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Radar system with minimal range. Detects and tracks surface and air units.[ e ] | |
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Intel (radius) | Vision: 20 Radar: 115 |
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Radar system with moderate range. Detects and tracks surface and air units.[ e ] | |
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Intel (radius) | Vision: 25 Radar: 200 |
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High-end intelligence system. Provides maximum radar and sonar coverage. Counters enemy intelligence systems.[ e ] | |
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Intel (radius) | Vision: 30 Radar: 600 Omni: 200 |
Radar is one of the Intelligence types. Only specific units have radar, including T3 air scouts, T1 land scouts, immobile Radar structures, as well as most Naval units. Radar can determine location of opposing units, as well as orientation (structure or mobile unit) and terrain status (over water, over land, or flying).
Radar is extremely important because most units can fire further than they have sight. By revealing the enemy position, land units can fire earlier and further away than usual, and enemy air units can be tracked.
Jamming and deception[]
Any units with stealth cannot be detected by radar. This is particularly relevant to the Cybran faction.
Radar jamming reduces the effectiveness of radar by producing confusing fake signals, but does not eliminate its effect. Jamming is largely used by the UEF faction.
Visual/optical cloaking is not affected by radar. However, detecting any unit that has both stealth and optical cloak requires omni sensors.
Radar structure[]
- T1 Stationary Radar: Range of 115; drain of 20 Energy
- T2 Stationary Radar: Range of 200; drain of 250 Energy
- T3 Stationary Radar: Range of 600, Omni (radar, sonar, sees through cloak) Range of 200; Energy Drain of 2000
Stationary radar costs very little mass and builds quickly, but requires a significant amount of energy in its construction. Before T3 and considering T1 land scouts as "T0" radar, each stage roughly doubles the range, vastly increasing the area covered (usually by around three times the area coverage or more). Effectively, the T3 radar gains Omni range out to the T2 radar radius. Finally, note that radar structures are vulnerable to energy stall due to their power drain, and will shut off if unable to siphon enough energy from reserves. All radar signatures not covered by unit radar will be lost.
Adjacency bonus[]
Due to its small size, a radar installation is the best structure in the game to take advantage of adjacency bonuses. By building only 4 T1 power plants around a radar you can reduce its operational costs by 25%, which saves you 500 energy when you upgrade it to T3. If you build it adjacent to a hydrocarbon power plant before building 3 more T1 power plants you can save even more.
Unit based radar[]
Unit based radar is typically shorter, but mobile, allowing to reposition to relevant areas. It does not require energy to be maintained, making them immune to the effects of an energy stall.
Land based radar[]
- T1 Land Scout: Range of 45
- ACU: Omni Range of 26, upgrade to 72 on Aeon ACU
- SCU: Omni Range of 16, upgrade to 72 on UEF SCU
- Galactic Colossus: Omni Range of 50
Air based radar[]
- T1 attack bomber: Range of 65
- T2 fighter/bomber: Range of 65
- T3 strategic bomber: Range of 65
- T3 spy plane: Range of 96
NB : T1 Air Scouts are not equipped with radar, though they boast a wide direct vision range (42).
Sea based radar[]
- T1 Frigate: Range of 70 (Aeon), 75 (UEF), or 80 (Cybran)
- T2 Cruiser: Range of 70 (Cybran), 80 (UEF), or 90 (Aeon)
- T2 Destroyer: Range of 60
- T3 Battleship: Range of 90 (Cybran), 100 (UEF), or 110 (Aeon)
- T3 Aircraft carrier: Range of 150 (Aeon, Cybran)
- Aeon Experimental Battleship: Range of 150