File: guide.inc.php

package info (click to toggle)
warzone2100 4.6.3-1
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 660,320 kB
  • sloc: cpp: 676,209; ansic: 391,201; javascript: 78,238; python: 16,632; php: 4,294; sh: 4,094; makefile: 2,629; lisp: 1,492; cs: 489; xml: 404; perl: 224; ruby: 156; java: 89
file content (3543 lines) | stat: -rw-r--r-- 197,536 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
<?php
$guide = array(
	'r' => array(
		'subdirs' => array(
			'techtree' => array(
				'gen' => 108,
				'text' => '<p>
Because so many people have asked, here\'s a full tech tree. Note that most Warzone technologies have more than one prerequisite, so you\'ll have to click through to see all the prerequisites.
</p>
<p>
Many Warzone technologies have more than one prerequisite, so they\'re listed under their first prerequisite, and subsequent prerequisites just have a "See above" link to where they\'re first mentioned.
</p>
<p>
Some random statistics: There are 428 technologies. Stormbringer Emplacement takes the longest to research. EMP Mortar has more prerequisites, though, but you can theoretically get it faster because you can spread them out over many research facilities. Other technologies with many requirements include Missile Fortress, Mass Driver Fortress, and Plasmite Bomb.
</p>',
				'title' => '',
				'titlebar' => ''
			)
		)
	),
	'suggestions' => array(
		'autogen' => TRUE,
		'title' => 'Suggestions',
		'titlebar' => '<strong>Suggestions</strong>',
		'text' => '<p><em>v0.1 by Ratarf - Last updated: 10/10/2008</em></p>
<h3><a name="intro">Introduction</a></h3>
<p>This page tracks feature requests for the game Warzone 2100.</p>

<p>Of course, we need a better, more dynamic approach before we can actually put this page in use. For example using PHP or the wiki. This version is only an example of how it COULD look, and meant primarly for getting as much feedback as possible, so we can use the maximum potential.</p>
<p>For now, this page contains some random suggestions. These are all scraped from the warzone forums without mentioning who suggested them. If any content on this page is your property, and you would like to see it removed, please post in the appropriate forum thread.</p>
<p><strong>For more \'about\'-information, look below the list!</strong></p>
<p class="msg"><strong>All discussion about this page can be found here: <a href="http://forums.wz2100.net/viewtopic.php?f=2&amp;t=2212">http://forums.wz2100.net/viewtopic.php?f=2&amp;t=2212</a>. Please help us improve this page by giving your opinion! </strong></p>

<h3><a name="features">Features List</a></h3>
<h4><a name="gui">GUI</a></h4>
<p>Graphical user-interface suggestions, both ingame as in the menu.</p>

<table width="671">
 <tr>
  <th width="221"><div align="center"><span class="style1">Feature</span></div></th>
  <th width="119"><div align="center"><span class="style1">State</span></div></th>
  <th width="110"><div align="center"><span class="style1">More Info </span></div></th>

  <th width="193"><div align="center"><span class="style1">Comment</span></div></th>
 </tr>

 <tr>
  <td>Design screen tooltip</td>
  <td bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>
  <td bgcolor="#660000"><div align="center" class="style1">Wishlist</div></td>
  <td>Show design name + required power</td>

 </tr>

 <tr>
  <td>Power summary window</td>
  <td bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>
  <td bgcolor="#660000"><div align="center" class="style1">Wishlist</div></td>
  <td>Show derricks owned, power production per minute,...</td>
 </tr>

 <tr>
  <td>Recycled units list </td>
  <td bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>
  <td bgcolor="#660000"><div align="center" class="style1">Wishlist</div></td>
  <td>Show ranks of pilot crews in queue</td>
 </tr>
 <tr>

  <td>Move \'Skirmish\' to Singleplayer </td>
  <td bgcolor="#669933"><div align="center"><strong>Trunk</strong></div></td>
  <td bgcolor="#FFFF00"><div align="center"><strong>/</strong></div></td>
  <td>Makes more sense! </td>
 </tr>
</table>
<h4><a name="terrain">Terrain &amp; World</a></h4>

<p>Suggestions related to the terrain and the world.</p>
<table width="671">
 <tr>
  <th width="221"><div align="center"><span class="style1">Feature</span></div></th>
  <th width="119"><div align="center"><span class="style1">State</span></div></th>
  <th width="110"><div align="center"><span class="style1">More Info </span></div></th>
  <th width="193"><div align="center"><span class="style1">Comment</span></div></th>

 </tr>
</table>
<h4><a name="units">Units</a></h4>
<p>Suggestions related to units and the manufacturing of units.</p>
<table width="671">
 <tr>
  <th><div align="center"><span class="style1">Feature</span></div></th>
  <th><div align="center"><span class="style1">State</span></div></th>

  <th><div align="center"><span class="style1">More Info </span></div></th>

  <th><div align="center"><span class="style1">Comment</span></div></th>
 </tr>

 <tr>
  <td width="221">Take all power at start of order</td>
  <td width="119" bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>

  <td width="110" bgcolor="#660000"><div align="center" class="style1">Wishlist</div></td>
  <td width="193">Optional, requires ctrl + click </td>

 </tr>
 <tr>
  <td>Realistic turning for tracked units</td>
  <td bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>

  <td bgcolor="#FF9900"><div align="center"><strong>???</strong></div></td>
  <td>Drive backwards, rotate in place,...</td>
 </tr>




</table>
<h4><a name="building">Building</a></h4>
<p>Building and buildings</p>

<table width="671">
 <tr>
  <th><div align="center"><span class="style1">Feature</span></div></th>
  <th><div align="center"><span class="style1">State</span></div></th>
  <th><div align="center"><span class="style1">More Info </span></div></th>

  <th><div align="center"><span class="style1">Comment</span></div></th>
 </tr>

 <tr>
  <td width="221">Gates</td>
  <td width="119" bgcolor="#FFFF00"><div align="center"><strong>Mod</strong></div></td>
  <td width="110" bgcolor="#00FF00"><div align="center"><strong><a href="http://forums.wz2100.net/viewtopic.php?f=10&amp;t=2186">Topic</a></strong></div></td>
  <td width="193">Optional, requires ctrl + click </td>

 </tr>

 <tr>
  <td>Semi-Transparent previews of ordered buildings</td>
  <td bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>
  <td bgcolor="#660000"><div align="center"><strong>Wishlist</strong></div></td>
  <td> </td>

 </tr>

</table>
<h4><a name="other">Other</a></h4>
<p>All suggestions that do not fit in another category</p>
<table width="671">
 <tr>
  <th><div align="center"><span class="style1">Feature</span></div></th>
  <th><div align="center"><span class="style1">State</span></div></th>
  <th><div align="center"><span class="style1">More Info </span></div></th>

  <th><div align="center"><span class="style1">Comment</span></div></th>
 </tr>
 <tr>
  <td width="221">Multiplayer savegames</td>
  <td width="119" bgcolor="#FF9900"><div align="center"><strong>Planned</strong></div></td>
  <td width="110"><div align="center"><strong>???</strong></div></td>

  <td width="193"> </td>

 </tr>
</table>
<h3><a name="about">About this page</a></h3>
<h4><a name="putwhat">What can be put here?</a></h4>
<ul>
 <li>Please no balancing stuff here. This would really clutter this page. </li>
 <li>Not too much technical details here. Off course an important \'AI patch\' is legal, but no bugfixes or references to code lines please. </li>

 <li>This page lists features that might make it in the game someday. It\'s purpose is not to list ALL suggestions ever made. </li>
</ul>
<h4>Where does this come from?</h4>
<p> The idea for this page comes from the OpenTTD Community. They have such a nice system for tracking features there, especially when compared to the chronological wishlist threats on the warzone forum, which are very cluttered. So why not use a similar approach here? </p>
<p>Specific pages to learn from: </p>
<ul>
 <li><a href="http://wiki.openttd.org/wiki/index.php/Requested_features">http://wiki.openttd.org/wiki/index.php/Requested_features</a></li>
 <li><a href="http://wiki.openttd.org/wiki/index.php/Talk:Requested_features">http://wiki.openttd.org/wiki/index.php/Talk:Requested_features</a></li>

 <li><a href="http://wiki.openttd.org/wiki/index.php/Talk:Requested_features/Archive">http://wiki.openttd.org/wiki/index.php/Talk:Requested_features/Archive</a></li>

</ul>
<h4><a name="statuses">Statuses and their explanation:</a></h4>
<table width="554">
 <tr>
  <td width="100" bgcolor="#CC0000"><div align="center" class="style1">Idea</div></td>
  <td width="438">Just an idea someone, or more people, came up with. </td>
 </tr>

 <tr>
  <td bgcolor="#330066"><div align="center" class="style1">Concept</div></td>

  <td>Properly sketched or prepared idea </td>
 </tr>
 <tr>
  <td bgcolor="#FF9900"><div align="center"><strong>Planned</strong></div></td>
  <td>Planned by the dev-team for a later release </td>

 </tr>
 <tr>

  <td bgcolor="#FFFF00"><div align="center"><strong>Mod</strong></div></td>
  <td>Available in a mod </td>
 </tr>
 <tr>
  <td bgcolor="#666600"><div align="center"><strong>Branch</strong></div></td>

  <td>...</td>
 </tr>

 <tr>
  <td bgcolor="#669933"><div align="center"><strong>Trunk</strong></div></td>
  <td>...</td>
 </tr>
 <tr>

  <td bgcolor="#00FF00"><div align="center"><strong>Stable Release </strong></div></td>
  <td>...</td>






 </tr>
</table>
<h4><a name="aboutmoreinfo">About \'More Info\'</a></h4>

<table width="509">
 <tr>
  <td width="47" bgcolor="#660000"><div align="center" class="style1">Wishlist</div></td>
  <td width="446">Discussion about this feature is in the wishlist (see below). Happy searching! </td>
 </tr>
 <tr>

  <td bgcolor="#FFFF00"><div align="center" class="style3">/</div></td>

  <td>This feature is obvious and no further discussion (topic) is required</td>
 </tr>
 <tr>
  <td bgcolor="#00FF00"><div align="center"><strong>Topic</strong></div></td>
  <td>There\'s at least 1 discussion topic for this feature (there could also be a wiki article). So please note that there could be multiple links here!</td>
 </tr>

 <tr>

  <td bgcolor="#FF9900"><div align="center"><strong>???</strong></div></td>
  <td>Not sure where this feature is discussed. </td>
 </tr>
</table>
<h3><a name="wishlist">Wishlist</a></h3>
<p>The wishlist topics can be found here:</p>
<ol>
 <li>
  <a href="http://forums.wz2100.net/viewtopic.php?f=6&amp;t=771">Wishlist 1</a></li>

 <li><a href="http://forums.wz2100.net/viewtopic.php?f=6&amp;t=1267">Wishlist 2</a></li>
 <li><a href="http://forums.wz2100.net/viewtopic.php?f=6&amp;t=2224">Wishlist 3</a></li>
</ol>
<h3><a name="why">Why this list?</a></h3>
<ul>
 <li>Give players ONE place to look for new features</li>

 <li>Enable developers to get a quick overview of the things players want in the game</li>

 <li>Save people the time of looking up requests in a 15-pages long topic. </li>
 <li>Save everyone the time of explaining a feature over and over again because it gets lost in the threads. </li>
 <li>Allow player X\'s feature requests to inspire players Y and Z to yet another great idea.</li>
</ul>
<h3><a name="howhelp">How to help?</a></h3>
<ul>
 <li>Move worthy suggestions from the wishlist to their own topic, with a clear name. </li>

 <li>Look for topics discussing certain existing features and add them to this list. </li>
 <li>Do useful feature requests the right way!</li>
 <li>Update the progress in this list (<strong>not available yet, since you can not edit it</strong>). </li>
 <li><a href="http://forums.wz2100.net/viewtopic.php?f=2&amp;t=2212">Discuss </a>everything about this page. Colors, categories,... Everything is welcome!</li>
 <li>Especially, discuss the best way to put this page in use, <strong>technically</strong>. </li>

 <li>Always keep looking for ways to do things the best way. </li>
</ul>
<p class="msg"> <strong>All discussion about this page can be found here: <a href="http://forums.wz2100.net/viewtopic.php?f=2&amp;t=2212">http://forums.wz2100.net/viewtopic.php?f=2&amp;t=2212</a>. Please help us improve this page by giving your opinion!</strong></p>',
		'cachedsb' => '<li><a href="#intro">Introduction</a></li><li><a href="#features">Features List</a><ul><li><a href="#gui">GUI</a></li><li><a href="#terrain">Terrain &amp; World</a></li><li><a href="#units">Units</a></li><li><a href="#building">Building</a></li><li><a href="#other">Other</a></li></ul></li><li><a href="#about">About this page</a><ul><li><a href="#putwhat">What can be put here?</a></li><li><a href="#statuses">Statuses and their explanation:</a></li><li><a href="#aboutmoreinfo">About \'More Info\'</a></li></ul></li><li><a href="#wishlist">Wishlist</a></li><li><a href="#why">Why this list?</a></li><li><a href="#howhelp">How to help?</a>'
	),
	'b' => array(
		'subdirs' => array(
			'commandcenter' => array(
				'gen' => 109,
				'text' => '<p>
The Command Center is the heart of every Warzone base. It\'s needed for two things: To <a href="../design">design units</a>, and to show the <a href="../minimap">minimap</a>.
</p>',
				'title' => '',
				'titlebar' => ''
			),
			'powergenerator' => array(
				'gen' => 109,
				'text' => '<p>
The power generator in conjunction with oil derricks <a href="../power">gives the player power</a>. One power generator is needed for every four oil derricks, or the oil derricks will not function. Additional power generators will not generate any more power.
</p>
<p>
The power module gives power faster (+50.9% to the power multipliers - note that this is in addition to the fact that researching Power Module sets the base multiplier to 125%).
</p>',
				'title' => '',
				'titlebar' => ''
			),
			'researchfacility' => array(
				'gen' => 109,
				'text' => '<p>
The research facility allows the player to <a href="../research">research upgrades and new technologies</a>. One research facility can research one technology at a time, and research cannot be queued.
</p>
<p>
The research module allows for faster research (+85.7% to the current research multiplier).
</p>',
				'title' => '',
				'titlebar' => ''
			),
			'factory' => array(
				'gen' => 109,
				'text' => '<p>
Factories are needed to <a href="../manufacture">manufacture units</a>: Factories produce tanks, Cyborg Factories produce cyborgs, and VTOL Factories produce VTOL aircraft.
</p>
<p>
Factories and VTOL Factories can be upgraded with Factory Modules up to two times. This will add 100% to its production rate multiplier and allow production of larger tanks/VTOLs. One Factory Module is needed to produce tanks with medium bodies, and two Factory Modules on the same Factory are needed to produce tanks with heavy bodies.
</p>
<p>
It takes a number of seconds equal to weight/100 to rearm a VTOL, before rearming pad upgrades.
</p>',
				'title' => '',
				'titlebar' => ''
			),
			'commandrelaycenter' => array(
				'gen' => 109,
				'text' => '<p>
The Command Relay Center is required to make <a href="../commanders">Commanders</a> (tanks with Command Turrets). Commanders <a href="../experience">provide bonuses</a> to units assigned to them.
</p>',
				'title' => '',
				'titlebar' => ''
			)
		)
	),
	'index' => array(
		'autogen' => TRUE,
		'title' => 'Home',
		'titlebar' => '<strong>Home</strong>',
		'text' => '      <div style="max-width:10in;"><div style="float:right;width:320px;"><script type="text/javascript" src="images/swfobject.js"></script>
<div id="player" class="p">&nbsp;</div>
<script type="text/javascript">
<!--
// style="float:left;padding-right:1em;"
      var so = false;
      var size = -1;
      function resizemovie(nsize)
      {
        if (size == nsize) return false;
        var w=320, h=260;
        switch (nsize)
        {
        case 1:
		w=640; h=500;
		break;
        }
        so = new SWFObject(\'images/flvplayer.swf\',\'single\',\'\'+w,\'\'+h,\'7\');
        so.addParam("allowfullscreen","true");
        so.addVariable("file","devastation.flv");
        so.addVariable("image","images/devastation.jpg");
        so.addVariable("backcolor","0x5D91DA");
        so.addVariable("frontcolor","0xD9E1F6");
        so.addVariable("lightcolor","0xFFFFFF");
        so.write(\'player\');
        //if (size >= 0) document.getElementById(\'size\'+size).className = \'nsel\';
        //size = nsize;
        //document.getElementById(\'size\'+size).className = \'sel\';
        //document.getElementById(\'size\'+size).blur();
      }
      resizemovie(0);
//-->
</script>

<p class="backforward"><a href="story">Larger size &raquo;</a></p>
<ul class="nav">
<li><a href="http://wz2100.net/download">Download game</a></li>
</ul>
</div>
<div style="margin-right:340px;">
<h3 id="intro">Introduction</h3>
<p>

Warzone 2100 is a <a href="http://en.wikipedia.org/wiki/Real-time_strategy" target="_blank">real-time strategy</a> game, originally developed by Pumpkin Studios and published by Eidos Interactive, now developed by the <a href="http://wz2100.net">Warzone 2100 Project</a>. Compared to other real-time strategy games, it has a greater focus on artillery, radar, and counter-battery technologies, more frequent in-game cinematic updates as game play progresses, a <a href="r/tech-tree">massive research tree</a>, as well as a vehicle design system.

</p>
<p class="backforward"><a href="intro">Read more &raquo;</a></p>
<h3 id="manual">Manual</h3>
<ul class="nav">
<li><a href="basics">Basics</a></li>
<li><a href="keyboard">Keyboard shortcuts</a></li>
<li><a href="walkthrough">Walkthrough</a></li>
</ul>
<h3 id="reference">Reference</h3>
<ul class="nav">
<li><a href="b/">Base structures</a></li>
<li><a href="d/">Defensive structures</a></li>
<li><a href="w/">Turrets</a></li>
<li><a href="c/">Cyborgs</a></li>
<li><a href="bp/">Bodies and Propulsion</a></li>
<li><a href="r/tech-tree">Tech tree</a></li>
<li><a href="experience">Unit experience</a></li>
</ul>
<h3 id="advanced">Advanced strategy</h3>
<ul class="nav">
<li><a href="earlygamestrategy">Early-game strategy</a></li>
<li><a href="damage">Damage formula</a></li>
<li><a href="weapons">Weapon guide</a></li>
<li><a href="rankings">Multiplayer rankings</a></li>
</ul>
<h3 id="dev">For developers</h3>
<ul class="nav">
<li><a href="cheats">Cheats</a></li>
<li><a href="http://developer.wz2100.net/">Development</a></li>
</ul>
</div></div>
<h4><a name="note">Note</a> </h4>
<p>
<em>The Warzone 2100 Guide applies to the latest version, version 2.2, of Warzone 2100. For guides for other versions of the game, see <a href="ntw/" rel="nofollow">NTW Guide</a> or <a href="1.10/" rel="nofollow">Warzone 1.10 Guide</a>.</em>
</p>',
		'cachedsb' => '<li><a href="#intro">Introduction</a></li><li><a href="#manual">Manual</a></li><li><a href="#reference">Reference</a></li><li><a href="#advanced">Advanced strategy</a></li><li><a href="#dev">For developers</a>'
	),
	'intro' => array(
		'autogen' => TRUE,
		'title' => 'Introduction',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Introduction</strong>',
		'text' => '<h3 id="intro">Introduction</h3>

<p>
Warzone 2100 is a <a href="http://en.wikipedia.org/wiki/Real-time_strategy">real-time strategy</a> game, originally developed by Pumpkin Studios and published by Eidos Interactive, now developed by the <a href="http://wz2100.net">Warzone 2100 Project</a>. Compared to other real-time strategy games, it has a greater focus on artillery, radar, and counter-battery technologies, more frequent in-game cinematic updates as game play progresses, a <a href="new/r/tech-tree">massive research tree</a>, as well as a vehicle design system.
</p>

<h3 id="story">Story</h3>

<p>
In the late 21st century, NASDA (the North American Strategic Defense Agency) developed and deployed a massive missile defense system, including a network of nuclear-equipped satellites and ground-based launch sites. However, during a routine maintenance check, something went terribly wrong...
</p>
<p class="backforward"><a href="story"><em>Read more</em> &raquo;</a></p>

<h3 id="multiplay">Multiplayer</h3>

<p>
Outside of the story, Warzone 2100 only has a single faction. This limits some of the variety that can be expected from <a href="http://en.wikipedia.org/wiki/Real-time_strategy">real-time strategy</a> games, although the single faction is very complex. Essentially, Warzone 2100 plays much like <a href="http://en.wikipedia.org/wiki/Earth_2150">Earth 2150</a> with 3D units and terrain, customizable vehicles, a lack of traditional infantry, use of "research" to acquire new technologies, and the differentiation of vehicles types.
</p>
<p>
Compared to other RTS\'s, Warzone 2100 has:
</p>
<ul>
<li><p>A unit design system that lets players choose bodies, propulsions, and weapons.</p></li>
<li><p>A greater emphasis on sensors and radar: Basic sensors detect units and can co-ordinate ground attacks. Counter-battery (CB) sensors detect enemy artillery batteries and coordinate artillery strikes against enemy artillery. VTOL sensors and VTOL CB sensors coordinate VTOL attacks. Radar detectors detect enemy sensors.</p></li>
<li><p>A greater emphasis on artillery: With the assistance of sensors, late game artillery can fire from huge distances.</p></li>
<li><p>A massive <a href="new/r/tech-tree">technology tree</a>, with small incremental advancements over existing technologies being required for later technologies.</p></li>
</ul>

<h3 id="installing">Installing</h3>

<p>
Warzone can be downloaded from:
</p>
<ul class="nav"><li><p><a href="http://wz2100.net/download"><em>Download</em> Warzone 2100</a></p></li></ul>
<p>
On most distributions of Linux, Warzone should be available in your repositories. However, these are often outdated, and you are encouraged to compile Warzone yourself, which is the usual:
</p>
<blockquote><p><code>./configure && make</code></p></blockquote>
<p>
For compiling tips on other platforms, or if the above fails, see the <a href="http://developer.wz2100.net/wiki/CompileGuide">Compile Guide</a>.
</p>

<h3 id="playing">Playing Warzone</h3>

<p>
<em>See also:</em> <a href="http://wz2100.net/faq">FAQ</a>
</p>
<p>
The easiest way to learn how to play is to play the <strong>Tutorial</strong> in the game.
</p>',
		'cachedsb' => '<li><a href="#intro">Introduction</a></li><li><a href="#story">Story</a></li><li><a href="#multiplay">Multiplayer</a></li><li><a href="#installing">Installing</a></li><li><a href="#playing">Playing Warzone</a>'
	),
	'weapons' => array(
		'autogen' => TRUE,
		'title' => 'Weapon Guide',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Weapon guide</strong>',
		'text' => '<h3 id="classification">Classification</h3>

<p>
Warzone weapons can be classified four different ways: targeting, type, class, and subclass.
</p>
<h3 id="targeting">Targeting</h3>

<ul>
<li><p><em>direct</em> &ndash; Direct-fire weapons fire projectiles that fly in a straight line at their target.</p></li>
<li><p><em>erratic direct</em> &ndash; A VTOL bomb. Equivalent to a direct weapon for all intents and purposes.</p></li>

<li><p><em>direct homing</em> &ndash; Direct homing weapons will fire projectiles in the direction of their target, but the projectile will "home in" on its target, i.e. it will continually adjust itself so it will still hit its target if its target moves.</p></li>
<li><p><em>indirect</em> &ndash; Indirect weapons, better known as artillery weapons, will fire in an arc, and do not require a line-of-sight between itself and what it\'s shooting. With the exception of the <a href="w/minirocketartillery">mini-rocket artillery</a>, indirect weapons are generally used as long-range weapons. They require sensor turrets to take advantage of their long range.</p></li>

</ul>
<h3 id="type">Type</h3>
<p>The type of a weapon determines what it\'s effective against and what it\'s not effective against.</p>

<p><em>See also:</em> <a href="w/#weapontable">Weapon damage table</a></p>
<ul>
<li><p><em>anti-personnel</em> &ndash; Anti-personnel weapons are most effective against cyborgs. They do below-average damage to tracked tanks and hard structures, and average damage to other targets. All anti-personnel weapons can also hit VTOLs. <br />Examples: machineguns, lasers</p></li>
<li><p><em>anti-tank</em> &ndash; Anti-tank weapons are most effective against tanks. They do below-average damage to everything else, and very little damage to cyborgs and hard structures. Most anti-tank weapons do high damage, but have low HP, and so are best protected by cannons. When wielded by cyborgs, many anti-tank weapons can also hit air. <br />Examples: mini-rockets, rockets, missiles</p></li>

<li><p><em>all-rounder</em> &ndash; Despite their name, all-rounder weapons do not do average damage to everything: they do above-average damage against tanks and structures. They do below-average damage to bunkers, and average damage to everything else. The "traditional" all-rounder weapons have high HP, making them suitable for sieging a base. <br />Examples: cannons, rails, VTOL machineguns, Plasma Cannon</p></li>
<li><p><em>anti-structure</em> &ndash; Anti-structure weapons do the most damage against bunkers, but a lot of damage against other structures. They do little damage against tanks and cyborgs. The <a href="w/bunkerbuster">bunker buster</a> is the only anti-structure weapon in the base un-modded game of Warzone.</p></li>
<li><p><em>flamer</em> &ndash; Flamers are very good against cyborgs and bunkers. They do good damage against most other targets, but practically no damage against hard structures. The only flamer weapons are in the flamer subclass.</p></li>

<li><p><em>artillery</em> &ndash; Artillery-type weapons (not to be confused with artillery weapons, which don\'t include bombs) are like anti-personnel weapons: They do high damage to cyborgs and hard structures, low damage to bunkers, and moderate damage to everything else. <br />Examples: mortars, howitzers, bombs, all other artillery weapons, <a href="w/lassat">Laser Satellite Command Post</a></p></li>
<li><p>(<em>anti-aircraft</em>) &ndash; Anti-aircraft weapons technically have a type of "anti-tank", but they can only hit aircraft. <br />Examples: AA-guns, SAMs, <a href="w/stormbringer">Stormbringer</a></p></li>
</ul>

<p>Note that just because a weapon\'s type does high damage to a particular target does not mean that it is suitable for that target. In particular, it would not be a good idea to use a <a href="w/lassat">laser satellite</a> against a cyborg. On the other hand, Scourge Missile, while being an anti-tank weapon, can be useful for attacking unattended structures from a distance.</p>

<h3 id="class">Class</h3>
<ul>
<li><p><em>kinetic</em> &ndash; Kinetic weapons are weapons that derive most of their damage from their impact. Most weapons in Warzone are kinetic.</p></li>
<li><p><em>thermal</em> &ndash; Thermal weapons are weapons that derive most of their damage from heat or fire. On average, they do greater damage to tanks and cyborgs. New Paradigm and Super Heavy bodies have high thermal armor, while Project and Collective bodies have low thermal armor. <br />Examples: lasers, flamers, incendiary artillery, firebombs, Laser Satellite Command Post</p></li>

</ul>
<p>
Again, just because a weapon\'s class does higher damage to a body does not mean the weapon itself is suitable to attack a tank with that body. In particular, lasers, as anti-personnel weapons, do low damage even to Collective bodies.

</p>
<h3 id="special">Special weapons</h3>
<p>
Some weapons are special, and can have one or more of the following attributes:
</p>
<ul>
<li><p><em>splash damage</em> &ndash; Weapons with splash damage will do damage to everything in the area around where it hits. The area can be large or small, depending on the weapon. <br />Examples: artillery-type weapons, cannons, rails, <a href="w/lassat">Laser Satellite Command Post</a></p></li>

<li><p><em>fire damage</em> &ndash; Weapons with fire damage (more than just flamers, not to be confused with thermal weapons) will cause things they hit to catch fire and take damage over a certain amount of time. <br />Examples: flamers, incendiary artillery, firebombs</p></li>

<li><p><em>EMP</em> &ndash; EMP weapons will disable their target for a short period of time. <br />Examples: <a href="w/empcannon">EMP cannon</a>, <a href="w/empmissilelauncher">VTOL EMP missile launcher</a>, <a href="w/empmortar">EMP mortar</a></p></li>

</ul>
<h3 id="subclasses">Subclasses</h3>
<p>
By far the biggest most important division between weapons is the subclasses.
</p>

<p>
Research tips: Unless otherwise specified, stronger weapons in a subclass are obtained by upgrading that subclass. Stronger weapons, as well as stronger weapon upgrades, generally require better research speed upgrades (Synaptic Link Data Analysis, Dedicated Synaptic Link Data Analysis, Neural Synapse Research Brain). Most stronger weapons require damage upgrades, although rotary weapons usually require rate-of-fire (ROF) upgrades instead.
</p>
<h3 id="t1">T1 Subclasses</h3>
<h4>Machineguns</h4>
<p>
The first weapon you get in Warzone is the Machinegun, and the Twin Machinegun and Heavy Machinegun (often called HMG) shortly thereafter. Machineguns (often called MGs) are good all-rounder weapons, but quickly get outclassed by anti-tank weapons.
</p>

<h4>Mini-Rockets</h4>
<p>
The Mini-Rocket Pod, obtained by researching Fuel Injection Engine, is a good early-T1 anti-tank weapon, but it will quickly lose out to more powerful anti-tank weapons such as cannons and rockets. The Mini-Rocket Artillery (often called MRL) is a good complement for anti-tank weapons, best against the targets anti-tank weapons like mini-rockets and rockets are worst against, but users of Mini-Rockets will find themselves disadvantaged against a research rusher if they do not upgrade to Lancers as soon as possible.
</p>
<h4>Cannons</h4>

<p>
Cannons, obtained by upgrading machinegun damage, (Light Cannon, Medium Cannon, Heavy Cannon, often abbreviated LC, MC, and HC respectively) are weapons with high HP and moderate damage against tanks and walls. VTOL cannons, unlike VTOL rockets, cannot attack other VTOLs.
</p>
<h4>Rockets</h4>
<p>
The Lancer, obtained by upgrading mini-rocket damage and acccuracy, is an anti-tank weapon with low HP, high damage, and long range. Unlike the cannon, however, it is <em>very</em> ineffective against cyborgs and walls. VTOL lancers, unlike VTOL cannons, are effective against other VTOLs, although they do plenty of damage to ground tanks, as well.

</p>
<p>
Users of rockets and missiles should remember to right-click them and set them to Long Range for maximum effectiveness.
</p>
<p>
The Bunker Buster, also obtained by upgrading mini-rocket damage and accuracy, is the only anti-structure weapon, and is generally used as a support weapon to destroy enemy defensive structures.
</p>

<h4>Flamers</h4>
<p>
Flamers, obtained by upgrading machineguns and Fuel Injection Engine, have the lowest range and highest damage rate of all T1 weapons, once their incendiary effect (read: setting things on fire) is taken into account. They also do fire damage to multiple targets within range at once, making them deadly if they survive to get close to enemy tanks, cyborgs, and bunkers. However, they are usually very weak, making hit-and-run tactics surprisingly effective on them.
</p>
<p>
Although the flamer is very effective against tanks, cyborgs, and bunkers, it is <em>extremely</em> ineffective against walls.

</p>
<p>
Since cyborgs are inexpensive (and thus can be massed) and have high speed, flamers are best used on cyborgs.
</p>
<h4>Mortars</h4>
<p>

Mortars, obtained by upgrading cannons, are artillery weapons. As artillery weapons, they have a relatively low damage rate but very long range when assigned to a sensor. They are good all-rounder weapons, but do especially high damage against cyborgs, and relatively low damage to tracked tanks. Because of their low damage rate and low HP, they do very poorly in close-ranged combat, and should be carefully protected by direct-fire weapons.
</p>
<h4>Bombs</h4>
<p>
The Cluster Bombs Bay is the VTOL equivalent of an artillery weapon like the mortar. An all-rounder weapon.
</p>
<h3 id="t2">T2 Subclasses</h3>

<h4>Machineguns</h4>
<p>
The Assault Gun is useful against cyborgs, and Rotary MG Bunkers are particularly inexpensive, but they aren\'t as good general-purpose weapons as cannons or mortars.
</p>
<h4>Cannons</h4>
<p>

The Hyper Velocity Cannon is a longer-range cannon with lower HP. It still has higher HP and lower damage than a rocket, and is similar to the T1 cannons in every other way.
</p>
<p>
Although the Hyper Velocity Cannon (often called HPV or HVC) is the only actual T2 cannon, Heavy Cannons are also very usable in T2.
</p>
<h4>Rockets</h4>
<p>

The Tank Killer is similar to a Lancer, but has a slightly longer range, higher damage rate, and a slower reload.
</p>
<p>
Ripple Rockets are the earliest very-long-range artillery players can get. It has a very slow reload time, but is devastating to enemy structures.
</p>
<h4>Flamers</h4>
<p>
The Inferno is a more powerful flamer, and is used similarly.

</p>
<h4>Mortars</h4>
<p>
The incendiary mortar is a twist on the generic artillery concept, for anyone who wishes to digress their mortar research into flamers.
</p>
<h4>Howitzers</h4>

<p>
Howitzers are mortars with significantly longer range and slower reloading. They are used similarly to mortars.
</p>
<h4>Bombs</h4>
<p>
Firebombs, obtained by upgrading bombs and flamers, are useful for damaging a wide area.
</p>
<h3 id="t3">T3 weapons</h3>

<h4>Cannons</h4>
<p>
Cannons are (debatably) the only T1 subclass to be usable in T3, and even the best cannon upgrades are cheaper than T3 weapon upgrades &ndash; notable to anyone who wishes to save money on research. Assault cannons are used similarly to cannons in T1, although, as assault weapons, they are better against cyborgs than their predecessors.

</p>
<h4>Missiles</h4>
<p>
The Scourge Missile, obtained by upgrading rockets, is the only homing ground-to-ground and air-to-ground tank weapon (technically, lasers are also homing, but their projectiles move too quickly to make a difference). It also has the highest damage rate of any medium or long range weapon, and is tied for longest-range direct-fire ground weapon. Though it has many strenghths, it shares the weaknesses of its predecessors: Low HP and ineffectiveness against cyborgs and walls.
</p>
<p>
Angel Missiles are a stronger version of Mini-Rocket Artillery. Archangel Missiles are stronger long-range artillery with slow reload times, similar to Ripple Rockets. Archangel Missiles have the longest range of any artillery weapon.
</p>
<h4>Rail guns</h4>

<p>
Rail guns, obtained by upgrading cannons, are improved, long-range versions of T1 cannons with higher HP and damage rate. They are used similarly.
</p>
<h4>Lasers</h4>

<p>
Lasers are the first thermal weapon that isn\'t a fire weapon. They are anti-personnel, and are used similarly to machineguns at all. Although their reload time isn\'t nearly as fast as a rotary weapon, they still usually have faster reload times than most other weapons.
</p>
<p>
Flashlight and Pulse Laser are long-range weapons (Pulse Laser being tied with Scourge for longest-range direct-fire ground weapon). They are good general-purpose weapons.
</p>
<p>
Heavy Laser is a short-range weapon with a high damage rate. Plasma Cannon is an even shorter-range weapon with a higher damage rate and a slow reload time.
</p>
<h4>Flamers</h4>
<p>

The Plasmite Flamer is an even more powerful flamer, and is used similarly to the Inferno.
</p>
',
		'cachedsb' => '<li><a href="#classification">Classification</a></li><li><a href="#targeting">Targeting</a></li><li><a href="#type">Type</a></li><li><a href="#class">Class</a></li><li><a href="#special">Special weapons</a></li><li><a href="#subclasses">Subclasses</a></li><li><a href="#t1">T1 Subclasses</a></li><li><a href="#t2">T2 Subclasses</a></li><li><a href="#t3">T3 weapons</a>'
	),
	'damage' => array(
		'autogen' => TRUE,
		'title' => 'Damage formula',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Damage calculation</strong>',
		'text' => '<p>

Ever wonder how damage is calculated in Warzone? If you just want to know if armor is subtractive or multiplicative, it\'s subtractive:
</p>
<p>
[DAMAGE] = [BASE DAMAGE] - [ARMOR]
</p>
<p>
<em>or</em>
</p>
<p>
[DAMAGE] = 30% x [BASE DAMAGE]
</p>
<p>

whichever is higher.
</p>
<p>

But to know exactly how much damage you\'re going to do, you need to know how to calculate base damage.
</p>
<h3 id="formula">The formula</h3>
<p>
[BASE DAMAGE] = [WEAPON DAMAGE] x [WEAPON SUBCLASS DAMAGE UPGRADE] x [WEAPON TARGET MODIFIER]
</p>
<p>
[ARMOR] = [TARGET WEAPON CLASS ARMOR] x [CLASS ARMOR UPGRADE]
</p>
<p>
Damage is [BASE DAMAGE] - [ARMOR], or 30% of [BASE DAMAGE], whichever is higher, rounded down (The exception is when rounding down would make damage 0, in which case damage is rounded up to 1).
<h3 id="weapontable">Weapon Multiplier Table</h3>

<p>Use values in this table for [WEAPON TARGET MODIFIER].</p>

<p><em>This table can also be found in the Weapons section of <a href="w/">Turrets</a>.</em></p>
<div style="max-width:800px;"><table width="100%" border="0" cellspacing="0" class="mpad"> 
<tr valign="top"><th class="r nb" width="22%">&nbsp;</th><th class="c" width="13%"><acronym title="Anti-Personnel">AP</acronym></th><th class="c" width="13%">Anti-Tank</th><th class="c" width="13%">Anti-Struct</th><th class="c" width="13%">Artillery</th><th class="c" width="13%">Flamer</th><th class="c" width="13%">All-Rounder</th></tr> 
<tr><th class="l">Cyborg</td><td class="c">140%</td><td class="c">30%</td><td class="c">30%</td><td class="c">130%</td><td class="c">130%</td><td class="c">60%</td></tr> 


<tr><th class="l">Wheels</td><td class="c">100%</td><td class="c">130%</td><td class="c">30%</td><td class="c">95%</td><td class="c">110%</td><td class="c">120%</td></tr> 
<tr><th class="l">Half-Tracks</td><td class="c">80%</td><td class="c">125%</td><td class="c">40%</td><td class="c">80%</td><td class="c">100%</td><td class="c">110%</td></tr> 
<tr><th class="l">Tracks</td><td class="c">60%</td><td class="c">120%</td><td class="c">50%</td><td class="c">65%</td><td class="c">90%</td><td class="c">100%</td></tr> 


<tr><th class="l">VTOL</td><td class="c">60%</td><td class="c">80%</td><td class="c">30%</td><td class="c">40%</td><td class="c">25%</td><td class="c">50%</td></tr> 
<tr><th class="l">Hover</td><td class="c">110%</td><td class="c">100%</td><td class="c">20%</td><td class="c">110%</td><td class="c">130%</td><td class="c">100%</td></tr> 
<tr><th class="l">Soft structures</td><td class="c">160%</td><td class="c">75%</td><td class="c">100%</td><td class="c">200%</td><td class="c">150%</td><td class="c">130%</td></tr> 


<tr><th class="l">Medium structures</td><td class="c">80%</td><td class="c">50%</td><td class="c">120%</td><td class="c">120%</td><td class="c">60%</td><td class="c">110%</td></tr> 
<tr><th class="l">Hard structures</td><td class="c">45%</td><td class="c">25%</td><td class="c">300%</td><td class="c">100%</td><td class="c">10%</td><td class="c">90%</td></tr> 
<tr><th class="l">Bunkers</td><td class="c">80%</td><td class="c">60%</td><td class="c">400%</td><td class="c">40%</td><td class="c">300%</td><td class="c">50%</td></tr> 


</table></div>
<h3 id="clarification">Clarification</h3>
<ul>
<li><p>[WEAPON DAMAGE] is the base damage of the weapon - what you see in the "Damage" column of the turret table.</p></li>
<li><p>[WEAPON SUBCLASS DAMAGE UPGRADE] is the best damage upgrade you\'ve researched for the weapon\'s subclass.</p></li>
<li><p>[WEAPON TARGET MODIFIER] is the multiplier in the above damage table.</p></li>
<li><p>[TARGET WEAPON CLASS ARMOR] is the target\'s thermal armor for thermal weapons, and kinetic armor for kinetic weapons. In tanks and VTOLs, thermal armor depends on nothing but the vehicle body.</p></li>
<li><p>[CLASS ARMOR UPGRADE] is the best kinetic/thermal armor upgrade your target has researched for it.</p></li>
</ul>
<h3 id="example">An example</h3>

<p>
Green\'s Tank Killer Scorpion Half-Tracks shoots Yellow\'s Heavy Cannon Python Tracks. Green has HESH Rocket Warhead Mk2, and Yellow has Dense Composite Alloys.
</p>
<p>
Tank Killer (an anti-tank weapon) has 120 damage. HESH Rocket Warhead Mk2 gives 150%, and anti-tank weapons do 110% damage against tracks.
</p>
<p>
[BASE DAMAGE] = 120 x 150% x 110% = 198.
</p>
<p>
Tank Killer is a kinetic weapon, and Python has 20 Kinetic Armor. Dense Composite Alloys upgrades 220%.
</p>
<p>
[ARMOR] = 20 x 220% = 44
</p>
<p>

198 - 44 (154) is greater than 198 x 30% (59), so the tank killer does 154 damage each time it hits (Notice that it fires four salvos; if they all hit, the tank killer does 616 damage, a significant proportion of the 880 HP the heavy cannon tank has).

</p>',
		'cachedsb' => '<li><a href="#formula">The formula</a></li><li><a href="#weapontable">Weapon Multiplier Table</a></li><li><a href="#clarification">Clarification</a></li><li><a href="#example">An example</a>'
	),
	'sensors' => array(
		'autogen' => TRUE,
		'title' => 'Sensors and artillery',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Using sensors and artillery</strong>',
		'text' => '<p>
<em>See also:</em> <a href="commanders">Commanders</a>

</p>
<h3 id="artillery">Artillery</h3>
<p>
As a review, keep in mind that "artillery" here refers to all indirect-fire weapons except the Mini-Rocket Array (MRL) and Seraph Missile Array, namely:
</p>
<ul>
<li>Mortars (mortar, bombard, pepperpot, incendiary mortar)</li>
<li>Howitzers (howitzer, ground shaker, hellstorm, incendiary howitzer)</li>
<li>Ripple rockets</li>
<li>Archangel missiles</li>
</ul>
<p>
Although the MRL and Seraph are indirect-fire weapons, they should be used like one would use direct-fire weapons, since their range is low enough that its internal sensor can handle it; external sensors are unnecessary.
</p>
<h3 id="sensors">Sensors</h3>
<p>
<img src="icon/w/sensorturret.gif" alt="" />
</p>
<p>
Regular sensors can be used for scouting and surveillance, but they have a more important usage: to spot for artillery.
</p>
<h4 id="spotting">Using sensors with artillery</h4>
<p>
Artillery weapons, by themselves, cannot fire more than their sensor range (8 tiles without upgrades). However, even the lowly mortar has an 18-tile weapon range. To use it, players need to use sensors.
</p>
<p>
Artillery structures are the easiest. Simply build a sensor tower, and if the sensor tower is targeting something within your artillery structures\' weapon range, they will fire at it.

</p>
<p>
An artillery tank, however, needs to be explicitly assigned to a sensor to function. Select the artillery tanks, then click on a sensor to assign the tank to the sensor.
</p>

<p>
<img src="pictures/sensors-assign.jpg" alt="Hellstorms assigned to Wide Spectrum Sensor" /><br />
<em>Artillery assigned to a sensor. Notice the * next to them, which indicates that they are assigned.</em>
</p>
<p>
Once the artillery is assigned, if it is assigned to a sensor tower, that tower will target enemies that come in range automatically.
</p>
<p>
If it is assigned to a sensor tank, the sensor can be used to attack enemies by selecting the sensor and targeting an enemy. All artillery assigned to the sensor will attack its target.
</p>
<p>

<img src="pictures/sensors-longrange.jpg" alt="Hellstorms seiging an enemy hardpoint" /><br />
<em>Notice that the artillery can be very far away&mdash;only the sensor turret needs to get within range.</em>
</p>

<p>
To unassign a unit from a sensor, the easiest way is to <span class="click">right-click</span> it, then tell it to move somewhere. Multiple units can be selected with <span class="key">ctrl</span>+<span class="click">click</span>, and moving them all.
</p>
<h4 id="cb">CB sensors</h4>

<p>
<img src="icon/w/cbradarturret.gif" alt="" />
</p>
<p>
A CB (Counter-Battery) tower or turret is used similarly to a standard sensor; however, it serves a specialized purpose: To counter-attack enemy artillery.
</p>
<p>
Normal sensor towers will direct your artillery to attack whatever is nearby, but CB towers will direct your artillery to attack any artillery attacking you, even if they are further away from you than other targets. If you have both a CB tower and a sensor tower, artillery structures will attack CB targets first, and only other targets once you are no longer being bombarded by enemy artillery.
</p>
<p>
<img src="icon/w/vtolcbradarturret.gif" alt="" />
</p>
<p>
A VTOL CB sensor does the same thing, except to VTOLs assigned to it.
</p>
<h4 id="towers">Sensor towers</h4>

<p>
Sensor towers and sensor units have several major differences:
</p>
<ul>
<li class="p">A standard sensor turret has a range of 12; a standard sensor tower has a range of 16 (special sensor turrets have the same range as their tower).</li>

<li class="p">A sensor tower cannot be ordered to target something specific; they automatically target the nearest unit (except CB and VTOL CB towers).</li>
<li class="p">A sensor turret will not target anything automatically; it must be manually ordered to attack a target</li>
</ul>
<h4 id="counts">What counts as a sensor</h4>
<p>
<img src="icon/b/commandcenter.gif" alt="Command Center" style="vertical-align:middle" /> <big>=</big> <img src="icon/d/hardenedsensortower.gif" alt="Sensor Tower" style="vertical-align:middle" />

</p>
<p>
<img src="icon/d/satelliteuplinkcenter.gif" alt="Satellite Uplink Center" style="vertical-align:middle" /> <big>=</big> <img src="icon/d/widespectrumsensortower.gif" alt="Wide Spectrum Sensor Tower" style="vertical-align:middle" />
</p>
<p>
The Command Center (HQ) is also considered a standard sensor tower, while the Satellite Uplink Center is also considered a Wide Spectrum sensor tower. In addition to their usual functionality, they can also be used as the corresponding sensor tower (for instance, you can assign artillery to them).
</p>
<p>
Note that while the Uplink Center reveals the entire map, it does <em>not</em> provide sensor attack coverage over the entire map, but only within a 26-tile radius.
</p>',
		'cachedsb' => '<li><a href="#artillery">Artillery</a></li><li><a href="#sensors">Sensors</a><ul><li><a href="#spotting">Using sensors with artillery</a></li><li><a href="#cb">CB sensors</a></li><li><a href="#towers">Sensor towers</a></li><li><a href="#counts">What counts as a sensor</a></li>'
	),
	'design' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<p>
<h3>Design</h3>
You need to design new units and VTOLs if you want to overpower your enemies and get that sweet taste of victory. This aspect of the game is what makes Warzone unique in it\'s own way.</p>
<p>
<h3>Screenshots</h3>
<img src="pictures/design-1.jpg" alt="" /><br>
1: Designing a new unit
</p>
<p>
<img src="pictures/design-2.jpg" alt="" /><br>
2: The unit being designed
</p>
<p>

<h3> Designing a unit </h3>
To make a new unit, select the Design icon in the Command Panel. This will make two columns appear on the left of the screen. To make a new design, select the green body. To select another unit to edit, just click it.</p>

<p>
Designing a new unit is simple. Its a three-step procedure: selecting a body, a propulsion system, and a turret. The three picked will result in a new unit.</p>
<h3>More screenshots</h3>
<p>
<img src="pictures/design.gif" alt="" /><br>
</p>
<p>
Clockwise, from top left: Select a body, propulsion type, turret, and closing the menu.</p>

<p>
<h3> Designing the unit </h3>
When a new unit is started, a list of bodies will appear on the right, with a green outline of a body in the centre. A two-column body list will appear on the right. Select one to move on to the next section  the propulsion type. Select a type and move on to the turret. There are two types of turrets, weapons and systems. Both are defined at the top of the two-column  by buttons  you can switch by clicking the respective button. Select a turret, and youre done.</p>
<p>
<img src="pictures/design-3.jpg" alt="" /><br>
</p>
<p>
<h3> Another set of screenshots </h3>
The top half of the Design (minus completed designs)</p>

<p>

1: The name of a unit. You can click this and change it by typing.<br>
2: Click this to change a body of a design.<br>
3: Click this to change a propulsion type of a design.<br>
4: Click this to change a turret of a design.<br>
5: Click this to delete the currently selected design (only works with completed designs)<br>
6: Power required to make the unit<br>
7: Hit points the unit has<br>
8: Select the System turrets (turret only, normal units only)<br>

9: Select the Weapon turrets (turret only, normal units only)</p>
<p>
<img src="pictures/image37.jpg" alt="" /><br>
</p>
<p>
10: How fast the unit moves over roads<br>
11: How fast the unit moves off-road<br>
12: How fast the unit moves over water<br>
13: Weight of the unit (affects the speed and durability of the unit)</p>',
		'title' => 'Design',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Design</strong>',
		'cachedsb' => ''
	),
	'basics' => array(
		'autogen' => TRUE,
		'text' => '<h3 id="basics">Basics</h3>

<p>
This is an introduction for complete beginners to Warzone. Much of this can be learned from the Tutorial, although we go into a bit more detail here.
</p>
<ul class="nav">
<li><a href="gettingstarted">Getting started</a></li>
<li><a href="interface">Interface</a></li>
<li><a href="camera">Controlling the camera</a></li>
<li><a href="minimap">Minimap</a></li>
<li><a href="power">Power</a></li>
<li><a href="orderingunits">Ordering units</a></li>
<li><a href="orderingvtols">Ordering VTOLs</a></li>

<li><a href="commandpanel">Command panel</a></li>
<li><a href="manufacture"> &raquo; Manufacture</a></li>
<li><a href="research"> &raquo; Research</a></li>
<li><a href="build"> &raquo; Build</a></li>
<li><a href="design"> &raquo; Design</a></li>

<li><a href="intelligence"> &raquo; Intelligence</a></li>
<li><a href="commanders"> &raquo; Commanders</a></li>
<li><a href="sensors">Sensors and artillery</a></li>
<li><a href="transports">Transports</a></li>
</ul>',
		'title' => 'Basics',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Basics</strong>',
		'cachedsb' => '<li><a href="#basics">Basics</a>'
	),
	'rankings' => array(
		'autogen' => TRUE,
		'text' => '<p>

<em>See also:</em> <a href="experience">Unit experience</a>
</p>
<h3 id="rankings">Multiplayer rankings</h3>

<p>
Ever notice the stars and medals next to a player\'s name in the multiplayer screen? Here\'s how to get them.
</p>
<p>
If you have played 4 or fewer games, you will have a <img src="images/icons/pacifier.gif" alt="" /> (pacifier), and no other stars. Otherwise:
</p>
<h4 id="top">Top star</h4>

<table class="mpad" style="width: 260px;">
<tr>
<th class="l nb" width="55%"></th><th class="c" width="45%">Droids killed</th>
</tr>
<tr><td class="l"><img src="images/icons/star1.gif" alt="" /> Bronze</td><td class="c">150</td></tr>

<tr><td class="l"><img src="images/icons/star2.gif" alt="" /> Silver</td><td class="c">300</td></tr>
<tr><td class="l"><img src="images/icons/star3.gif" alt="" /> Gold</td><td class="c">600</td></tr>

</table>
<h4 id="middle">Middle star</h4>
<table class="mpad" style="width: 260px;">
<tr>
<th class="l nb" width="55%"></th><th class="c" width="45%">Games played</th>
</tr>
<tr><td class="l"><img src="images/icons/star1.gif" alt="" /> Bronze</td><td class="c">50</td></tr>

<tr><td class="l"><img src="images/icons/star2.gif" alt="" /> Silver</td><td class="c">100</td></tr>

<tr><td class="l"><img src="images/icons/star3.gif" alt="" /> Gold</td><td class="c">200</td></tr>
</table>
<h4 id="bottom">Bottom star</h4>
<table class="mpad" style="width: 260px;">
<tr>
<th class="l nb" width="55%"></th><th class="c" width="45%">Games won</th>
</tr>
<tr><td class="l"><img src="images/icons/star1.gif" alt="" /> Bronze</td><td class="c">10</td></tr>

<tr><td class="l"><img src="images/icons/star2.gif" alt="" /> Silver</td><td class="c">40</td></tr>
<tr><td class="l"><img src="images/icons/star3.gif" alt="" /> Gold</td><td class="c">80</td></tr>
</table>
<h4 id="medal">Medal</h4>
<table class="mpad" style="width: 377px;">
<tr>
<th class="l nb" width="38%"></th><th class="c" width="31%">Games won</th><th class="c" width="31%">Win:loss&nbsp;ratio</th>

</tr>
<tr><td class="l"><img src="images/icons/medal1.gif" alt="" /> Silver chevron</td><td class="c">6</td><td class="c">2:1</td></tr>
<tr><td class="l"><img src="images/icons/medal2.gif" alt="" /> Double chevron</td><td class="c">12</td><td class="c">4:1</td></tr>
<tr><td class="l"><img src="images/icons/medal3.gif" alt="" /> Gold star</td><td class="c">24</td><td class="c">8:1</td></tr>

</table>',
		'title' => 'Multiplayer rankings',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Multiplayer rankings</strong>',
		'cachedsb' => '<li><a href="#rankings">Multiplayer rankings</a><ul><li><a href="#top">Top star</a></li><li><a href="#middle">Middle star</a></li><li><a href="#bottom">Bottom star</a></li><li><a href="#medal">Medal</a></li>'
	),
	'story' => array(
		'autogen' => TRUE,
		'text' => '<script type="text/javascript" src="images/swfobject.js"></script>
<div id="player" class="p">&nbsp;</div>
<script type="text/javascript">
<!--
      var so = false;
      var size = -1;
      function resizemovie(nsize)
      {
        if (size == nsize) return false;
        var w=320, h=260;
        switch (nsize)
        {
        case 1:
		w=640; h=500;
		break;
        }
        so = new SWFObject(\'images/flvplayer.swf\',\'single\',\'\'+w,\'\'+h,\'7\');
        so.addParam("allowfullscreen","true");
        so.addVariable("file","devastation.flv");
        so.addVariable("image","images/devastation.jpg");
        so.addVariable("backcolor","0x5D91DA");
        so.addVariable("frontcolor","0xD9E1F6");
        so.addVariable("lightcolor","0xFFFFFF");
        so.write(\'player\');
        //if (size >= 0) document.getElementById(\'size\'+size).className = \'nsel\';
        //size = nsize;
        //document.getElementById(\'size\'+size).className = \'sel\';
        //document.getElementById(\'size\'+size).blur();
      }
      resizemovie(1);
//-->
</script>

<h3 id="story">Story</h3>

<p>
In the late 21st century, NASDA (the North American Strategic Defense Agency) developed and deployed a massive missile defense system, including a network of nuclear-equipped satellites and ground-based launch sites. However, during a routine maintenance check, something went terribly wrong...
</p>
<blockquote><p>"The Collapse came fast and hard. Following a technical error in the satellite defense system, nuclear warheads were fired at Washington, Beijing and Moscow. Minutes later, ground based sites fired in response to the launch. Millions died as nuclear firestorms wiped out the world\'s cities. Billions more died as plagues and epidemics swept away what remained of civilization. Less than a million people survived the Collapse. Earth broke into hundreds of small scavenger bands battling each other for the remnants of the former civilization. Only a few had the vision to attempt to rebuild a new world from the ashes."</p></blockquote>
<p>

The player (referred to as "the Commander") is part of a group of survivors that seeks shelter in a military base in the Rocky Mountains. They emerge from the base with the goal of rebuilding the world, adopting the name "The Project".
</p>
<p>
The Project dispatches three teams with the objective of reclaiming artifacts, thus allowing the research and application of pre-Collapse technologies. Team Alpha is sent to an Arizona desert location southeast of Project HQ. Beta team is sent to the remains of Chicago. Gamma team is sent into the northern Rockies in Colorado.
</p>
<p>
<em>See also:</em> <a href="walkthrough">Walkthrough</a>

</p>
<h4 id="cam1">Campaign One</h4>
<img src="pictures/scavengers.jpg" alt="" style="float:left;margin-right:10px;" />
<p>
In Campaign One, the Commander accompanies and commands Team Alpha in Arizona. Team Alpha\'s primary objective is to find and recover the "Synaptic Link" technology, which is later explained to allow a neural interface between man and machine, and thus the construction of cyborg infantry. Secondary objectives include the recovery of other artifacts and technology, and the elimination of hostiles.
</p>

<p>
The "Scavengers" are the first hostile race to be encountered. Weak but numerous, scavengers provide a small challenge. As technologies are recovered from the scavengers, the Project encounters the "New Paradigm". This faction is hostile to the Project, and possesses superior technology.
</p>
<p>
A transmission to the New Paradigm is intercepted by the Project and it is apparent that the New Paradigm is following orders by some entity called "Nexus". The Project eventually chases the New Paradigm to their home base. As the last standing base of the New Paradigm is eradicated, Team Beta sends a distress signal and informs Team Alpha that they are under attack and need reinforcements. Team Alpha loads reinforcements on transport bound for Beta Base, and Campaign One ends.
</p>
<h4 id="cam2">Campaign Two</h4>
<img src="pictures/collective.jpg" alt="" style="float:left;margin-right:10px;" />

<p>
In Campaign Two, the commander arrives at and takes control of Beta Base in the ruins of Chicago. After fending off a fierce attack by an unnamed enemy, Project HQ informs the commander that the primary objective of Team Beta is to recover <a href="r/vtolpropulsion"><abbr title="Vertical Take-Off and Landing">VTOL</a></a> technology from before the Collapse.
</p>
<p>
It is discovered that Team Beta\'s attackers call themselves "The Collective" and constantly attempt to attack and destroy Beta team. As attacks increase in strength, the commander is also sent to destroy missile bases in the area. Though these are successfully destroyed, Project HQ detects a missile launch from near the Rocky Mountains area that soon hits Alpha Base. Suspecting a launch aimed at Beta Base, The Project orders an evacuation of Beta Base.

</p>
<p>
As Team Beta prepares to evacuate Beta Base, the Collective launches a massive attack on Beta Base, unaware of the impending nuclear attack. The Project races to evacuate as many troops as possible while defending against the Collective\'s attack. As Beta Base is destroyed and the evacuees head off to meet Team Gamma, Campaign Two ends.
</p>
<h4 id="cam3">Campaign Three</h4>
<img src="pictures/nexus.jpg" alt="" style="float:left;margin-right:10px;" />
<p>
Campaign Three begins with the commander and his forces landing in an unoccupied area near Gamma Base. After setting up a base, the commander is attacked by Nexus forces. Further, the commander discovers that Nexus possesses technology capable of taking over control of Project units and destroying Project structures by hacking into their computer systems.

</p>
<p>
Soon, Gamma Base sends out a distress call requesting relief from attacks by Nexus. After fighting past Nexus forces to get to Gamma Base, Nexus reveals that they have completely taken over Gamma Base, and the Project is forced to destroy it.
</p>
<p>
As this happens, Nexus explains its history. It had a military contract to develop the synaptic link technology, but after years of research and little progress, the Synaptic Link project is shut down. The leader of the program, Dr. Reed, hacked into NASDA and takes revenge by causing the Collapse. He plants his consciousness into a virus called the Nexus Intruder Program.
</p>
<p>

Campaign Three continues with a massive escalation in conflict. The Project learns that Nexus has gained control of a missile base in the Rocky Mountains region, and attacks it. Although the attack is successful and the facility destroyed, the Nexus sets the missiles to detonate in their silos and the commander races to find shelter from the impending impact.
</p>
<p>
After the explosion, the commander returns to base, and receives a distress call from the survivors of the earlier attack on Alpha Base. Once rescued and found to be free of Nexus absorption, Team Alpha reveals a small base they constructed and gives control over to the commander.
</p>
<p>
Nexus then announces that it has gained control of the laser-equipped satellites and begins using them to fire upon the Project\'s forces. Fortunately, the orbits of the satellites are unstable, so the firing is inaccurate. Project HQ declares that these satellites must be eliminated before they compromise the Project. Another nearby missile base is located and captured, but Nexus has stabilized the satellites\' orbits and declares that firing will be precise and deadly. As Project researches race to crack the missile launch codes, Nexus laser satellites and ground forces unrelentingly attack Team Gamma.
</p>

<p>
The Project finally cracks the missile launch codes and launches missiles destroying Nexus\' laser satellites. With the laser satellites gone, the Project launches a final attack on Nexus headquarters.
</p>
<h3 id="timeline">Timeline</h3>
<ul>
<li><p>2050: NATO alliance collapses in face of growing nationalism and unrest in Europe.</p></li>

<li><p>2075: Nationalist unrest in Eastern Europe and Asia leads to nuclear attacks by terrorists.</p></li>

<li><p>2075: Synaptic Link research begins.</p></li>

<li><p>2077: Mongolia attacks China.</p></li>

<li><p>2079: Korea allies with Mongolia.</p></li>

<li><p>2080: Synaptic link patented. First cyborg soldiers developed.</p></li>

<li><p>2080: NASDA (the North American Strategic Defense Agency) formed to protect North America from nuclear attacks.</p></li>

<li><p>2081: NASDA begins building a satellite defense array.</p></li>

<li><p>2082: The NASDA satellite system comes on line.</p></li>

<li><p>2085: During routine testing the NASDA system malfunctions and launches nuclear strikes against all major cities in the world. The target countries respond with nuclear counter strikes.  NASDA fails to defend against incoming missiles.</p></li>

<li><p>2086: Nuclear Winter begins. Widespread plagues and famines kill billions of people. Civilization ends. NASDA systems lie dormant following electromagnetic pulses. A group of survivors discover an abandoned subterranean military base. They set up home there and begin The Project.</p></li>

<li><p>2099: The Project emerges from it\'s military base.</p></li>

<li><p>2100: The Project begins its search for pre-Collapse technologies.</p></li>

</ul>
',
		'title' => 'Story',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Story</strong>',
		'cachedsb' => '<li><a href="#story">Story</a><ul><li><a href="#cam1">Campaign One</a></li><li><a href="#cam2">Campaign Two</a></li><li><a href="#cam3">Campaign Three</a></li></ul></li><li><a href="#timeline">Timeline</a>'
	),
	'experience' => array(
		'autogen' => TRUE,
		'title' => 'Unit experience',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Unit experience</strong>',
		'text' => '<p><em>See also:</em> <a href="rankings">Multiplayer rankings</a></p>

<h3 id="experience">Unit experience table</h3>
<table class="mpad">
<tr>
<th class="l nb" width="22%"></th><th class="c" width="15%">Kills&nbsp;required<br /><span class="small">(Normal unit)</span></th><th class="c" width="15%">Kills&nbsp;required<br /><span class="small">(Commander)</span></th><th width="12%">Speed</th><th width="12%">Accuracy</th><th width="12%">Enemy<br />Accuracy</th><th width="12%">Damage<br />Taken</th>

</tr>
<tr>
<td class="l"><img src="images/icons/blank.gif" alt="" /> Rookie</td><td class="c">0</td><td class="c">0</td><td class="c">+0%</td><td class="c">+0%</td><td class="c">&minus;0%</td><td class="c">&minus;0%</td>
</tr>
<tr>
<td class="l"><img src="images/icons/rank1.gif" alt="" /> Green</td><td class="c">4</td><td class="c">16</td><td class="c">+5%</td><td class="c">+5%</td><td class="c">&minus;5%</td><td class="c">&minus;6%</td>

</tr>
<tr>
<td class="l"><img src="images/icons/rank2.gif" alt="" /> Trained</td><td class="c">8</td><td class="c">32</td><td class="c">+10%</td><td class="c">+10%</td><td class="c">&minus;10%</td><td class="c">&minus;12%</td>
</tr>
<tr>
<td class="l"><img src="images/icons/rank3.gif" alt="" /> Regular</td><td class="c">16</td><td class="c">64</td><td class="c">+15%</td><td class="c">+15%</td><td class="c">&minus;15%</td><td class="c">&minus;18%</td>

</tr>
<tr>
<td class="l"><img src="images/icons/rank4.gif" alt="" /> Professional</td><td class="c">32</td><td class="c">128</td><td class="c">+20%</td><td class="c">+20%</td><td class="c">&minus;20%</td><td class="c">&minus;24%</td>
</tr>
<tr>
<td class="l"><img src="images/icons/rank5.gif" alt="" /> Veteran</td><td class="c">64</td><td class="c">256</td><td class="c">+25%</td><td class="c">+25%</td><td class="c">&minus;25%</td><td class="c">&minus;30%</td>

</tr>
<tr>
<td class="l"><img src="images/icons/rank6.gif" alt="" /> Elite</td><td class="c">128</td><td class="c">512</td><td class="c">+30%</td><td class="c">+30%</td><td class="c">&minus;30%</td><td class="c">&minus;36%</td>
</tr>
<tr>
<td class="l"><img src="images/icons/rank7.gif" alt="" /> Special</td><td class="c">256</td><td class="c">1024</td><td class="c">+35%</td><td class="c">+35%</td><td class="c">&minus;35%</td><td class="c">&minus;42%</td>

</tr>
<tr>
<td class="l"><img src="images/icons/rank8.gif" alt="" /> Hero</td><td class="c">512</td><td class="c">2048</td><td class="c">+40%</td><td class="c">+40%</td><td class="c">&minus;40%</td><td class="c">&minus;48%</td>
</tr>
</table>
<p>
If you recycle an experienced unit, in addition to gaining 50% of its price back, the next unit you manufacture will gain its experience. This doesn\'t have to be one at a time: You can recycle an army, then later manufacture a new army with the old army\'s experience.
</p>

<p>

Note that your "saved" experience will <em>not</em> be kept across campaign missions &ndash; if you do not manufacture new units before you win the current mission, the experience will be lost.
</p>
<h3 id="commanders">Commanders</h3>
<p>
<a href="commanders">Commanders</a> increase the experience bonuses of units they command.
</p>
<h4 id="campaign">Campaign</h4>
<p>
If a unit has a commander, it gets bonuses as if its level were the maximum of its own level, or its commander\'s level.
</p>
<p>
For instance, if a Regular unit has a Professional commander, it gets bonuses as if it were a Professional unit. If a Special unit has a Professional commander, however, it would still get bonuses as a Special unit.
</p>
<h4 id="multiplayer">Multiplayer</h4>
<p>
If a unit has a commander, its effective level is the maximum of its own level, or one level higher than its commander\'s level. Commanders also only need half as many kills as they do in campaign (the table).
</p>',
		'cachedsb' => '<li><a href="#experience">Unit experience table</a></li><li><a href="#commanders">Commanders</a><ul><li><a href="#campaign">Campaign</a></li><li><a href="#multiplayer">Multiplayer</a></li>'
	),
	'keyboard' => array(
		'autogen' => TRUE,
		'text' => '<p>
These are the default keyboard shortcuts. If you have customized your key mapping, your shortcuts may be different.
</p>

<h3 id="game">Game</h3>

<table class="list">
<tr><th><kbd>Esc</kbd></th><td>Pause/Menu</td></tr>
<tr><th><kbd>F1</kbd></th><td><a href="manufacture">Manufacture</a></td></tr>
<tr><th><kbd>F2</kbd></th><td><a href="research">Research</a></td></tr>
<tr><th><kbd>F3</kbd></th><td><a href="build">Build</a></td></tr>
<tr><th><kbd>F4</kbd></th><td><a href="design">Design</a></td></tr>
<tr><th><kbd>F5</kbd></th><td><a href="intelligence">Intelligence</a></td></tr>
<tr><th><kbd>F6</kbd></th><td><a href="commanders">Commanders</a></td></tr>
<tr><th><kbd>`</kbd></th><td>Open/close <a href="interface">messages at top</a></td></tr>
</table>

<h3 id="comm">Multiplayer communication</h3>

<table class="list">
<tr><th><kbd>Enter</kbd></th><td>Send message</td></tr>
<tr><th><kbd class="lkey">Alt</kbd>+<kbd>H</kbd></th><td>Drop beacon</td></tr>
</table>

<h3 id="selection">Unit selection</h3>

<h4 id="groups">Groups</h4>
<table class="list">
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd><em>[number]</em></kbd></th><td>Assign <a href="orderingunits#groups">group</a> <em>[number]</em></td></tr>
<tr><th><kbd><em>[number]</em></kbd></th><td>Select <a href="orderingunits#groups">group</a> <em>[number]</em></th></tr>
<tr><th><kbd class="lkey">Alt</kbd>+<kbd><em>[number]</em></kbd></th><td>Select <a href="commanders">commander</a> <em>[number]</em></td></tr>
</table>
<h4 id="type">By type</h4>
<table class="list">
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>U</kbd></th><td>Select all <u>u</u>nits</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>Z</kbd></th><td>Select all units with the same components</tr>
<tr><th><span class="dblclick"><span class="click">double-click</span></span></th><td>Select all units with the same components</tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>S</kbd></th><td>Select all units on <u>s</u>creen</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>D</kbd></th><td>Select all heavily <u>d</u>amaged units</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>A</kbd></th><td>Select all <u>a</u>ttack units (units with weapons)</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>V</kbd></th><td>Select all <u>V</u>TOLs</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>H</kbd></th><td>Select all <u>h</u>over units</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>W</kbd></th><td>Select all <u>w</u>heeled units</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>F</kbd></th><td>Select all hal<u>f</u>-tracked units</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>T</kbd></th><td>Select all <u>t</u>racked units</td></tr>
</table>

<h3 id="orders">Unit orders</h3>

<table class="list">
<tr><th><kbd class="lkey">Ctrl</kbd>+<span class="click">click</span></th><td>Queue order *</td></tr>
<tr><th><span class="click">NUM</span><kbd>0</kbd></th><td>Open <a href="orderingunits#ordersmenu">orders menu</a></td></tr>
<tr><th><span class="click">right-click</span></th><td>Open <a href="orderingunits#ordersmenu">orders menu</a></td></tr>
<tr><th><kbd>/</kbd></th><td>Do or Die! (Do not retreat automatically)</td></tr>
<tr><th><kbd>.</kbd></th><td>Retreat at Heavy Damage</td></tr>
<tr><th><kbd>,</kbd></th><td>Retreat at Medium Damage</td></tr>
<tr><th><kbd>F</kbd></th><td>Fire at Will</td></tr>
<tr><th><kbd>E</kbd></th><td>Return Fire</td></tr>
<tr><th><kbd>C</kbd></th><td>Hold Fire</td></tr>
<tr><th><kbd>S</kbd></th><td>Hold Position</td></tr>
<tr><th><kbd>P</kbd></th><td>Pursue</td></tr>
<tr><th><kbd>Q</kbd></th><td>Patrol</td></tr>
<tr><th><kbd>I</kbd></th><td>Optimum Range</td></tr>
<tr><th><kbd>U</kbd></th><td>Long Range</td></tr>
<tr><th><kbd>R</kbd></th><td>Return for Repair</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>R</kbd></th><td>Return for Recycling</td></tr>
</table>
<p>
* "Queue order" means that when you <kbd class="lkey">Ctrl</kbd>+<span class="click">click</span>, the unit will do what it would do if you had clicked, but it will do it <em>after</em> it\'s finished what it\'s currently doing. You can hold down <kbd class="lkey">Ctrl</kbd> and tell the unit to do a whole bunch of things, and it will do them in order.
</p>

<h3 id="control">Game control</h3>

<table class="list">
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>=</kbd></th><td>Increase game speed</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>&minus;</kbd></th><td>Decrease game speed</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd class="lkey">Alt</kbd>+<span class="click">scroll up</span></th><td>Increase game speed</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd class="lkey">Alt</kbd>+<span class="click">scroll down</span></th><td>Decrease game speed</td></tr>
<tr><th><span class="click">NUM</span><kbd>.</kbd></th><td>Toggle sound</td></tr>
</table>

<h3 id="view">View</h3>

<table class="list">
<tr><th><kbd>B</kbd></th><td>Center view on Command Center</td></tr>
<tr><th><kbd>F12</kbd></th><td>View location of previous message</td></tr>
</table>
<h4 id="cam">Camera control</h4>
<table class="list">
<tr><th><span class="click">scroll up</span></th><td>Zoom in</td></tr>
<tr><th><span class="click">scroll down</span></th><td>Zoom out</td></tr>
<tr><th><span class="click">NUM</span><kbd>+</th><td>Zoom in</td></tr>
<tr><th><span class="click">NUM</span><kbd>-</th><td>Zoom out</td></tr>
<tr><th><kbd>Backspace</kbd></th><td>Snap (rotate) view to North</td></tr>
<tr><th><span class="click">NUM</span><kbd>8</kbd></th><td>Pitch back (rotate up)</td></tr>
<tr><th><span class="click">NUM</span><kbd>2</kbd></th><td>Pitch forward (rotate down)</td></tr>
<tr><th><span class="click">NUM</span><kbd>5</kbd></th><td>Reset pitch (reset vertical rotation)</td></tr>
<tr><th><span class="click">NUM</span><kbd>4</kbd></th><td>Rotate left</td></tr>
<tr><th><span class="click">NUM</span><kbd>6</kbd></th><td>Rotate right</td></tr>
<tr><th><kbd><em>space</em></kbd></th><td>Tracking camera (follow selected unit)</td></tr>
</table>

<h3 id="interface">Interface</h3>

<table class="list">
<tr><th><kbd>Z</kbd></th><td>Toggle sensor display</td></tr>
<tr><th><kbd>F10</kbd></th><td>Take screenshot</td></tr>
<tr><th><kbd class="lkey">Shift</kbd>+<kbd>Tab</kbd></th><td>Toggle radar colors</td></tr>
<tr><th><kbd class="lkey">Ctrl</kbd>+<kbd>Tab</kbd></th><td>Toggle radar terrain</td></tr>
<tr><th><kbd>Tab</kbd></th><td>Hide/show interface</td></tr>
</table>
',
		'title' => 'Keyboard shortcuts',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Keyboard shortcuts</strong>',
		'cachedsb' => '<li><a href="#game">Game</a></li><li><a href="#comm">Multiplayer communication</a></li><li><a href="#selection">Unit selection</a><ul><li><a href="#groups">Groups</a></li><li><a href="#type">By type</a></li></ul></li><li><a href="#orders">Unit orders</a></li><li><a href="#control">Game control</a></li><li><a href="#view">View</a><ul><li><a href="#cam">Camera control</a></li></ul></li><li><a href="#interface">Interface</a>'
	),
	'rebalance' => array(
		'autogen' => TRUE,
		'text' => '<p>

The Rebalance Mod is a mod of Warzone 2100 written by Zarel. It aims to improve the balance of Warzone.
</p>
<h3><a name="download">Download</a></h3>
<p>
Rebalance Mod for 2.2 or higher:
</p>
<ul class="nav"><li>
<a href="files/rebalance_0.6.0.wz"><em><strong>Download</strong></em> rebalance_0.6.0.wz</a>
</li></ul>
<p>
Rebalance Mod for 2.1:
</p>
<ul class="nav"><li>

<a href="files/rebalance_0.5.2.wz"><em><strong>Download</strong></em> rebalance_0.5.2.wz</a>
</li></ul>
<h3><a name="install">Installing</a></h3>
<p>
<s>In Windows, the easiest way to install a multiplay mod is to move it into:</s>
</p>
<p>
<s><code>C:/Program Files/Warzone 2100/mods/multiplay/autoload/<span class="grey">rebalance_0.5.1.wz</span></code></s>
</p>
<p>

<s>(You may have to create the "autoload" folder in "multiplay" first.)</s>
</p>
<p>
<s>To temporarily disable a multiplay mod, move it out to:</s>
</p>
<p>
<s><code>C:/Program Files/Warzone 2100/mods/multiplay/<span class="grey">rebalance_0.5.1.wz</span></code></s>
</p>
<p>
Refer to the <a href="http://wz2100.net/faq">FAQ</a> for installation information.

</p>
<p>
In other platforms, mods must be enabled with <a href="http://developer.wz2100.net/wiki/CommandLineOptions">command-line options</a>.
</p>
<h3><a name="chglog">Changelog</a></h3>
<ul>
<li><p>
<strong>0.6.0</strong> - 2009 Oct 11<br />
<br />
- NO LONGER SUPPORTS 2.1<br />

- Multi-turret no longer available for standard heavy bodies<br />
- Most projectiles 1.5x faster. Should reduce sync problems<br />
<br />
<em>Renames:</em><br />
- Mini-Rocket Artillery renamed Mini-Rocket Array<br />
- MRL Emplacement renamed Mini-Rocket Battery<br />
- Angel Missile renamed Seraph Missile Array (should eliminate the "angel missile won\'t fire!" complaints)<br />
- Angel Missile Battery renamed Short-Range Missile Battery<br />
<br />
<em>VTOL balance:</em><br />

- Hurricane damage increased 40 -&gt; 50, splash increased 10 -&gt; 30<br />
- Cyclone damage increased 50 -&gt; 70, splash increased 40 -&gt; 60<br />
- Whirlwind damage increased 50 -&gt; 65, splash increased 30 -&gt; 50<br />

- Avenger and Vindicator damage increased 320 -&gt; 350, accuracy increased 60%-70% -&gt; 70%-80%<br />
- Stormy damage increased 140 -&gt; 180<br />
- All lasers now have 80%-80% accuracy<br />
- Plasmite Bomb weight increased 8000 -&gt; 12000<br />
- Mini-pod can hit air<br />

<br />
<em>Late-game stalemate-busting:</em><br />
- Artillery to hover multiplier decreased from 110% to 100%<br />
- Artillery to tracks multiplier decreased from 65% to 50%<br />
- Artillery to half-tracks multiplier decreased from 80% to 70%<br />
- Artillery to wheels multiplier decreased from 95% to 90%<br />
- Anti-tank to hover multiplier decreased from 100% to 90%<br />
- AP to hard multiplier increased from 45% to 50%<br />
- Seraph (see "Renames") range increased from 5-11 to 5-14<br />

<br />
<em>Truck rush prevention:</em><br />
- Command Center must be built before MG tower can be researched<br />
- Truck HP decreased 50 -&gt; 25<br />
- Truck weight increased 600 -&gt; 800<br />
<br />
<em>Structure research price cuts:</em><br />
- Inferno bunker research price 150 -&gt; 125<br />

- Plasmite bunker research price 150 -&gt; 125<br />
</p></li>
<li><p>
<strong>0.5.1</strong> - 2009 May 7<br />
<br />
- Fixed crash when starting in T2 or T3.
</p></li>
<li><p>
<strong>0.5.2</strong> - 2009 July 20<br />

<br />
- Updated to make it compatible with version 2.2.
</p></li>
<li><p>
<strong>0.5.1</strong> - 2009 May 7<br />
<br />
- Fixed crash when starting in T2 or T3.
</p></li>
<li><p>
<strong>0.5.0</strong> - 2009 May 7<br />
<br />

- Heavy VTOL bombs made lighter, light VTOL bombs made heavier.<br />
- VTOL bomb accuracy upgrades changed to damage upgrades.<br />
- Angel Missile stronger, Archangel Missile weaker, both fewer prereqs.<br />
- Damage upgrades now also upgrade splash and burn damage.<br />
- Needle Gun slightly stronger. Still not actually better than HPV.<br />
- Rails now penetrating weapons. In practice, this shouldn\'t make much difference.<br />
- Factory, Cyborg factory, and VTOL factory upgrades combined; now only 4 upgrades instead of 6-9 each.<br />
- Repair facility upgrades condensed, now only 3 upgrades instead of 6.<br />

- Artillery weapons do less damage to tanks, but more to walls.<br />

- MG damage back down to original levels. The extra APDSB MG Bullets in the early game does plenty to compensate.<br />
- VTOL HP actually makes sense now.<br />
- Cannon HP increased a bit more.<br />
- Stormy nerfed.<br />
- All AA weapons have full fire-on-move.
</p></li>
<li><p>
<strong>0.4.2</strong> - 2009 Apr 14<br />

<br />
- VTOLs partially fixed. Feedback welcome.<br />

- Cannons and rails have more HP.<br />
- Assault/Twin Assault Cannon slightly weakened (still much stronger than 1.10 and 2.1; stop worrying). TK also weakened.<br />
- All weapons that do splash damage will always do splash damage, none of this 25% chance of doing splash damage b.s.<br />
- Rails do splash damage now, and are worth upgrading to now.<br />
- Angel Missile! Now a viable replacement for MRL!<br />
- Heavy cyborgs are slightly lighter. Should be able to move now.<br />
- Truck builds slower. Truck rushes aren\'t nearly so effective now.<br />

- The rest of the structure prereqs are gone.<br />
- Research tree reworked. Rockets/missiles have an easier time upgrading now. Pulse Laser isn\'t hidden behind GTE anymore.<br />

</p></li>
<li><p>
<strong>0.4.1</strong> - 2009 Mar 30<br />
<br />
- Howitzers, incendiary artillery, and T3 weapons strengthened<br />
- All weapons have same damage upgrade progression (25%) and one of two rate upgrade progressions (10% or 15%). This is down from an average of 30% and 20%, respectively. This is intended to make weapon choice matter more.<br />
- Cyborgs further balanced. Not only should they be usable, they should be fairly well balanced within themselves now (Next: VTOLs!)<br />

- Ranges rounded off to multiples half-tiles, except the Wide Spectrum Sensor Turret, which is still 17.7 tiles.
</p></li>
<li><p>
<strong>0.4.0</strong> - 2009 Mar 23<br />

<br />
- Cyborgs no longer have to be researched.<br />
- Cyborg factory only requires Engineering now.<br />
- Trading up weapons offers more of a benefit.<br />
- Weapon multipliers massively rearranged.<br />

- Cannons/Rails split from Rockets/Missiles, no longer both anti-tank.
</p></li>
<li><p>
<strong>0.3.0</strong> - 2009 Mar 7<br />
<br />

- Pulse Laser replaces Flashlight, instead of Heavy Laser.<br />
- Flashlight Hardpoint replaced with Pulse Laser Hardpoint.<br />
- Pulse Laser Emplacement replaced with Pulse Laser Tower.<br />
- Body prices updated to make more sense.<br />

- Some graphics replaced to make more sense.<br />
</p></li>
<li><p>
<strong>0.2.4</strong> - 2009 Feb 20<br />
<br />

- Structures reworked so none of them have more than 2x the amount of HP they had in 1.10.
</p></li>
<li><p>
<strong>0.2.3</strong> - 2009 Feb 17<br />

<br />
- Lancer bunker replaced with lancer tower.<br />
- Flamers strengthened.
</p></li>
<li><p>
<strong>0.2.2</strong> - 2009 Feb 13<br />

<br />
- After a balance test, lancers weakened, cannons strengthened.
</p></li>
<li><p>
<strong>0.2.1</strong> - 2009 Feb 6<br />

<br />
- 2.1 support is back. It was the lack of naval unit support that made it crash.<br />
- Tweaked multipliers some more.<br />
- Pulse laser tower removed until I figure out a way to fit it in.
</p></li>
<li><p>
<strong>0.2</strong> - 2009 Jan 19<br />

<br />
I haven\'t been keeping track of specific changes. Suffice to say it does these main things:<br />
- Mediate 2.1\'s balance with 1.10\'s balance.<br />

- Ensure no weapon is useless.<br />
- Have cycles of strengths/weaknesses ("Rock-paper-scissors" style balancing)<br />
- Remove inconsistencies.
</p></li>
<li><p>
<strong>0.1.1</strong> - 2008 Nov 23<br />
<br />

<em>Fixes:</em><br />
- Much smaller<br />

- Restored compatibility with r6437 and most future changes
</p></li>
<li><p>
<strong>0.1</strong><br />
<br />
<em>Research balance (Mediate 2.1 with 1.10):</em><br />
- Lancer has fewer prereqs (but more than 1.10)<br />
<br />
<em>Research balance (other):</em><br />

- Heavy Cannon requires APFSDS Cannon Shells<br />
- Machinegun upgrades are back through Depleted Uranium MG Bullets<br />

- Rocket upgrades are 20% instead of 10%<br />
- No structure costs more than half its prerequisite turret to research<br />
- Stormbringer easier to get<br />
- Laser prereqs rearranged a lot<br />
- Advanced Missile Warhead no long prereqs Avenger SAM<br />
<br />
<em>New Technology:</em><br />

- Added Sensor Upgrade Mk3<br />
<br />

<em>Weapon balance (Mediate 2.1 with 1.10):</em><br />
- Assault guns and twin assault guns are slightly more powerful (but less than 1.10)<br />
- Mini-pods, rockets, and missiles have less HP (but more than 1.10)<br />
- Mini-pods do slightly less damage (but more than 1.10)<br />
- Rockets and missiles do more damage (but less than 1.10)<br />
- Ripple Rockets do less damage (but more than 1.10)<br />
- Flamers slightly nerfed (still way more powerful than 1.10)<br />

- Cannons and gausses have more HP (but less than 1.10)<br />

- Cannons do less damage (but more than 1.10)<br />
- Gauss Cannon does more damage (but less than 1.10)<br />
- Mortars do less damage (but more than 1.10)<br />
- LasSat reloads in 5 min instead of 8 (back to 1.10)<br />
<br />
<em>Weapon balance (other):</em><br />
- Howitzer HP slightly increased<br />
- Heavy Laser range slightly increased<br />

- Plasma Cannon damage slightly increased, now anti-tank<br />

- Pulse laser damage halved, ROF doubled<br />
- Stormbringer weakened<br />
- Stormbringer is now a thermal AA laser (instead of kinetic AA gun)<br />
- All lasers have very high velocity<br />
- AA guns have increased velocity<br />
- SAMs are more powerful<br />
- Phosphor, Plasmite, and Thermite bombs are now thermal<br />
- Plasmite bomb does more damage<br />

- Missile Fortress nerfed
</p></li>
</ul>
<h3><a name="license">License</a></h3>
<p xmlns:cc="http://creativecommons.org/ns#" xmlns:dct="http://purl.org/dc/terms/" xmlns:vcard="http://www.w3.org/2001/vcard-rdf/3.0#">
  <a rel="license" href="http://creativecommons.org/licenses/zero/1.0/" style="text-decoration:none;">
    <img src="http://i.creativecommons.org/l/zero/1.0/88x31.png" border="0" alt="CC0" />
  </a>
  <br />
  To the extent possible under law, <span property="dct:title">Guangcong Luo</span>

  has waived all copyright and related or neighboring rights to
  <span property="dct:title">Rebalance Mod for Warzone 2100</span>.
This work is published from
<span about="[_:publisher]" property="vcard:Country" datatype="dct:ISO3166" content="US">United States</span>.
</p>',
		'title' => 'Rebalance Mod',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Rebalance Mod</strong>',
		'cachedsb' => '<li><a href="#download">Download</a></li><li><a href="#install">Installing</a></li><li><a href="#chglog">Changelog</a></li><li><a href="#license">License</a>'
	),
	'orderingunits' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3 id="using">Using Units</h3>
<p>
Gotten used to the interface? Okay, well, time to actually use our units.
</p>
<h4 id="selecting">Selecting and moving units</h4>
<p>
To select a unit or cyborg, left click on it. Multiple units can be selected by clicking and dragging, and encasing the units in the drawn \'square\', or by holding down <span class="lkey">Ctrl</span> or <span class="lkey">Shift</span> and clicking on multiple units.
</p>

<p>
To move selected units, left click on the terrain of the map. This can also be done over black areas of the map to explore the area. To attack an enemy unit, left click on it. You can deselect a unit (or a group of units) with a right-click.
</p>
<h4 id="waypoints">Queuing and waypoints</h4>
<p>
You can set a path with waypoints, which units will visit each waypoint in order. You can also select a queue of enemies for units to attack. Hold <span class="lkey">Shift</span> or <span class="lkey">Ctrl</span> while selecting units or clicking places to move. <p> This also works for queuing construction of Oil Derricks and/or structures in a chain - hold the key down while building the structures one by one, then, when building the final structure, release the key.
</p>
<h4 id="groups">Groups of Units</h4>

<p>
To make groups of units, select the units you want and press <span class="lkey">Ctrl</span>+<span class="key">[<em>number</em>]</span> to make a group. A group of units will have a number next to it. To select a group of units you have made, press <span class="key">[<em>number</em>]</span>. Groups can also be selected by double-clicking a unit in a group. To center the camera on a group, press the <span class="key">[<em>number</em>]</span> twice.

</p>
<h4 id="defending">Defending</h4>
<p>
Click a friendly structure or truck with weapon units selected (the cursor will be a shield) and the units will move to guard it.
</p>

<h3 id="ordersmenu">Unit orders menu</h3>
<p><img src="pictures/orders.jpg" alt="" /></p>
<p>
Right-click on a unit (or select a unit and hit <span class="click">NUM</span><span class="key">0</span> on the numeric keypad), and a unit orders menu will appear above the command panel. This contains options to configure a unit\'s behavior.
</p>

<p>
Right-clicking on a factory will customize the orders of all future units that that factory produces.
</p>
<h4 id="attackrange">Attack range</h4>
<p>
<img src="pictures/orders-range.jpg" alt="" /></p>

<table class="list">
<tr>
<td class="r">Optimum Range:</td> <td>Fires at most accurate range (default)</td>
</tr>
<tr>
<td class="r">Short Range:</td> <td>Moves to short range and attacks</td>

</tr>
<tr>
<td class="r">Long Range:</td> <td>Attacks at long range</td>

</tr>
</table>
<h4 id="retreat">Retreat threshold</h4>
<p>
<img src="pictures/orders-retreathealth.jpg" alt="" />
</p>
<table class="list">
<tr>
<td class="r">Do or Die:</td> <td>Your unit will not retreat unless ordered to. (default)</td>

</tr>
<tr>
<td class="r">Retreat at Medium Damage:</td> <td>Your unit will retreat (return to repair facility, HQ, or LZ) at medium (yellow) damage </td>

</tr>
<tr>
<td class="r">Retreat at Heavy Damage:</td> <td>Your unit will retreat at heavy (red) damage</td>
</tr>
</table>
<h4 id="firing">Firing</h4>

<p>
<img src="pictures/orders-holdfire.jpg" alt="" />
</p>
<p>
Fire At Will: Fires at any enemy (default)<br />
Return Fire: Only fire if fired at<br />

Do Not Fire: Units will not fire</p>
<h4 id="movement">Movement</h4>
<p>
<img src="pictures/orders-position.jpg" alt="" />
</p>
<p>

Patrol: Moves in a circle on a position. Just click an area after selecting it.<br />
Pursue: Pursue enemy.<br />
Guard: Stay near an area or structure. (default)<br />
Hold Position: Do not move under any circumstances.
</p>
<h4 id="return">Return</h4>

<p>
<img src="pictures/orders-return.jpg" alt="" />
</p>
<p>
Return for Repair: Unit will return to a Repair Facility<br />

Return to HQ: Unit will return to Command Center or LZ (campaign)<br />
Go To Transport: Unit will go and board transport
</p>
<h4 id="recycling">Recycling</h4>
<p>
<img src="pictures/orders-recycle.jpg" alt="" />
</p>
<p>
Recycling a unit will send it to the nearest Repair Facility or Factory, and destroy it. Half the power used in making it will be refunded to you. The unit\'s experience level will be placed in the next unit that is manufactured.

</p>
<h3 id="experience">Unit experience</h3>
<p><em>See also:</em> <a href="experience">Unit experience</a></p>

<p>
Units have experience levels depending on how many kills the unit has. A higher experience level means that a unit is more accurate, moves faster and takes less damage. An icon displaying a unit\'s rank is displayed next to the unit\'s health bar.
<p>
<h3 id="hardpoints">Hardpoints and bunkers</h3>
<p>
Hardpoints, bunkers, and other defensive structures cannot be ordered to shoot directly.
</p>
<p>
However, you can assign artillery emplacements to a sensor tower. Nearby commanders with the \'indirect fire support\' option activated will also command these structures.
</p>
<h3 id="sensors">Indirect-fire units and sensors</h3>
<p><em>See:</em> <a href="sensors">Sensors and artillery</a></p>

<p class="backforward"><a href="power">&laquo; Prev</a> | <a href="orderingvtols">Next &raquo;</a></p>',
		'title' => 'Ordering Units',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Ordering Units </strong>',
		'cachedsb' => '<li><a href="#using">Using Units</a><ul><li><a href="#selecting">Selecting and moving units</a></li><li><a href="#waypoints">Queuing and waypoints</a></li><li><a href="#groups">Groups of Units</a></li><li><a href="#defending">Defending</a></li></ul></li><li><a href="#ordersmenu">Unit orders menu</a><ul><li><a href="#attackrange">Attack range</a></li><li><a href="#retreat">Retreat threshold</a></li><li><a href="#firing">Firing</a></li><li><a href="#movement">Movement</a></li><li><a href="#return">Return</a></li><li><a href="#recycling">Recycling</a></li></ul></li><li><a href="#experience">Unit experience</a></li><li><a href="#hardpoints">Hardpoints and bunkers</a></li><li><a href="#sensors">Indirect-fire units and sensors</a>'
	),
	'commanders' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3 id="commanders">Commanders</h3>
<p>
<img src="icon/w/commandturret.gif" alt="" />
</p>
<p>
Command turrets are used much like <a href="sensors">sensors</a>, except they can command any attacking unit, not just artillery. They are limited to having 6 non-artillery attacking units assigned to them at first, but this limit rises by 2 each time the commander gains a rank, which happens relatively quickly.
</p>
<p>
Command turrets provide an <a href="experience">accuracy, armor, and movement speed bonus</a> to all units assigned to them.
</p>
<p>
<img src="pictures/commanderorders.jpg" alt="" /><br>
<em>The Commanders panel. Note the similarity to the Unit Orders panel.</em>
</p>

<p>
<h4> Prerequisites </h4>
Commanders require you to research the Commander technology.</p>
<p>
<h4> Attaching </h4>

To attach a unit to a Commander, select a unit, then left-click the Commander you want to attach the unit to. A symbol will appear next to the unit to signify it is attached.</p>
<p>
<h4> Limits </h4>
Be warned, however; Commanders have a limit to the amount of direct-fire units (eg machineguns) which is affected by their own experience level. Levels are earned by the Commander reaching 2 kills, 4, 8, 16, 32, 64 and so on. Each experience level allows the Commander 2 more direct-fire units. However, a Commander can have as many indirect-fire units as it wants.</p>
<p>
<h4> Detaching </h4>
To detach a unit from a Commander, select the unit you want to detach, hold the Control key, and give the unit a new order (eg. move).</p>
<p>
<h4> Targeting a unit </h4>

You can designate a target by selecting a Commander and right-clicking a unit. This allows any attached units to have greater accuracy when firing on a targeted unit.</p><p>
<h4> Commander Unit Command Centre </h4>
A Commander Unit Command Centre is similar to a Unit Command Centre, but there are extra buttons.
</p>

<p>
<h4> Factory Assignment </h4>
<img src="pictures/commander-factory.jpg" alt="" /><br>
The Commander Factory assignment buttons
</p>
<p>
You can assign a factory to a Commander. This makes a factory manufacture units and automatically assign them to the Commanders group. To do so, bring up the Commanders menu by left-clicking the Commander and opening the Commanders menu, or right click the Commander, and click the factory NUMBER at the bottom of the Command Console. You can find a factory number by looking at the number on the factory in the Manufacture Fast Find bar. There are three rows of these numbers  the top is normal Factories, middle; Cyborg factories, bottom; VTOL factories.</p>

<p>
<h4> Going for repairs, BRB </h4>
A unit that retreats from the battle to go to a repair facility, will stay connected to its Commander group. When it is done repairing, it will return to the Commander.</p>
<p>
<h4> Indirect fire support </h4>
<img src="pictures/commander-firesupport.jpg" alt="" /><br>
The indirect fire support icon
</p>
<p>
You can assign all the indirect fire pits and emplacements to a Commanders designated target, also known as fire support. To do so, simply select a Commander, open the Commanders menu, and select the above icon. To cancel it, select the same button, or assign the fire support to another commander.</p>',
		'title' => 'Commanders',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Commanders</strong>',
		'cachedsb' => '<li><a href="#commanders">Commanders</a>'
	),
	'faq' => array(
		'autogen' => TRUE,
		'cachedsb' => ''
	),
	'campaignstrategy' => array(
		'autogen' => TRUE,
		'text' => '<p>

Before we begin our walkthrough, let\'s first go over some general strategy that will apply to all campaign missions.
</p>
<h3 id="time">1. Use all of the mission timer</h3>
<p>
All stages (save the first, the last, and the first half of Alpha 3) have a timer on them. In some stages, you\'ll find yourself wishing you had more time, and on others, you will think you had "too much". Trust me, there is never too much. Whether just letting your cash tick up, recycling-replacing your forces with new technologies, or setting up defenses at key locations (for base-missions anyway), you can use the extra time on one mission to make your life on further ones easier.
</p>
<p>
But mostly, the reason you want to prevent stages from ending is so that you can research all the techs you get in a given stage. Falling behind in this can lead to your finding out that you <em>really</em> wish you had access to something in the next stage, but you\'re still an hour\'s research away.
</p>

<h3 id="retreat">2. Retreat at X damage</h3>
<p>

Units in this game accrue experience as they shoot enemies (and commanders get it from anything their attached units shoot). <a href="experience">Experienced units</a> end up being quite a bit better than their inexperienced equivalents.
</p>
<p>
In a multiplayer game, this is usually not too useful, as most MP competitors know to specifically strike against high-experience units first; but against the AI in the campaign, having a force of heroic tanks is <em>amazing</em>.
</p>
<p>
One of the <a href="orderingunits#ordersmenu">orders you can give to your units</a> is for them to retreat if their health gets too low (50%/red, or 75%/yellow, specifically). The units with higher HP around them will protect them as they retreat. In most circumstances, Retreat at Medium Damage is the best setting.

</p>
<h3 id="save">3. Save often</h3>

<p>
Like many games, saving before doing something is a good way to make sure you don\'t do something... you regret. This game has a number of twists in it, twists that, even if you read this guide, you will find yourself wishing you had prepared for. I recommend no less than 3 save games; one you take right at the start of a stage, one that you keep saving over as the stage progresses, and one right when you start "milking" a stage\'s timer after completing the objectives. With these three handy, you should never be in a position where you find yourself saying "oh crap, I needed to start handling this half an hour ago!".
</p>
<p class="backforward"><a href="walkthrough">&laquo; Prev</a> | <a href="alpha1">Next &raquo;</a></p>',
		'title' => 'Campaign strategy',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Campaign strategy</strong>',
		'cachedsb' => '<li><a href="#time">1. Use all of the mission timer</a></li><li><a href="#retreat">2. Retreat at X damage</a></li><li><a href="#save">3. Save often</a>'
	),
	'orderingvtols' => array(
		'autogen' => TRUE,
		'text' => '<h3 id="ordering">Ordering VTOLs</h3>
<p>
VTOLs are used similarly to ground units. However, they do have a few differences. For one thing, they can fly...
</p>
<h4 id="design">Design and production</h4>
<p>
<img src="icon/bp/vtol.gif" alt="" />
</p>
<p>
To produce VTOL units, you\'ll need the <a href="r/vtolpropulsion">VTOL Propulsion</a> and <a href="r/vtolfactory">VTOL Factory</a> researched, and a <a href="b/vtolfactory">VTOL Factory</a> built. You should also research and build a few <a href="b/vtolrearmingpad">VTOL Rearming Pads</a>, otherwise, they won\'t be able to reload ammo.
</p>
<p>
Before you produce a VTOL unit, you must design it. VTOLs are designed the same way as regular units&mdash;simply select \'VTOL propulsion\'&mdash;but use slightly different weapons (more on that later). 
</p>
<p>
VTOLs can only be built at VTOL factories. VTOL factories can be upgraded with factory modules&mdash;there\'s no need to research a separate "VTOL factory module".
</p>
<h4 id="movement">Movement</h4>
<p>
After producing a VTOL from a VTOL Factory, it will fly and land on the rally point. VTOLs can be ordered to move and attack like any regular unit. Although they will fly over water and cliffs, they can\'t land on them.
</p>
<h4 id="attacking">Attacking</h4>
<p>
VTOL weapons differ drastically from the norm. 
</p>
<p>
To attack with a VTOL, select it and click an enemy like normal. However, you may have noticed the white ammo bar below its health bar as you start attacking. 
</p>
<p>
Unlike ground units, which reload automatically, VTOLs carry a limited amount of ammo. Once that ammo runs out, the VTOL can\'t attack until it refuels. A VTOL out of ammo will automatically find a VTOL rearming pad to rearm and repair itself (and will resume attacking once fully rearmed), or it can be manually rearmed by selecting it and clicking on a rearming pad. 
</p>
<p>
VTOLs will not attack anything automatically. However, by selecting a VTOL and alt+clicking on an area, a VTOL will patrol the area between its current location and the clicked location, and attack anything in the vicinity. Alternatively, they can be assigned to VTOL strike towers and VTOL CB towers, which will cause them to function similarly to <a href="sensors">artillery assigned to sensor towers</a>.
</p>
<h4 id="weapons">VTOL weapons</h4>
<p>
Most weapons have a VTOL equivalent, which does approximately twice as much damage, but has limited ammo. VTOL versions of regular weapons, like cyborgs, do not need to be researched separately.
</p>
<p>
<img src="icon/w/vtolheapbombbay.gif" alt="" /> <img src="icon/w/vtolplasmitebombbay.gif" alt="" />
</p>
<p>
In addition to VTOL versions of ground-based direct weapons, VTOLs can also use <a href="w/#vtolbombs">bomb weapons</a>. These weapons are the equivalent of artillery, and are very powerful.
</p>
<h4 id="defending">Defending against VTOLs</h4>
<p>
<img src="icon/w/vindicatorsam.gif" alt="" /> <img src="icon/w/pulselaser.gif" alt="" />
</p>
<p>
VTOLs are not ground-based units, so most ground weapons cannot hit them. They an only be hit by either anti-air (often abbreviated AA) (can only hit air) or versatile (can hit air or ground) weapons. 
</p>
<p>
There are only a few weapons that are versatile: machineguns, lasers, and Mini-Rocket Pod. Rockets and missiles are also versatile, but only when mounted on a cyborg or VTOL. In addition to being uncommon, versatile weapons do not do as much damage to VTOLs as dedicated anti-air, so having some AA is recommended. 
</p>
<p>
There are three types of dedicated AA. In order of powerfulness, they are: Flak (Hurricane, Cyclone, Whirlwind), SAM (Avenger, Vindicator), and Stormbringer.
</p>
<h4 id="other">Other orders</h4>
<ul>
<li class="p">
<em>Patrol</em>: In the Unit Orders box (right-click, remember?), there are a couple of new icons. Patrol will do the same thing as alt+clicking&mdash;move back and forth between its current location and the clicked location, and attack anything near its path, refueling when they need to before returning to defending. 
</li>
<li class="p">
<em>Circle</em>: In the Unit Orders box, next to Patrol, is the Circle button. Click it and then click an area of ground, and the selected VTOLs will take off and fly in a circle above the selected point. Like Patrol, they will attack anything that gets nearby, and refuel automatically.
</li>
</ul>

<p class="backforward"><a href="orderingunits">&laquo; Prev</a> | <a href="commandpanel">Next &raquo;</a></p>',
		'title' => 'Ordering VTOLs',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Ordering VTOLs</strong>',
		'cachedsb' => '<li><a href="#ordering">Ordering VTOLs</a><ul><li><a href="#design">Design and production</a></li><li><a href="#movement">Movement</a></li><li><a href="#attacking">Attacking</a></li><li><a href="#weapons">VTOL weapons</a></li><li><a href="#defending">Defending against VTOLs</a></li><li><a href="#other">Other orders</a></li>'
	),
	'search' => array(
		'autogen' => TRUE,
		'cachedsb' => ''
	),
	'gettingstarted' => array(
		'autogen' => TRUE,
		'text' => '<h3 id="installing">Installing</h3>

<p>
If you do not already have a copy of Warzone, download it now:
</p>
<ul class="nav">
<li><p><a href="http://wz2100.net/download" target="_blank"><em>Download</em> Warzone 2100</a></p></li>
</ul>
<h4 id="req">System requirements</h4>
<p>
Warzone officially supports Windows XP or newer, Mac OS X 10.4 or newer, or a reasonably recent distro of Linux or BSD. Warzone may work on other operating systems, but we cannot say for sure.
</p>
<h4 id="windows">Windows</h4>
<p>
To install Warzone 2100 on Windows, download the installer, run it, and click "Next" a bunch of times.
</p>
<p>
(You don\'t even need to click "I agree" anywhere - that\'s the beauty of open source.)
</p>
<h4 id="macosx">Mac OS X</h4>
<p>
Download the DMG from the download page, mount it, and drag the app to <code>/Applications/</code>.
</p>
<h4 id="linux">Linux</h4>
<p>
On most distributions of Linux, Warzone should be available in your repositories. However, these are often outdated, and you are encouraged to compile Warzone yourself, which is the usual.
</p>
<p>
If you\'re new to installing from source on Linux, "the usual" refers to the process of downloading the tarball (from the download page), extracting it, opening the Terminal, <code>cd</code>-ing to the extracted directory, and running:
</p>
<blockquote><p><code>./configure && make</code></p></blockquote>
<p>
For more detailed information, or if the above fails, see the <a href="http://developer.wz2100.net/wiki/CompileGuideLinux">Linux Compile Guide</a>.
</p>
<h4 id="other">Other OSes</h4>
<p>
Refer to the <a href="http://developer.wz2100.net/wiki/CompileGuide">Compile Guide</a>.
</p>
<h3 id="running">Running</h3>
<h4>Windows</h4>
<p>
On Windows, simply double-click the icon on your desktop. The game will run. To run the game with the included mods, go to "Start &raquo; Programs &raquo; Warzone 2100" and pick a mod.
</p>
<h4>Mac OS X</h4>
<p>
Double-click on the "Warzone" icon in <code>/Applications/</code> (or use Spotlight, or drag it onto the Dock for easy access).
</p>
<p>
<em>Notes:</em>
</p>
<ol>
<li class="p">If you\'re on 10.4, you need X11 installed. X11 can be found on the install DVD.</li>
<li class="p">If you have a Nvidia-based Mac with Mac OS X 10.5.5-1.5.9, there is an Apple/Nvidia driver bug that doesn\'t allow textures to be shown. To fix it, please upgrade to OS X 10.6 (Snow Leopard).</li>
</ol>
<h4>Linux</h4>
<p>
This really depends on your distribution and/or desktop environment, but it should be wherever you installed it to.
</p>
<h3 id="uninstalling">Uninstalling</h3>
<h4>Windows</h4>
<p>
Either use "Start &raquo; Programs &raquo; Warzone 2100 &raquo; Uninstall" or Add or Remove Programs in Control Panel.
</p>
<h4>Mac OS X</h4>
<p>
Drag the Warzone icon in <code>/Applications/</code> to Trash.
</p>
<h4>Linux</h4>
<p>
It really depends on how you installed it. Package manager? Use the package manager to uninstall it. Compiled it from source? Just delete the source directory.
</p>

<p class="backforward"><a href="basics">&laquo; Prev</a> | <a href="interface">Next &raquo;</a></p>',
		'title' => 'Getting started',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Getting Started</strong>',
		'cachedsb' => '<li><a href="#installing">Installing</a><ul><li><a href="#req">System requirements</a></li><li><a href="#windows">Windows</a></li><li><a href="#macosx">Mac OS X</a></li><li><a href="#linux">Linux</a></li><li><a href="#other">Other OSes</a></li></ul></li><li><a href="#running">Running</a></li><li><a href="#uninstalling">Uninstalling</a>'
	),
	'power' => array(
		'autogen' => TRUE,
		'text' => '<p>

<img src="pictures/interface-power.jpg" alt="" /><br />
<em>The power bar.</em>
</p>
<p>
<img src="pictures/oil.jpg" alt="" /><br />
<em>A spare oil resource, and a derrick hard at work.</em>
</p>
<h3 id="power">Power</h3>
<p>
In real life, money is power, but in Warzone, power is money. You spend power to build structures, manufacture units, and research upgrades/new technology.
</p>
<h3 id="gettingpower">Getting Power</h3>
<p>

So how do you get power? Power is generated by Oil Derricks. However, you must have at least one Power Generator for every four Oil Derricks.
</p>
<p>
Oil derricks must be built on oil resources, but the generator can be anywhere on the map. Keep in mind that additional generators beyond one for every four derricks will provide no benefit.
</p>
<h3 id="pricing">Pricing</h3>
<p>
Icons in the Manufacture, Build, and Research menus will have yellow bars in them representing their price:
</p>
<p>
<img src="icon/w/machinegun.gif" alt="Machinegun $10" style="vertical-align:middle" /> <em>Inexpensive weapon</em>
</p>
<p>
<img src="icon/w/plasmacannon.gif" alt="Plasma Cannon $800" style="vertical-align:middle" /> <em>Expensive weapon</em>

</p>

<p>
When you place your mouse over an icon, the power bar will have a green section, representing its price. If you cannot afford it, the power bar will instead turn red.
</p>
<p>
The amount of power you have is shown on the very left of the power bar. If you place your mouse over an icon, if you have enough power to get it, the number will show the amount of power it will cost. If you can\'t afford it, the number will show the amount of power you need to be able to afford it.
</p>
<p>
Power is drawn as soon as a the icon is clicked. Providing you have sufficient power for the activity, the initial progress bar fills quickly with green (slower with more costly actions) and the construction or research begins. A yellow progress bar then charts the progress achieved by the current activity.
</p>
<h3 id="upgrades">Upgrades</h3>
<p>
<img src="icon/b/powermodule.gif" alt="" />
</p>
<p>

Power Generators can have a Power Module built on top of them to squeeze out more power. Power Modules need to be researched before you can build them. There are also several researchable upgrades available which increase the amount of power you recieve.
</p>

<p class="backforward"><a href="radar">&laquo; Prev</a> | <a href="orderingunits">Next &raquo;</a></p>',
		'title' => 'Power',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Power</strong>',
		'cachedsb' => '<li><a href="#power">Power</a></li><li><a href="#gettingpower">Getting Power</a></li><li><a href="#pricing">Pricing</a></li><li><a href="#upgrades">Upgrades</a>'
	),
	'interface' => array(
		'autogen' => TRUE,
		'text' => '<div class="imagemap">

<p><img src="pictures/interface.jpg" alt="" /></p>
<div><a href="commandpanel" style="top:287px;left:18px;width:140px;height:173px;" id="interfacecommandpanel"><span>Command panel</span></a></div>
<div><a href="power" style="top:400px;left:157px;width:324px;height:62px;" id="interfacepower"><span>Power bar</span></a></div>
<div><a href="minimap" style="top:289px;left:482px;width:158px;height:183px;" id="interfacemap"><span>Map</span></a></div>
</div>
<p>
The interface can be turned on or off with <kbd>Tab</kbd>.
</p>
<p>
<h3>Key</h3>
<ul>

<li class="p">
<strong>Messages</strong> (top): The message bank. This keeps all the last few messages given to you by the game. To see more of your most recent messages, press the <kbd>`</kbd>/<kbd>~</kbd> key (This is the backtick/tilde key; usually found between Esc and Tab).
</li>
<li class="p">
<strong>Time remaining</strong> (top right): The time limit. This is only seen during Campaign. If this goes down to zero, you lose!
</li>
<li class="p">
<strong>Command panel</strong> (bottom left): The <a href="commandpanel">command panel</a>.

</li>
<li class="p">
<strong>Power</strong> (bottom): The <a href="power">power bar</a>.
</li>
<li class="p">
<strong>Map</strong> (bottom right): The <a href="minimap">minimap</a>.
</li>
</ul>

<p class="backforward"><a href="gettingstarted">&laquo; Prev</a> | <a href="camera">Next &raquo;</a></p>

<script type="text/javascript">
<!--
/* preload */
if (document.images)
{
new Image().src="pictures/interface-commandpanel.jpg";
new Image().src="pictures/interface-power.jpg";
new Image().src="pictures/interface-map.jpg";
}
//-->
</script>',
		'title' => 'Interface',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <strong> <span class="arrow">&raquo;</span> Interface </strong>',
		'cachedsb' => ''
	),
	'commandpanel' => array(
		'autogen' => TRUE,
		'text' => '<p><img src="pictures/commandpanel.gif" alt="" /></p>

<p>
There are six different command panel interfaces, plus a central button. You open up a command interface by pressing the appropriate button.
</p>
<ul class="nav p">
<li><a href="manufacture">F1: Manufacture</a></li>
<li><a href="research">F2: Research</a></li>
<li><a href="build">F3: Build</a></li>
<li><a href="design">F4: Design</a></li>
<li><a href="intelligence">F5: Intelligence Display</a></li>
<li><a href="commanders">F6: Commanders</a></li>
</ul>

<p>
The middle button closes any open command interface.
</p>

<p class="backforward"><a href="orderingvtols">&laquo; Prev</a> | <a href="manufacture">Next &raquo;</a></p>',
		'title' => 'Command panel',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Command panel</strong>',
		'cachedsb' => ''
	),
	'transports' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3> Transports </h3>
<p>Transports are used during the campaign to transport units from one sector to another (known as \'Away Missions\'). In multiplayer, they\'re used to transport cyborgs from one part of the current map to another.
</p>
<p><img src="pictures/transport.JPG" alt="" /></p>
A transport with some units loaded in. The transport menu is open.
</p>
<p>
<h3 id="campaign">Campaign</h3>
<h4> Loading Units </h4>

To load units into a transport, select the desired units and click the transport. Only 10 units can occupy a transport at one time. The number of units you have loaded can be seen in the top left of the screen, next to the launch button.
</p>
<p>
<h4> Opening the Menu </h4>
To open a transport\'s menu, click the transport itself. In the screenshot, the menu is open.
</p>
<p>

The units already in the transport are listed to the right.
</p>
<p>
<h4> Launching a Transport </h4>
To launch a transport, click the button in the top left corner of the screen. The transport will launch, and proceed to the destination.

</p>
<p>
<h3> Away Missions </h3>
<p><img src="pictures/transport-2.JPG" alt="" /></p>
<p>Hunkered down at the landing zone.</p>
<h4> Arrival </h4>
When you arrive at the destination, the transport will drop off the units you loaded into the transport and fly away.
<h4> Normal Base Operations </h4>
<p>During away missions, you can still research, manufacture and design units. Simply do it as you would normally, and it will happen back in the base area. You can only build with trucks you have under your control, though. Remember you\'re on an away mission, and in some missions, you won\'t get reinforcements, so stock well.
<h4> Requesting Reinforcements! </h4>

<p>On missions where you CAN request reinforcements, the transport button should be at the top left of the screen. Click it, and you\'ll see the transport menu, with one little twist - all the units you left at home alone are on the right side of the screen.</p>
<p>To load units into the transport, click them, and they\'ll be moved from the right side of the screen to the left. To launch, hit the launch button again. To close this screen, hit the middle button on the Command Panel.</p>
<p>Your units will be on their way. The timer next to the Transport button will have the time remaining until your units get to your location.</p>
<h4> Take Me Home </h4>
Once your units are on an away mission, they\'re not going home until the mission is completed, or you\'ve gotten them killed. I think they\'d prefer the earlier option.
<h3 id="multiplayer">Multiplayer</h3>
<p>
The use of transports in Multiplayer is much more limited in comparison to Singleplayer.
<h4> Cyborg Transport </h4>

The only type of transport available in Multiplayer is the Cyborg Transport. As you may or may not have guessed by the name, it can only hold Cyborgs, no normal units or VTOLs allowed. Cyborg Transports can only be built by VTOL Factories with 2 modules attached, and the technology needs to be researched.
<h4> Loading </h4>
To load a cyborg into the transport, select it and click the Cyborg Transport. The cyborg will load on.
<h4> Moving </h4>
The Cyborg Transport moves like a normal VTOL - select it and click on a piece of terrain to move it. It will take off and land at the place you selected.
<h4> Unloading </h4>
The interface used by the Cyborg Transport is a watered-down version of the Transport interface. To open it, right click the transport. The cyborgs loaded on will be displayed on the left. To boot out a cyborg, click it (while landed, we don\'t want them falling, do we? :) ).
<h4> Destruction </h4>
Cyborg Transports have no weapons, and so are sitting ducks for AA turrets and hardpoints. If a Cyborg Transport is destroyed and it has a few cyborgs on board, you\'ll lose them too. So be careful, OK?

</p>',
		'title' => 'Transports',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Transports</strong>',
		'cachedsb' => '<li><a href="#campaign">Campaign</a></li><li><a href="#multiplayer">Multiplayer</a>'
	),
	'walkthrough' => array(
		'autogen' => TRUE,
		'text' => '<p><strong style="color:red">The walkthrough is incomplete.</strong></p>
<p>
For a more complete walkthrough, see <a href="http://forums.wz2100.net/viewtopic.php?f=3&t=3051">New Walkthrough</a> by themousemaster1, which is the walkthrough which I will eventually adapt into the current Warzone Guide.

</p>

<ul class="nav"><li><a href="http://forums.wz2100.net/viewtopic.php?f=3&t=3051">New Walkthrough</a></li>
<li><a href="http://docs.wz2100.net/walk%20through/index.html">Old Walkthrough</a></a></ul>

<br /><br /><br /><br /><br /><br />

<hr />
Below is the unfinished, newer walkthrough:
<hr />

<br /><br /><br /><br /><br /><br />

<p class="backforward"><a href="campaignstrategy">Start walkthrough &raquo;</a></p>
<p>
Before we begin, we might want to brush up on some basic strategies first.
</p>
<ul class="nav">
<li><a href="campaignstrategy">Campaign strategy</a></li>
</ul>
<h3 id="cam1">Campaign 1 - Alpha</h3>
<p>
Your team is assigned to the Western Sector to locate and retrieve Pre-Collapse technology. Your main goal is to find the Synaptic Link Technology. The Western Sector is a barren wasteland with dry ground and little vegetation, broken up by ridges and plateaus. Because you\'re a new commander, you\'re assigned the easiest of the three sectors. 
</p>
<p>
As a part of this campaign, first build a base, then explore the surrounding area for new technologies. You\'ll run into Scavengers and other enemies, so be careful. Some missions require you to take an away team to a distant area of the sector by transport. Even though you\'re away from your base, you can still give manufacturing orders and research new technologies. 
</p>
<ul class="nav">
<li><a href="alpha1">Alpha 1: Scavenger raiders</a></li>
<li><a href="alpha2">Alpha 2: Power surge detected</a></li>
<li><a href="alpha3">Alpha 3: The power module artifact</a></li>
<li><a href="alpha4">Alpha 4: Investigate the research center</a></li>
<li><a href="alpha5">Alpha 5: Encoded signals detected</a></li>
<li><a href="alpha6">Alpha 6: Enemy attack</a></li>
<li><a href="alpha7">Alpha 7: Establish a forward base</a></li>
<li><a href="alpha8">Alpha 8: Enemy transmissions detected</a></li>
<li><a href="alpha9">Alpha 9: Synaptic Link location</a></li>
<li><a href="alpha10">Alpha 10: Counterattack</a></li>
<li><a href="alpha11">Alpha 11: Stop the removal of artifacts</a></li>
<li><a href="alpha12">Alpha 12: Incoming transmission</a></li>
</ul>
<h3 id="cam1">Campaign 2 - Beta</h3>
<p>
Beta Team has established a base in the sector, but has done very little expansion. The Collective has declared war on the project and is determined to drive your forces from the sector. Your objective is to defend the base and then begin to eliminate this new enemy. You also must search for the VTOL (Vertical Take Off and Landing) Technology.
</p>
<ul class="nav">
<li><a href="beta1">Beta 1: Defend and fortify</a></li>
<li><a href="beta2">Beta 2: Transport down</a></li>
<li><a href="beta3">Beta 3: Hold at all costs</a></li>
<li><a href="beta4">Beta 4: Intercept convoy</a></li>
<li><a href="beta5">Beta 5: Destroy enemy airbase</a></li>
<li><a href="beta6">Beta 6: Destroy reactor</a></li>
<li><a href="beta7">Beta 7: Capture NASDA Control</a></li>
<li><a href="beta8">Beta 8: Satellite Uplink site</a></li>
<li><a href="beta9">Beta 9: Destroy primary SAM sites</a></li>
<li><a href="beta10">Beta 10: Establish a safe haven</a></li>
<li><a href="beta11">Beta 11: Evacuate</a></li>
</ul>
<h3 id="cam1">Campaign 3 - Gamma</h3>
<p>
Nexus has fired nuclear missiles at and destroyed Beta Base. Therefore, you must transfer your command to the Gamma Sector, in the cold, snow-covered Rocky Mountains. The key is to use the terrain to hide your units from the enemy while not getting ambushed in the process.
</p>
<p>
Nexus has all the latest and most powerful technology. Until you can capture and research some of it, your units will be at a disadvantage. The Project is depending on you, however. Your failure means the end for it.
</p>
<ul class="nav">
<li><a href="gamma1">Gamma 1: Establish a forward base</a></li>
<li><a href="gamma2">Gamma 2: Destroy missile site</a></li>
<li><a href="gamma3">Gamma 3: Assist Team Gamma</a></li>
<li><a href="gamma4">Gamma 4: Rescue Team Alpha</a></li>
<li><a href="gamma5">Gamma 5: Defend your base</a></li>
<li><a href="gamma6">Gamma 6: Rescue the scout team</a></li>
<li><a href="gamma7">Gamma 7: The missile silo</a></li>
<li><a href="gamma8">Gamma 8: Missile codes</a></li>
<li><a href="gamma9">Gamma 9: Destroy Nexus Main Base</a></li>
</ul>
',
		'title' => 'Campaign walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Campaign walkthrough</strong>',
		'cachedsb' => '<li><a href="#cam1">Campaign 1 - Alpha</a></li><li><a href="#cam1">Campaign 2 - Beta</a></li><li><a href="#cam1">Campaign 3 - Gamma</a>'
	),
	'camera' => array(
		'autogen' => TRUE,
		'text' => '<h3 id="whatisit">What is the Camera?</h3>

<p>
When Warzone was released in 1999, it was one of the first real-time strategy game to be in 3D. Now, most real-time strategies are in 3D, but, if you\'re not used to the new trend, let us help you along.
</p>
<h3 id="camera">Basic Controls</h3>
<ul>
<li class="p">
<em>Moving</em>: To move where you\'re looking at, move the mouse to the edge of the window/screen, or use the arrow keys.
</li>
<li class="p">
<em>Rotating</em>: To rotate the view, hold down the right mouse button, and move the mouse in any direction. (The view can also be rotated using <span class="key">8</span> and <span class="key">2</span> (up/down), or <span class="key">4</span> and <span class="key">6</span> (left/right) on the numeric keypad.)

</li>
<li class="p">
<em>Zooming</em>: To zoom in or out, use the <span class="key">+</span> or <span class="key">&minus;</span> keys on the numeric keypad, or use the mouse wheel.
</li>
</ul>
<h3 id="camera">Advanced Controls</h3>
<ul>
<li class="p">
<em>Reset view to north</em>: If your camera angle feels unnatural, pressing <span class="key">Backspace</span> will reset your view to the north.
</li>
<li class="p">
<em>Set view to any direction</em>: If you want to align the camera to a different direction, pressing <kbd class="lkey">Ctrl</kbd>+<kbd><em>[arrow key]</em></kbd> will set your view to that direction.
</li>
<li class="p">
<em>Unit Tracking</em>: Press <span class="key">Spacebar</span> when units are selected, and the camera will follow them. Press <span class="key">Spacebar</span> again to stop Unit Tracking.
</li>
<li class="p">
<em>Jump to base</em>: Press <span class="key">B</span> to center the view at your Command Center. Useful if you need to get back to base quickly.
</li>
<li class="p">
<em>Jump to squad</em>: If you have a squad assigned with <kbd class="lkey">Ctrl</kbd>+<kbd><em>[number]</em></kbd>, you can quickly jump to that squad by pressing <kbd><em>[number]</em></kbd> twice.
</li>
</ul>

<p class="backforward"><a href="interface">&laquo; Prev</a> | <a href="radar">Next &raquo;</a></p>',
		'title' => 'Camera',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Controlling the camera</strong>',
		'cachedsb' => '<li><a href="#whatisit">What is the Camera?</a></li><li><a href="#camera">Basic Controls</a></li><li><a href="#camera">Advanced Controls</a>'
	),
	'minimap' => array(
		'autogen' => TRUE,
		'text' => '<h3 id="minimap">What is the minimap?</h3>

<p><img src="pictures/interface-map.jpg" alt="" /></p>
<p>
The minimap is a very useful tool on the Warzone battlefield. It helps you keep track of your units and structures, your opponents units and structures (within range), and the map itself. Orders can be issued over the minimap, and it can be used to jump to part of the map very quickly.
</p>
<p>
The minimap is given after you build a Command Center.
</p>
<h3>Key</h3>
<ul>
<li class="p">
<em>Faint-white trapezoid</em>: This is a visual representation of your camera on the radar. The large end points towards where you\'re looking. The small end is where the camera is.
</li>
<li class="p">
<em>Transparent areas</em>: Unexplored - will peel away as you send units into them. These areas are black on the screen.

</li>
<li class="p">
<em>Green area</em>: Units or structures that belong to the green player (in this case, us).
</li>
<li class="p">
<em>Yellow/gray/black/red/blue/cyan/magenta area</em>: Units or structures that belong to the yellow/gray/black/red/blue/cyan/magenta player (not pictured).
</li>
<li class="p">
<em>Red/white flashing area</em>: Units or structures belonging to you that are under attack.
</li>
<li class="p">
<em>Green pulse</em>: Artifact. Needed to research technologies in Campaign. In Skirmish/Multiplayer, can be found by destroying enemy base structures.
</li>

<li class="p">
<em>Red pulse</em>: An enemy base or other point of interest. Only used in Campaign.
</li>
<li class="p">
<em>Blue pulse</em>: A free <a href="power">oil resource</a>.
</li>
</ul>

<h3>Controls</h3>
<ul>
<li class="p">
<em>Moving the camera</em>: Right-click anywhere on the minimap to move the camera.

</li>
<li class="p">
<em>Giving orders</em>: If you have units selected, click anywhere on the radar, and the units will carry out that order.
</li>
<li class="p">
<em>Zooming in and out</em>: Hover your mouse over the minimap and move the mouse wheel up or down.
</li>
</ul>

<p class="backforward"><a href="camera">&laquo; Prev</a> | <a href="power">Next &raquo;</a></p>',
		'title' => 'Minimap',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <strong>Minimap</strong>',
		'cachedsb' => '<li><a href="#minimap">What is the minimap?</a>'
	),
	'manufacture' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3>Manufacturing</h3>
<p>
Manufacturing units is similar to building structures. The buildings that can build structures are Factories, Cyborg Factories and VTOL Factories.</p>
<p>
<h3>Screenshots</h3>
<img src="pictures/manufacture_1.jpg" alt="" /><br>
1: Selecting a unit to be manufactured
</p>
<p>
<img src="pictures/manufacture_2.jpg" alt="" /><br>
2: The unit being manufactured
</p>
<p>

<h3>Building a Unit</h3>
To manufacture a unit, you need to press the Manufacture button. A Fast Find bar will open at the bottom of the screen, between the radar and the Command Panel.</p><p>The bottom row of the two contains every Factory, Cyborg Factory and VTOL Factory built. Clicking it will zoom the camera to the structure.</p>

<p>
To manufacture a unit, click the space above a factory. If this factory is capable of building a unit, it will appear in a menu on the left side of the screen. </p> A factory can only build a unit if the body of a unit is a certain type (unit/cyborg/VTOL), and if the factory has enough modules applied.<p></p>
<p>
<h4>Queueing Units</h4>
You can build up to nine units by repeatedly clicking the unit. You can also right-click the unit to lower the amount of units to build  right-clicking on a unit with no units queued will set the queue to 9.</p>
<p>

<h4>Building Status</h4>
While a unit is building, the Fast Find bar above the factory building the unit will be displayed. If the bar is green, the unit is gathering power to build the unit. If the bar is yellow, the unit is building.</p>
<p>
<h4>Rally Points</h4>
When the unit is done building, it will spawn next to the factory, then proceed to a rally point. A rally point is created when a factory is made. Right-clicking on the factory in the bottom Fast Find row will centre the camera on a spawn point. Clicking a rally point will allow you to move it in a similar way to building a structure. Please note that moving a rally point while a unit is moving to one will not affect its path.</p>
<p>
<img src="pictures/deliverypoints.jpg" alt="" /><br>
</p>
<p>
Rally points (clockwise, from top left): Cyborg rally point, Factory rally point, Repair Facility, VTOL rally point</p>

<p>

<h4>Looped production</h4>
<p>
You can also set looped production by left and right clicking the loop button in the left column near the top. This repeats the build sequence you set the amount of times shown next to the button. This can be set to infinite by right-clicking when the number reads zero.</p>

<p class="backforward"><a href="commandpanel">&laquo; Prev</a> | <a href="research">Next &raquo;</a></p>',
		'title' => 'Manufacture',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Manufacture</strong>',
		'cachedsb' => ''
	),
	'research' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<p>
<h3>Research</h3>
Researching technologies is very simple. You can only research technologies with Research Facilities.</p>
<p>
<h3>Screenshots</h3>
<img src="pictures/research-1.jpg" alt="" /><br>
1: Selecting a topic to research
</p>
<p>
<img src="pictures/research-2.jpg" alt="" /><br>
2: The topic being researched
</p>
<p>

<h3>Researching</h3>
<h4>Single Player</h4>
In the single player game, you collect Artifacts from enemies and research them. Artifacts are small white boxes with a wrench above them, and can be collected by any unit by moving to it.
<h4>Multiplayer/Skirmish</h4>
In Multiplayer/Skirmish games, you progress along a tech tree - a couple of topics can be researched, which in turn will unlock more technologies - also referred to as progressing \'up the tech tree\'.</p>

<p>
<h4>Researching a topic </h4>
When you open the Research menu, a Fast Find menu with two rows will appear at the bottom of the screen. All your research facilities are shown on the second row. Clicking a research facility will zoom the camera to it.</p><br>
<p>
Clicking the blank icon above a facility will show a set of icons on the left. You can hold the mouse over an icon to see its name. Click an icon to start researching it. Only one center can research one technology at a time.</p>

<p>
While a facility is researching, it displays a bar in its Fast Find area. If the bar is green, the facility is gathering power. If it is yellow, the topic is being researched.</p>
<p>
<h4> Research Completion </h4>
When research is completed, the game will inform you by a message and playing a sound  Research Completed. If it was a major technology advancement, an entry will be made in the Intelligence Display. You can check the entry for more information about the research.</p>
<p>
<h4> Research Upgrades </h4>
You can research a Research Module during the course of the game. To apply it, select a truck and left click a non-upgraded Research Center, and the truck will build it. However, the topic you are researching will be stopped until the module is built - it\'s your choice to let it build or wait. </p> <p> Other upgrades are also available for Research Centers, but these don\'t make you wait to apply an upgrade to a building.</p>

<p class="backforward"><a href="manufacture">&laquo; Prev</a> | <a href="build">Next &raquo;</a></p>',
		'title' => 'Research',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Research</strong>',
		'cachedsb' => ''
	),
	'build' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3> Building </h3>
Building structures is absolutely vital in Warzone - from Factories to build units, to Research Centers for researching new technology.</p>
<p>
Building can be done with units with Trucks as turrets and Combat Engineers.</p>
<p>
<h3> Screenshots </h3>
<img src="pictures/build-1.jpg" alt="" /><br>
1: Selecting a structure to build
</p>
<p>

<img src="pictures/build-2.jpg" alt="" /><br>
2: Selecting an area to build the structure
</p>
<p>
<h3> Building </h3>
<h4> Building a Structure </h4>
To build, you need to select Build on the Command Panel, and this will bring up two rows of icons on the bottom of the screen, between the Command Panel and the Radar. These each represent one unit, either a truck or a Combat Engineer, that is able to build. Clicking the bottom row of icons will zoom the camera to the unit. The top row of icons will pull up a bar on the left side of the screen (diagram 1). The two columns of icons represent the structures you can build. Click a structure on the columns to select it for building. You can hold the mouse over an icon to see the structures name.</p>
<p>
<h4> Selecting a location </h4>
When you select a structure, it closes the two menus (like clicking the middle button). A white square will appear in the world. This is where your structure will be placed. Move the square by moving the mouse. Click to place the build site for the structure. If the square is red, the structure cannot be placed. To build walls (when building defenses) you can click and drag the box to draw a wall.</p>

<p>
<h4> Oil Derricks </h4>
Oil derricks can only be built on Oil Pools which arent on fire. Fires on Oil Pools will burn out over time. Oil derricks are built automatically if a truck is selected and you left-click an Oil Pool.</p>
<p>
The unit you selected to build the structure will move to build the structure.</p>
<p>
If you open the Build menu again, the units status will be shown in the Fast Find bar. If there is a structure without a bar in the Fast Find top row above a unit, the unit is moving to the build site. If there is a green bar, it is accumulating power for building. If there is a yellow bar, it is building the site.</p>
<p>
<h4> Repairing </h4>
You can assign a unit to repair a structure by selecting it and left-clicking a building.</p>

<p>
<h4> Demolishing </h4>
Demolishing a building is nearly as simple as building one. Select Demolish Structure in the Structure menu and click a building to demolish. The unit will move to the building and destroy it, giving you half the power used in building the structure. Demolish Structure will always be available, from start of game to end.</p>
<p>
<h4> Teamwork </h4>
You can assign extra trucks/cyborgs to a building to build it faster. Simply select a unit and left-click a structure, and the unit will move to the building and start helping construction.</p>
<h4> Hardcrete and Tank Traps </h4>
<p>

You may wonder what the Hardcrete and Tank Traps do. Well, they do nothing. They just sit there and keep your units and enemy units from passing through.
</p>

<p class="backforward"><a href="research">&laquo; <strong>Research</strong> &laquo; Prev</a> | <a href="design">Next &raquo; <strong>Design</strong> &raquo;</a></p>',
		'title' => 'Build',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Build</strong>',
		'cachedsb' => ''
	),
	'intelligence' => array(
		'autogen' => TRUE,
		'text' => '<p><em style="color:#BB0000;">Unfinished page</em></p>

<h3>Intelligence Display</h3>
While the Intelligence Display doesn\'t have a large purpose like the rest of the functions, it is still very useful indeed - it contains a record of all the technology you have researched.
<h3> Screenshots </h3>
<p>
<img src="pictures/intelligence.jpg" alt="" /><br>
Intelligence display with piece of intelligence selected
</p>
<p>
<h4> What\'s displayed </h4>
When you open the Intelligence Display, two rows of icons appear on the bottom of the screen. Selecting an icon will display information in the middle of the screen. This is helpful for looking at technologies you have researched. During Campaign, a piece of intelligence always displayed is your mission objective.</p>

<p>
<h4> We Brake For Nobody </h4>
Please note that while the Intelligence Display pauses the game in Campaign mode, it doesnt do so in Multiplayer and Skirmish!</p>',
		'title' => 'Intelligence',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="basics">Basics</a> <span class="arrow">&raquo;</span> <a href ="commandpanel">Panel</a>  <span class="arrow">&raquo;</span> <strong>Intelligence</strong>',
		'cachedsb' => ''
	),
	'alpha1' => array(
		'autogen' => TRUE,
		'text' => '<tr><td class="l" valign="middle"><h3 id="overview">Alpha 1: Scavenger Raiders</h3>
<h4 id="forwardbase">Build a forward base</h4>
<p class="timer"><span>Time limit: <strong>unlimited</strong></span></p>
<p>
As may be expected, the first stage of this game is fairly easy. Wouldn\'t want to get people to quit playing before they begin. ;)
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3801&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3801&t=1" alt="" /></a></p>
<p>
You should start with three Trucks and four Machinegun Viper Wheels tanks.
</p>
<p>
Not much of a base, eh? You\'ll have to build one yourself. Start by building a Command Center, a Factory, a Power Generator, and a Research Facility. As long as you don\'t go to far to the east, no one will attack you.
</p>
<p>
Once you move a truck to the east to build an oil derrick, however, small groups of Scavengers will begin to attack you. Your MG Vipers will have no trouble defeating them. Nonetheless, begin manufacturing some additional MG Vipers to assist them.
</p>
<h4 id="search">Search for scavenger outposts</h4>
<p>
Once you have dealt with the scavengers right outside your base, it\'s time to start exploring. Manufacture eight MG Viper Wheels, then send them north and east of your current position to attack the nearest scavenger settlement.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3802&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3802&t=1" alt="" /></a></p>
<p>
Once you have defeated this settlement (which shouldn\'t be very difficult), you\'ll find an artifact. Pick it up (click on it) and research it at your Research Facility. When the oil resource cools down, build an oil derrick there, too; it\'ll give you more money.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Hardened MG Bullets</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades machinegun damage to 130%</li></ul></td></tr>
</table></div><!--research table-->
<p>
You will want to recycle and rebuild any tanks that are in red or yellow health (don\'t worry, by the end of this stage, the option to repair vehicles will be available, so this whole repair-rebuild process isn\'t permanent).
</p>
<p>
Once your 8 tanks are battle ready again, head north.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3803&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3803&t=1" alt="" /></a></p>
<p>
Another small base; you should be able to destroy it easily. Upon demolition of this base, you will get the artifact for the <a href="w/flamer">Flamer turret</a>. Using it or not is your preference; it will work <em>very</em> well in upcoming stages against almost anything, but its short range means it will also get most of the enemy fire centered on it, and its low HP means it will die quickly. By the time you find heavier bodies and armor to supply it with, you will also have other weapons you might like more, so.... as I said, use it or don\'t.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Flamer</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/flamer">Flamer</a></li></ul></td></tr>
</table></div><!--research table-->
<p>
Again, recycle and rebuild your units, and get ready to move west.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3804&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3804&t=1" alt="" /></a></p>
<p>
This is the first time your units face a credible danger of being lost; be sure they are set to retreat at some level of damage (for now, Retreat at Low Damage is enough).
</p>
<p>
Once the base goes down, you will get a very useful artifact: the MG guard tower &ndash; your first defensive structure. Although it\'s called a Machinegun Guard Tower, it has a Heavy Machinegun on it, and will do more damage than your Machinegun tanks.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Machinegun Guard Tower</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Machinegun Guard Tower</li></ul></td></tr>
</table></div><!--research table-->
<p>
And now, it\'s time for the last base.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3805&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3805&t=1" alt="" /></a></p>
<p>
You\'ll want to avoid those flamer towers &ndash; they do high damage if you get close, but are harmless as long as you shoot them from far away.
</p>
<p>
You\'ll notice one of the buildings is circled. <strong>Don\'t shoot it.</strong> <a href="orderingunits#ordersmenu">Order your units</a> to Hold Fire so they only shoot things you explicitly tell them to attack, and destroy all the other buildings.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Engineering</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades construction speed to 110%</li></ul></td></tr>
<tr><td class="l" valign="middle">* Mobile Repair Turret</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/repairturret">Repair Turret</a></li></ul></td></tr>
<tr><td class="l" valign="middle">* Tank Traps</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Tank traps</li></ul></td></tr>
</table></div><!--research table-->
<p>
Since there\'s still one enemy building left, the game won\'t end, and you can use your free time to research all of this. Build a repair turret tank, and repair all of your damaged units (no need to recycle again!) Now\'s your time to relax, build oil derricks anywhere you need to, and maybe fortify the southern edge a bit.
</p>
<p>
Once you\'re ready, move all your units to the southern end, destroy the last structure with a tank or tower, and it\'s time for <a href="alpha2">Alpha 2</a>!
</p>

<p class="backforward"><a href="campaignstrategy">&laquo; Prev</a> </ul></td></tr>| <a href="alpha2">Next &raquo;</a></p>
',
		'title' => 'Alpha 1 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 1: Scavenger Raiders</strong>',
		'cachedsb' => '<li><a href="#overview">Alpha 1: Scavenger Raiders</a><ul><li><a href="#forwardbase">Build a forward base</a></li><li><a href="#search">Search for scavenger outposts</a></li>'
	),
	'artillerytactics' => array(
		'autogen' => TRUE,
		'cachedsb' => ''
	),
	'earlygamestrategy' => array(
		'autogen' => TRUE,
		'title' => 'Early-game multiplayer strategy',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Early-game multiplayer strategy</strong>',
		'text' => '<p>
Ah, the early-game. Most games start out with very few choices, only branching off into multiple choices later on. The upshot of this is that the early-game is very well analyzed.
</p>
<h3 id="tips">Tips</h3>
<p>
Before we begin, keep a few things in mind:
</p>
<ul class="p">
<li class="p">Use your power. If your power rises above 500 in the early or mid-game, spend more of it! Research something, build some more research facilities, build a bigger army, defend your oil derricks... <em>something!</em></li>
<li class="p">Never stop researching. If you stop, you will be more and more disadvantaged as time goes on, in every area.</li>
<li class="p">Get more derricks. Everything requires power! The more you have of it, the better. It\'s nearly impossible to win with only the four derricks in your base.</li>
</ul>

<h3 id="build">Building and exploring</h3>

<p>
Most players begin a multiplayer game in T1, No Bases. This starts them off with two trucks and nothing else. You can\'t win a game without having all four of the base structures, but what to build first?
</p>
<ul>
<li class="p">
Many players build a <strong>Factory</strong> first (or at least second). Factories produce additional trucks, which makes building the rest of the base much faster.
</li>
<li class="p">
<strong>Research Facilities</strong> are also important. Unlike other games, Warzone starts with zero weapons researched, so Machinegun must be researched before you have any offensive capability at all. Without a research facility, you can\'t do anything but make trucks and base structures.



</li>
<li class="p">

<strong>Command Centers</strong> are also required for most normal play - they are a prerequisite for any defensive structure research, and are required to design tanks.

</li>
<li class="p">
Without a <strong>Power Generator</strong>, your initial supply of power will quickly run out. Start on those oil derricks as well.
</li>
</ul>
<p>
As you are building up your base, you should send trucks out to capture oil resources around the map, as well as scouting for enemy activity. The four oil resources inside your base (on a standard map) will soon be insufficient, and you need to claim more to have a chance of staying in the game.
</p>
<p>

While you are exploring, you should start making Machinegun tanks or cyborgs to help defend your trucks.


</p>
<p>

Some possible orders to build your structures:
</p>
<p><img src="pictures/buildorders.png" alt="build orders" /></p>

<h3 id="research">Researching</h3>
<p>
<em>This section assumes that the reader has knowledge of Warzone\'s research system. If you do not, see:</em> <a href="research">Research</a>
</p>
<p>

In Warzone, without research, a player simply cannot survive in a game for very long. Every research is one more advantage you have against your opponent. It\'s an advantage that costs no money after it has been researched. It\'s an advantage that, unlike armies and structures, cannot be taken from you.
</p>

<p>

There\'s no need to worry about memorizing the research tree, of course. It may seem intimidating, but a player needs to know very little of it, and will quickly pick up what to research while playing the game.
</p>
<p>
Much of the research tree is completely optional. I\'ve won games without ever researching <a href="r/machinegun">Machinegun</a>. However, a few are completely necessary in competitive play. It\'s not that you can\'t win no matter what, but that if someone else has researched these, and you haven\'t, they have an insurmountable advantage.

</p>
<p>
But even within these "must-haves", there are different strategies about which to research first. Remember that the purpose of research is to gain an advantage on your opponent. But which advantage should you gain first? Offensive capability? Defensive capability? Economy?
</p>
<h4 id="weapons">Weapons</h4>

<p>
No matter if you choose to focus in offense, defense, or economy, you need to choose a few weapons to specialize in.
</p>

<p>

The first weapon you get in Warzone is the Machinegun. So if you want to tank rush as early as possible, the Machinegun is the only choice. However, if you have time to research a bit first, there are four viable early-game weapons:
</p>
<ul>
<li>Twin Machinegun</li>
<li>Light Cannon</li>

<li>Flamer</li>
<li>Mini-Rocket Pod</li>

</ul>

<p>
These all cost approximately $100 to research, total, and will take two to three minutes to research. The Mini-Rocket Pod costs slightly, but not noticeably, more than the others.

</p>
<p><img src="icon/w/twinmachinegun.gif" alt="Twin Machinegun" /></p>

<p>
Getting the <strong>Twin Machinegun</strong> and going down the machinegun route will give you an early-game advantage. It\'s a generalist weapon, and you\'ll soon get the Heavy Machinegun. Many games can be won simply by focusing on this weapon.
</p>
<p>
Some players like to neglect research after getting the Heavy Machinegun; simply amassing these tanks and rushing the enemy. Note, however, that even at this stage, massed Heavy Machineguns are still vulnerable to massed Mini-Rocket Pod tanks and towers, and that if the rush fails, you will be at a <em>very</em> significant research disadvantage.



</p>
<p><img src="icon/w/lightcannon.gif" alt="Light Cannon" /></p>
<p>

The <strong>Light Cannon</strong> is the start of the cannon tree. While the Medium and Heavy cannons don\'t show up as early as the Heavy Machinegun, they easily outclass it. Cannons are slower, heavier, more expensive, and have more HP than machineguns. They do more damage to armored tanks and armored structures, but less damage to cyborgs.

</p>
<p>
While Light Cannons can be used similarly to machineguns, the weight of the more powerful cannons slows them down enough that you must plan for this liability. Users of longer-ranged weapons, such as Lancers, can easily outrun you, and harass you from afar. In situations like this, seek to corner them where they cannot escape. If you are in open space, it may be best to ignore them, and continue on to your enemy\'s base, instead of wasting time chasing them, which will be a losing battle.
</p>
<p><img src="icon/w/minirocketpod.gif" alt="Mini-Rocket Pod" /></p>
<p>
The <strong>Mini-Rocket Pod</strong> is the start of the rocket tree. It is a highly specialized weapon designed to fight tanks. It also does a little damage to unarmored structures such as the Machinegun Tower and some base structures, but is nearly completely ineffective against more armored structures, as well as cyborgs.



</p>
<p>
Mini-Rocket Pods are the longest ranged T1 direct weapon, and are fairly light, and this should be used to your advantage. Through attrition, a few of these can wear down a sizable army. If you encounter any cyborgs, however, you have no choice but to run.

</p>
<p>
Upgrading mini-rockets will eventually lead to the Mini-Rocket Array, a weapon that can deal with the cyborgs and walls that the Mini-Rocket Pod has trouble with.
</p>

<p><img src="icon/w/flamer.gif" alt="Flamer" /></p>
<p>
Unlike the other weapons, the <strong>Flamer</strong> is traditionally used on cyborgs (and later, hovercraft). This makes them quite vulnerable to machineguns, but they are quite powerful against cannons and mini-rocket pods. Flamers do barely any damage to hardcrete walls and hardpoints, but significant damage to everything else, as long as you can get within range. Getting within range is a problem in the early game, as wheeled vehicles can match your speed, and slowly kill you with long-ranged weapons as they retreat.
</p>

<p>

Later on, as players start using the slower and heavier tracked and wheeled vehicles, and you start using hovers, flamers can catch up to and annihilate armies with their fire.
</p>

<p><img src="icon/w/mortar.gif" alt="Mortar" /></p>

<p>
In addition to these four weapons, there is also the <strong>mortar</strong>, available a bit later. Mortars are long-ranged siege weapons, best used against enemy structures. Used defensively, they can help soften attacking armies, but should not be relied upon. When <a href="sensors">assigned to sensors</a>, they have an extremely long range, but are vulnerable to enemy units, so they are best protected by other weapons that are more powerful at shorter ranges.

</p>
<p>
With these weapons, it is often to your advantage to go along multiple weapon paths, which will give you additional versatility. Mini-Rocket Pods and Heavy Machinegun form a popular combination, with the machineguns taking care of the cyborgs that the rockets would otherwise be helpless against. The flamers\' upgrade path is relatively inexpensive, and their ineffectiveness against early enemies makes them best paired with other weapons.
</p>
<p>

As the game goes on, you may want to start branching out into different weapon trees. Although the cannon and rocket trees are difficult to catch up on if you haven\'t been researching them since the early-game (and by corollary, you should be keeping up with at least one of those trees), most other weapons are fairly easy to get if necessary. In particular, lasers require no other weapon research, and are a good choice if you find yourself in T3 but falling behind in weapon research.
</p>
<h4 id="offense">Offense</h4>
<p>

When playing offensively, it\'s important to upgrade your weapons. Each damage upgrade adds 25% to damage, and each rate-of-fire upgrade decreases reload time by 10% or 15%, and these can really add up. Fully upgraded cannons, for instance, have ten times as much damage rate as un-upgraded cannons.
</p>
<p>
Unless they unlock more powerful weapons, weapon accuracy upgrades should generally be avoided until there are no other upgrades, since they grant a negligible 10% (of base accuracy) bonus to accuracy.
</p>
<p>
Researching a new weapon type will generally unlock its damage upgrade. <a href="r/automatedmanufacturing">Automated Manufacturing</a> (and its improved versions) is often needed to unlock rate-of-fire upgrades. <a href="r/synapticlinkdataanalysis">Synaptic Link Data Analysis</a> (and its improved versions) is often needed to unlock accuracy upgrades.
</p>
<p>
Unlocking stronger weapons usually requires researching damage upgrades. Exceptions include rockets (and later Scourge Missile), which require accuracy upgrades to unlock, and rotary weapons (such as Assault Gun or Pepperpot), which require rate-of-fire upgrades.


</p>
<p>
Armor upgrades are even more powerful, granting 30% more armor <em>and</em> 30% more HP. There are separate armor upgrades for tanks and cyborgs, so choose wisely.

</p>

<p>
Tank armor upgrades will unlock more powerful Project bodies, while engine upgrades will unlock more powerful New Paradigm bodies. New Paradigm bodies are faster and slightly less expensive, but Project bodies have more armor.
</p>
<p>
These upgrades will also unlock better propulsions, such as Tracks and Hover. Tracks offer increased health and armor in exchange for slower speed. Hovercrafts have only slightly more health, but are significantly faster than wheels.

</p>
<h4 id="defense">Defense</h4>
<p>

Your first defensive structure is the Machinegun Tower. Despite its name, the weapon mounted on top of it is a Heavy Machinegun, which is quite a bit more powerful than the Machinegun tanks that you will be defending against.
</p>
<p>
Machinegun towers can also be used offensively. In Warzone, structures can be built anywhere. A player with no tanks can build towers next to enemy oil resources, to seize them, and next to friendly oil resources, to defend them. Using structures offensively is usually only viable very early in the game.
</p>
<p>
Other defensive structures can be found by researching Hardcrete Walls. Walls and defensive structures can be upgraded with Hardcrete upgrades, which are unlocked by researching walls, and later Improved and Advanced Engineering. Although these do not unlock anything until fairly late in the game, they upgrade armor by 35% and HP by 30%, making them one of the most significant automatic upgrades in the game.
</p>
<p>
No matter how defensively you play, you still need to upgrade weapons as well as structure armor.
</p>
<h4 id="economy">Economy</h4>

<p>

While you are building and upgrading your structures and tanks, it\'s important to think long-term. While providing no direct benefit, every structure module available will give you an insurmountable long-term advantage:
</p>
<ul class="p">
<li>Engineering
<ul>
<li>Fuel Injection Engine
<ul>

<li>Power Module</li>
</ul></li>
<li>Cyborg Factory

<ul>
<li>Factory Module</li>

</ul></li>
</ul></li>

<li>Sensor Turret
<ul>
<li>Sensor Tower
<ul>
<li>Command Relay Post
<ul>
<li>Research Module</li>

</ul></li>
</ul></li>
</ul></li>
</ul>

<p>
The usual order in which these are researched are:

<ul>
<li class="p">

The <strong>Power Module</strong> provides an extremely large boost (1.5x) to power production, and unlike other modules, power modules are free. It is perhaps the most important upgrade, and many players get it well before any other module.
</li>
<li class="p">
The <strong>Factory Module</strong> allows for faster production, and production of medium (and heavy) bodies. It also unlocks vehicle and cyborg armor upgrades, and is vital if you don\'t want your tanks to stay Viper Wheels with no upgrades.

</li>
<li class="p">

While the Command Relay Post is unnecessary, it unlocks the <strong>Research Module</strong>, which provides a significant (nearly 2x) boost to research speed. In addition, it unlocks Synaptic Link Data Analysis (and its improved versions). Synaptic Link Data Analysis further improves research speed, but more importantly, it and its upgraded versions are required for the most powerful later-game technology, and nearly all T3 technology.


</li>
</ul>
',
		'cachedsb' => '<li><a href="#tips">Tips</a></li><li><a href="#build">Building and exploring</a></li><li><a href="#research">Researching</a><ul><li><a href="#weapons">Weapons</a></li><li><a href="#offense">Offense</a></li><li><a href="#defense">Defense</a></li><li><a href="#economy">Economy</a></li>'
	),
	'alpha2' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 2 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 2</strong>',
		'text' => '<h3 id="overview">Alpha 2: Power surge detected</h3>
<p class="timer"><span>Time limit: <strong>1 hour</strong></span></p>
<h4 id="back">Back to the base</h4>
<p>
Well, the game\'s starting to get more interesting now. You have <em>two</em> choices of weapons: <a href="w/machinegun">Machinegun</a> and <a href="w/flamer">Flamer</a>.
</p>
<p>
As soon as this level starts, move your army slightly south of the entrance to your base, where you will encounter two bunkers (they look like shacks) and some scavengers. Flamers are especially powerful against these bunkers, so if you have some, try it out.
</p>
<p>
If you\'re having trouble, retreat to the MG towers you built earlier (you <em>did</em> build those when we told you to, right?)
</p>
<p>
Once the two bunkers are down, press south to the first enemy base.
</p>
<h4 id="destroy">Destroy more outposts</h4>
<p><a href="http://forums.wz2100.net/download/file.php?id=3808&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3808&t=1" alt="" /></a></p>
<p>
If you have flame tanks leading the charge, then just head straight into the base. If not, then have your tanks skirt southeast from the small chokepoint, and then have them head west, shooting up the towers and base buildings with your whole force, rather than one tank at a time. The base holds upgrades for your flamers.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">High Temperature Flamer Gel</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades flamer damage to 130%</li></ul></td></tr>
<tr><td class="l" valign="middle">* High Temperature Flamer Gel Mk2</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades flamer damage to 160%</li></ul></td></tr>
<tr><td class="l" valign="middle">* High Temperature Flamer Gel Mk3</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades flamer damage to 190%</li></ul></td></tr>
</table></div><!--research table-->
<p>
You should be able to take out most of the structures you see in the picture before your force is depleted (read: retreated) enough to make it unusable. You may run into some units coming from the west, but you should be able to take care of them as well.
</p>
<p>
On your second pass, get on the hill in the bottom left of the above picture, and pick up the sensor research from it. Then, get your tanks back down.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Sensor Turret</td><td class="c price">$28</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/sensorturret">Sensor Turret</a></li></ul></td></tr>
<tr><td class="l" valign="middle">* Sensor Tower</td><td class="c price">$28</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Sensor Tower</li></ul></td></tr>
</table></div><!--research table-->
<p>
If you feel like it, have your trucks put a couple MG towers in the area at the bottom right of the screenshot as well. Have your MG tanks cover them as they do so; scavengers like to pop out of the houses in that vicinity.
</p>
<p>
When the sensor tech is retrieved, and the MG towers are up, (and your tanks are suitably repaired), head west and north to the next scavenger base.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3809&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3809&t=1" alt="" /></a></p>
<p>
This base is outright nasty. Flamers (including one on a fire truck), a number of units, guard towers, bunkers... The best way to handle all this is with an all-MG force, <a href="orderingunits">set to maximum-range firing</a>. Make sure to destroy the flamers before they get in range of you.
</p>
<p>
Once you\'ve managed to take out the flame tower and the fire truck (and the two bunkers) guarding the ramp, this assault gets much easier; yes, they have a lot of units and buildings, but you can use the same "overpowering" strategy you\'ve been using. Don\'t feel you need to produce a huge army; eight MG tanks are usually enough to get through all of Alpha 2 up to this point, with no losses.
</p>
<p>
Destroying this base yields the <a href="w/twinmachinegun">Twin Machinegun</a>. Though not absolutely necessary, now would be a good time to recycle your MG tanks for the new TMG.


</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Twin Machinegun</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/twinmachinegun">Twin Machinegun</a></li></ul></td></tr>
</table></div><!--research table-->
<p>
Regroup, and it\'s time to head south to the next base.
</p>
<p><a href="http://forums.wz2100.net/download/file.php?id=3811&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3811&t=1" alt="" /></a></p>
<p>
This base may look less nasty than the previous one, but they have a <em>lot</em> of units that will attack you as you approach it.
</p>
<p>
It may take two or three push-retreats, but taking this base is otherwise no different than taking the others. There will be a Power Module artifact here.
</p>
<p>
You may be tempted to leave the circled structure alive so that you can use your leftover time to rebuild, research, etc, but it is unnecessary - the first half of the next stage is untimed.
</p>
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Power Module</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades power production to 125%</li><li>Gives new structure: Power Module</li></ul></td></tr>
</table></div><!--research table-->

<p class="backforward"><a href="alpha1">&laquo; Prev</a> </ul></td></tr>| <a href="alpha3">Next &raquo;</a></p>

',
		'cachedsb' => '<li><a href="#overview">Alpha 2: Power surge detected</a><ul><li><a href="#back">Back to the base</a></li><li><a href="#destroy">Destroy more outposts</a></li>'
	),
	'alpha3' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 3 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 3</strong>',
		'text' => '<h3 id="overview">Alpha 3: The power module artifact</h3> 
<h4 id="power">More power</h4> 
<p class="timer"><span>Time limit: <strong>unlimited</strong></span></p> 
<p> 
Well, this is the last time you\'ll have a mission with no timer until the end of the game. This mission ends when you upgrade your Power Generator with a Power Module. So as long as you don\'t do that, you\'ll have all the time in the world.
</p> 
<p> 
First, if you haven\'t done so already, it\'s time to recycle any of your machinegun tanks and turn them into twin machinegun tanks.
</p> 
<p> 
Next, do you see that road at the lower right edge of the map? If you thought there might be an attack from there later, you\'d be right. You don\'t have very many good defenses at this point in the game, so just make a few MG towers for now.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3812&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3812&t=1" alt="" /></a></p> 
<p> 
Now, some players like to leave the game running for a while, to accumulate power. Personally, I don\'t think this is necessary - you rarely run out of power in the campaign, and if you\'re doing something as cheap as accumulating power in an unlimited-time stage, you might as well just cheat.
</p> 
<p> 
Now let\'s get ready for the second half of this stage. The second half of this stage is fairly easy, but it does have a short time limit.
</p> 
<p> 
This stage will be your first away stage. You will take ten tanks to a different map to fight. Ten Twin Machinegun Viper Wheels should be enough, but some players prefer 9 TMGs and a truck, or 8 TMGs and two repair turrets, etc.
</p> 
<p> 
Bring your chosen ten units to the LZ (Landing Zone). That\'s the place in the middle of your base where there are lights that form an "X". Now you\'re ready. It\'s time to build that Power Module.
</p> 
<h4 id="neworders">New orders</h4> 
<p class="timer"><span>Time limit: <strong>15 minutes</strong></span></p> 
<p> 
Right after the Power Module finishes building, you get your new orders. Select your ten units, enter the transport, and let\'s go.
</p> 
<p> 
You\'ll land in a new map. If you brought your truck, now\'s the time to set up defenses:
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3814&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3814&t=1" alt="" /></a></p> 
<p> 
If you didn\'t, just bring your whole army with you on your attack. Your LZ will get overrun, but you can reclaim it on your way back.
</p> 
<p> 
Now, just march your tanks straight up (and a little bit to the right) to the enemy base. Scavengers will pull interesting stunts like trying to flank you, but you have enough firepower to handle them.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3815&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3815&t=1" alt="" /></a></p> 
<p> 
Here we are. Make sure to destroy that flamer tower before getting too close.
</p> 
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Heavy Machinegun</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/heavymachinegun">Heavy Machinegun</a></li></ul></td></tr> 
</table></div><!--research table--> 
<p> 
Now, just head back to the LZ, and we\'re done.
</p> 
 
<p class="backforward"><a href="alpha2">&laquo; Prev</a> </ul></td></tr>| <a href="alpha4">Next &raquo;</a></p>',
		'cachedsb' => '<li><a href="#overview">Alpha 3: The power module artifact</a><ul><li><a href="#power">More power</a></li><li><a href="#neworders">New orders</a></li>'
	),
	'alpha4' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 4 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 4</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha5' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 5 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 5</strong>',
		'text' => '<h3 id="overview">Alpha 5: Encoded signals detected</h3> 
<h4 id="prep">To the LZ</h4> 
<p class="timer"><span>Time limit: <strong>1 hour</strong></span></p> 
<p> 
So far, it\'s been pretty easy. Well, this time, it won\'t be. You get an hour, but since this stage gives you a bunch of useful research artifacts, it\'s best to rush through it so you have time left over to research them (not that that\'s easy). You\'ll need them for the next stage.
</p> 
<h4 id="arrival">Secure the zone</h4> 
<p> 
Once you arrive, you\'ll get a message from New Paradigm. It boils down to "Leave, or die." Of course, it wouldn\'t be a very fun game if we did either, so we\'ll be doing neither.
</p> 
<p> 
As usual, have your truck start building defenses.
</p> 
<p> 
Project HQ tells you they\'re near the bottom, and helpfully mark their location for you. Don\'t go there directly; it\'s a trap. Instead, follow the arrows on the minimap here:
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3828&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3828&t=1" alt="" /></a></p> 
<p> 
Now, set all your units to "Hold Fire" (and save the game). This is important, since you\'ll soon meet a New Paradigm sensor, and if you shoot it, NP will send a pretty big army to attack yours.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3829&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3829&t=1" alt="" /></a></p> 
<p> 
While in Hold Fire mode, you\'ll have to click on enemy scavengers manually. And yes, you did just see a cannon on a school bus.
</p> 
<p> 
Once the New Paradigm sensor is gone, move north until you see a scavenger base. Project HQ will decide that\'s enough, and let you call reinforcements.
</p> 
<p class="reinforcements"><span>Reinforcement time: <strong>2 minutes</strong></span></p> 
<p> 
Do so immediately. Get some of those Mortar Viper Half-Tracks, some more HMGs, anything you have. As you wait, start building some more defenses:
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3830&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3830&t=1" alt="" /></a></p> 
<p> 
Start building a sensor tower near the scavenger base, as well:
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3831&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3831&t=1" alt="" /></a></p> 
<p> 
Reinforcing a sensor tank also works, but it will have slightly less range than a sensor tower.
</p> 
<p> 
When your mortars arrive, assign them to your sensor, and they\'ll start attacking the scavenger base from afar (if you\'re using a sensor tank, target the scavenger base manually). You might get attacked by scavenger units, but your MG tanks should be able to deal with them.
</p> 
<p> 
Either way, make sure not to destroy the whole base (but do destroy their factory, so they can\'t send anything more at you). Now send an MG tank (in hold fire mode) over to grab that artifact. It\'s Light Cannon:
</p> 
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Light Cannon</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/lightcannon">Light Cannon</a></li></ul></td></tr> 
<tr><td class="l" valign="middle">* HEAT Cannon Shells</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades cannon damage to 130%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* HEAT Cannon Shells Mk2</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades cannon damage to 160%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* HEAT Cannon Shells Mk3</td><td class="c price">$112</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades cannon damage to 190%</li></ul></td></tr> 
</table></div><!--research table--> 
<p> 
The Light Cannon is better against the New Paradigm\'s tanks and structures than any of your other weapons so far, and it\'s also better at soaking damage. Design some Light Cannon Viper Half-Tracks, and start manufacturing them. If the New Paradigm hasn\'t attacked you yet, you might want to save here, as well.
</p> 
<p> 
While waiting for your cannon tanks to arrive, you might want to build another sensor tower northwest of you. You should see some New Paradigm forces, but as long as you don\'t get too close (or start shooting them), they should leave you alone. You might want to build some more MG towers, too:
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3833&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3833&t=1" alt="" /></a></p> 
<p> 
Move your machineguns back to the LZ to meet your new cannons. Well, now you should have your army of mixed machineguns and cannons, as well as some mortars.
</p> 
<p> 
Before we begin our attack, let\'s see what we\'re up against.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3835&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3835&t=1" alt="" /></a></p> 
<p> 
...yeah. Now do you see why we did so much preparation? Now for our plan:
</p> 
<p> 
1. Attach your mortars to the new sensor tower.
</p> 
<p> 
2. Move your MG units due east, and set them to retreat at heavy damage. They will end up overlooking a valley where scav units are poised to make a surprise strike on you. Fortunately, from the ledge above them, you should be able to gun down 80-100% of their force before they leave the valley.
</p> 
<p> 
3. <em>As soon as</em> the New Paradigm announces hostile intentions via cutscene, move your cannon tanks due east of where they are currently sitting, to just outside the range of the NP cannon-tower at the base\'s corner. Make sure they are set to Do or Die.
</p> 
<p> 
NP will first attack with a wave of lighter tanks. Your earlier MG towers should be able to handle them. Keep them constantly repaired with a truck, and the truck constantly repaired with a repair turret.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3836&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3836&t=1" alt="" /></a></p> 
<p> 
NP\'s stronger units will stay in their base. You can lure them out by having your mortars hit one of their structures (hit, no need to destroy). Make sure to retreat your mortars behind your MG towers immediately; mortars are fragile and you don\'t want one to get killed.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3837&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3837&t=1" alt="" /></a></p> 
<p> 
Wait for the enemy commander to come out, then ambush him with your cannons. You\'ll notice the commander has a <em>ton</em> of HP.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3838&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3838&t=1" alt="" /></a></p> 
<p> 
Pay attention to your units\' HP, and retreat any that fall to red. If done right, you should be able to pull this off with no casualties.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3839&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3839&t=1" alt="" /></a></p> 
<p> 
Start repairing everything now, and attacking NP\'s base defenses with mortars from afar. Remember to defend them with your cannons and MGs, as NP may still send some tanks every now and then.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3842&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3842&t=1" alt="" /></a></p> 
<p> 
Once the defenses are down, move in with your cannons. Make sure to set them to Hold Fire, since you\'ll be wanting to keep their sensor tower alive so the mission doesn\'t end early.
</p> 
<p> 
If all this strategy seems too much to you, I\'ve also heard that spamming 20 to 30 HMG Viper Half-tracks will also work. Make sure none of them are experienced units, though, since you\'ll probably lose quite a few of them.
</p> 
<p><a href="http://forums.wz2100.net/download/file.php?id=3841&mode=view"><img src="http://forums.wz2100.net/download/file.php?id=3841&t=1" alt="" /></a></p> 
<p> 
As mentioned earlier, there\'s a lot of useful tech in this base.
</p> 
<!--research table--><div style="max-width:800px;"><table width="100%" border="0" cellspacing="0">
<tr valign="top"><th class="l nb" width="35%">&nbsp;</th><th class="c" width="9%">Price</th><th class="l" width="56%" style="padding-left:20px;">Effect</th></tr>
<tr><td class="l" valign="middle">Factory Module</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Factory Module</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Medium Body - Cobra</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Gives new body: Cobra</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Medium Cannon</td><td class="c price">$150</td><td class="l"><ul style="padding-top:5px;"><li>Gives new turret: <a href="w/mediumcannon">Medium Cannon</a></li></ul></td></tr> 
<tr><td class="l" valign="middle">* Repair Facility</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Repair Facility</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Automated Factory Production</td><td class="c price">$ ?</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades factory production speed to 130%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Automated Factory Production Mk2</td><td class="c price">$75</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades factory production speed to 160%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Automated Factory Production Mk3</td><td class="c price">$ ?</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades factory production speed to 190%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Chaingun Upgrade</td><td class="c price">$112</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades machinegun rate of fire to 118%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Rapid Fire Chaingun</td><td class="c price">$150</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades machinegun rate of fire to 143%</li></ul></td></tr> 
<tr><td class="l" valign="middle">* Hyper Fire Chaingun</td><td class="c price">$212</td><td class="l"><ul style="padding-top:5px;"><li>Upgrades machinegun rate of fire to 182%</li></ul></td></tr> 
<tr><td class="l" valign="middle">Command Relay Center</td><td class="c price">$37</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Command Relay Center</a></li></ul></td></tr> 
<tr><td class="l" valign="middle">Hardcrete</td><td class="c price">$18</td><td class="l"><ul style="padding-top:5px;"><li>Gives new structure: Hardcrete Wall</li></ul></td></tr> 
</table></div><!--research table-->
<p style="color:red">TODO: Finish this list</p> 
<p> 
All of this takes around 20 minutes to research. While you\'re waiting, start demolishing all those structures you don\'t need; you\'ll get half your money back. Also open up your design screen. Your new combat units should be Heavy Machinegun Cobra Half-Tracks, Medium Cannon Cobra Half-Tracks, and Mortar Cobra Half-Tracks. 
</p> 
<p> 
Don\'t recycle your units yet. Wait until Alpha 6.
</p> 
<p> 
When you\'re ready, destroy that last sensor tower, and end the stage.
</p> 
 
<p class="backforward"><a href="alpha4">&laquo; Prev</a> </ul></td></tr>| <a href="alpha6">Next &raquo;</a></p>',
		'cachedsb' => '<li><a href="#overview">Alpha 5: Encoded signals detected</a><ul><li><a href="#prep">To the LZ</a></li><li><a href="#arrival">Secure the zone</a></li>'
	),
	'alpha6' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 6 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 6</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha7' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 7 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 7</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha8' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 8 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 8</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha9' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 9 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 9</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha10' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 10 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 10</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha11' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 11 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 11</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'alpha12' => array(
		'autogen' => TRUE,
		'title' => 'Alpha 12 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Alpha 12</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta1' => array(
		'autogen' => TRUE,
		'title' => 'Beta 1 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 1</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta2' => array(
		'autogen' => TRUE,
		'title' => 'Beta 2 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 2</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta3' => array(
		'autogen' => TRUE,
		'title' => 'Beta 3 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 3</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta4' => array(
		'autogen' => TRUE,
		'title' => 'Beta 4 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 4</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta5' => array(
		'autogen' => TRUE,
		'title' => 'Beta 5 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 5</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta6' => array(
		'autogen' => TRUE,
		'title' => 'Beta 6 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 6</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta7' => array(
		'autogen' => TRUE,
		'title' => 'Beta 7 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 7</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta8' => array(
		'autogen' => TRUE,
		'title' => 'Beta 8 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 8</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta9' => array(
		'autogen' => TRUE,
		'title' => 'Beta 9 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 9</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta10' => array(
		'autogen' => TRUE,
		'title' => 'Beta 10 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 10</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'beta11' => array(
		'autogen' => TRUE,
		'title' => 'Beta 11 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Beta 11</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma1' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 1 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 1</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma2' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 2 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 2</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma3' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 3 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 3</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma4' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 4 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 4</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma5' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 5 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 5</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma6' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 6 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 6</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma7' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 7 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 7</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma8' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 8 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 8</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'gamma9' => array(
		'autogen' => TRUE,
		'title' => 'Gamma 9 - Walkthrough',
		'titlebar' => '<span class="arrow">&raquo;</span> <a href="walkthrough">Walkthrough</a> <span class="arrow">&raquo;</span> <strong>Gamma 9</strong>',
		'text' => '',
		'cachedsb' => ''
	),
	'researchstrategy' => array(
		'autogen' => TRUE,
		'cachedsb' => ''
	),
	'formulas' => array(
		'cachedsb' => ''
	),
	'latestcomments' => array(
		'autogen' => TRUE,
		'title' => 'Latest comments',
		'titlebar' => '<a>Secret</a> <span class="arrow">&raquo;</span> <strong>Latest comments</strong>',
		'text' => '<?php
$comments = array();
function processcomments($id = false)
{
	global $comments, $_PERSIST;
	if (empty($id))
		$array = &$_PERSIST;
	else
		$array = &$_PERSIST[$id][\'subdirs\'];
	foreach ($array as $cid => $entry)
	{
		if (isset($entry[\'subdirs\']))
			processcomments($cid);
		else
			foreach ($entry as $curcomment)
			{
				$curcomment[\'id\'] = ($id?$id.\'/\':\'\').$cid;
				$comments[] = $curcomment;
			}
	}
}
function datecmp($a, $b)
{
	return 0-$a[\'time\']+$b[\'time\'];
}
processcomments();
usort($comments, \'datecmp\');
foreach ($comments as $i => $comment)
{
	if ($i==50) break;
	echo \'<p><em><strong>\'.htmlspecialchars($comment[\'name\']).\'</strong>\'.($comment[\'admin\']?\' <span style="color:#556688;font-size:10pt;">[Admin]</span>\':\'\').\' wrote \'.onreldate($comment[\'time\']).\' in <a href="\'.$comment[\'id\'].\'">\'.$comment[\'id\'].\'</a>:</em></p><blockquote><p>\'.($comment[\'htmlcomment\']?$comment[\'msg\']:nl2br(htmlspecialchars($comment[\'msg\']))).\'</p></blockquote>\';
}
?>',
		'cachedsb' => ''
	),
	'cheats' => array(
		'autogen' => TRUE,
		'title' => 'Cheats',
		'titlebar' => '<span class="arrow">&raquo;</span> <strong>Cheats</strong>',
		'text' => '<strong style="color:red">These instructions only apply to 2.3 beta 6 and higher. For older versions, see <a href="http://developer.wz2100.net/wiki/cheats">wiki:cheats</a></strong>
<h3 id="enabling">Enabling cheats</h3>
<p>
Before you can use cheat codes, you must either use the cheat code "<tt>cheat on</tt>" or press Shift+Backspace. You should get a "Cheats enabled" message when you do this.
</p>
<h3 id="using">Using cheats</h3>
<p>
To use a cheat code, press <kbd>Enter</kbd>, type the code, and press <kbd>Enter</kbd> again.
</p>
<p>
Cheats marked with "&#10003;" can crash the game. Try to avoid using them.
</p>
<table> 
<tr><td> <strong>Cheat Code</strong> </td><td colspan="2"> <strong>Cheat Description</strong> 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Controls</strong> 
</td></tr><tr><td> <tt>mouseflip</tt> </td><td> Inverts the mouse vertical rotation direction </td><td> 
</td></tr><tr><td> <tt>shakey</tt> </td><td> Toggle screen shake when units die </td><td> 
</td></tr><tr><td> <tt>time toggle</tt> </td><td> Turns the mission timer on or off (campaign mode only) </td><td> &#10003; 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Difficulty Levels</strong> 
</td></tr><tr><td> <tt>hard</tt> </td><td> Sets difficulty to hard (replaces previous difficulty) </td><td> 
</td></tr><tr><td> <tt>normal</tt> </td><td> Sets difficulty to normal (replaces previous difficulty) </td><td> 
</td></tr><tr><td> <tt>easy</tt> </td><td> Sets difficulty to easy (replaces previous difficulty) </td><td> 
</td></tr><tr><td> <tt>let me win</tt> </td><td> Causes you to win the current mission (campaign mode only) </td><td> &#10003; 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Misc. &amp; Info.</strong> 
</td></tr><tr><td> <tt>build info</tt> </td><td> Tells you the date when the game was built </td><td> 
</td></tr><tr><td> <tt>count me</tt> </td><td> Prints the number of objects in the game </td><td> 
</td></tr><tr><td> <tt>demo</tt> </td><td> Starts demo mode - See "Additional Cheats" for description </td><td> 
</td></tr><tr><td> <tt>droidinfo</tt> </td><td> Shows unit info &amp; stats </td><td> 
</td></tr><tr><td> <tt>no faults</tt> </td><td> Audio Clip - "There are no faults in the renderer at the moment" </td><td> 
</td></tr><tr><td> <tt>sensors</tt> </td><td> Shows sensor ranges when sensors are selected </td><td> 
</td></tr><tr><td> <tt>timedemo</tt> </td><td> Shows game info &amp; stats </td><td> 
</td></tr><tr><td> <tt>showorders</tt> </td><td> Shows current order &amp; action for selected droid </td><td> 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Power</strong> 
</td></tr><tr><td> <tt>more power</tt> </td><td> Adds an additional 1000 power </td><td> 
</td></tr><tr><td> <tt>superpower</tt> </td><td> Maximum power </td><td> 
</td></tr><tr><td> <tt>whale fin</tt> </td><td> Toggles infinite power </td><td> 
</td></tr><tr><td> <strong>Research</strong> 
</td></tr><tr><td> <tt>give all</tt> </td><td> Allows you to build &amp; research everything </td><td> &#10003; 
</td></tr><tr><td> <tt>research all</tt> </td><td> Gives you everything researched </td><td> 
</td></tr><tr><td> <tt>work harder</tt> </td><td> Finishes all active research </td><td> 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Strength &amp; Damage</strong> 
</td></tr><tr><td> <tt>biffer baker</tt> </td><td> Your units are stronger &amp; deal more damage </td><td>
</td></tr><tr><td> <tt>double up</tt> </td><td> Your units are twice as strong </td><td>
</td></tr><tr><td> <tt>get off my land</tt> </td><td> Kills all visible enemy units &amp; structures on the map </td><td> 
</td></tr><tr><td> <tt>kill</tt> </td><td> Kills the selected units </td><td> 
</td></tr><tr><td colspan="3"> 
</td></tr><tr><td colspan="3"> <strong>Weather</strong> 
</td></tr><tr><td> <tt>deity</tt> </td><td> Lets you see everything on the map (equivalent of having Uplink Center) </td><td> 
</td></tr><tr><td> <tt>john kettley</tt> </td><td> Changes the weather to rain, snow, or clear. Keep entering code to cycle weather. </td><td> 
</td></tr></table> 
',
		'cachedsb' => '<li><a href="#enabling">Enabling cheats</a></li><li><a href="#using">Using cheats</a>'
	)
);
?>