentMilitary GoodsBase price$700kProduced in (buildings)1Used by (buildings)0Arms and equipment: the gear for recruiting and reinforcing all forces. 30
- ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 20
- SemiconductorsSemiconductorsHigh TechnologyBase price$900kProduced in (buildings)1Used by (buildings)6High-tech input for electronics, vehicles, armaments and data centres – few producers, high dependency. 5
- VehiclesVehiclesHigh TechnologyBase price$800kProduced in (buildings)1Used by (buildings)0End product of the vehicle industry. 40
- FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 2
- MunitionsMunitionsMilitary GoodsBase price$150kProduced in (buildings)1Used by (buildings)0Munitions: troops and missile units use them in action. 2
Terrain
Factors on attack (T_A, without coastal bonus) and defence (T_D, including the terrain’s defence bonus), movement cost and marching speed.
| Terrain | Attack | Defence | Movement cost | km/day |
|---|---|---|---|---|
| PlainsPlainsTerrainMovement cost×1Defence bonus±0%Frontage12 unitsClose air support×1.15Attrition without supply1%/dayOpen ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified. | ×1.1 | ×1 | ×1 | 45 |
| FarmlandFarmlandTerrainMovement cost×1Defence bonus±0%Frontage10.8 unitsClose air support×1.1Attrition without supply0.8%/dayDeveloped open land: fast movement, a slightly narrower front than plains, low attrition. Armour, mechanised forces and artillery keep their edge. | ×1.05 | ×1 | ×1 | 45 |
| ForestForestTerrainMovement cost×1.5Defence bonus+25%Frontage8.4 unitsClose air support×0.7Attrition without supply1.2%/dayForest slows movement, narrows the front and shields the defender. Infantry and light forces fight better, armour and artillery worse; close air support is dampened. | ×0.85 | ×1.2 | ×1.8 | 25 |
| HillsHillsTerrainMovement cost×1.5Defence bonus+30%Frontage9 unitsClose air support×0.9Attrition without supply1.2%/dayHills shield the defender and narrow the front a little. Light forces are strong, armour and mechanised forces weaker and slower. | ×0.9 | ×1.3 | ×1.65 | 27.3 |
| MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it. | ×0.7 | ×1.45 | ×3.25 | 13.8 |
| DesertDesertTerrainMovement cost×1.4Defence bonus±0%Frontage14.4 unitsClose air support×1.25Attrition without supply3%/dayDesert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker. | ×1.1 | ×1.05 | ×1.26 | 35.7 |
| SteppeSteppeTerrainMovement cost×1.1Defence bonus±0%Frontage13.2 unitsClose air support×1.2Attrition without supply1.4%/dayWide open grassland: a broad front, strong air effect, little cover. Armour and artillery have the edge, infantry is slightly disadvantaged. | ×1.1 | ×1.05 | ×1.05 | 43.1 |
| MarshMarshTerrainMovement cost×2Defence bonus+20%Frontage6 unitsClose air support×0.8Attrition without supply2%/dayMarsh: very slow with a narrow front. Marines have the edge here, armour and mechanised forces barely advance. | ×0.7 | ×1.05 | ×3 | 15 |
| TundraTundraTerrainMovement cost×1.6Defence bonus+10%Frontage9.6 unitsClose air support×0.9Attrition without supply2.5%/dayTundra: slow, a somewhat narrower front and high attrition without supply. Light forces cope best. | ×0.9 | ×1.1 | ×1.76 | 25.6 |
| UrbanUrbanTerrainMovement cost×1.3Defence bonus+40%Frontage6 unitsClose air support×0.6Attrition without supply0.5%/dayUrban area: a high defence bonus, a narrow front, close air support strongly dampened. Infantry, light forces and marines defend stubbornly, armour is at a disadvantage. | ×0.9 | ×1.4 | ×1.3 | 34.6 |
| JungleJungleTerrainMovement cost×2Defence bonus+35%Frontage5.4 unitsClose air support×0.5Attrition without supply2.8%/dayJungle: very slow, a very narrow front, high attrition without supply and little effect from the air. Light forces and marines have the edge, heavy formations are at a clear disadvantage. | ×0.65 | ×1.15 | ×2.8 | 16.1 |