This is part 1/2 of my submition, it includes 3 races altogether.
Tech Trees: LOCUST
Ground Units:
Drones:
Cost: 50-100 R1, 0-25 R2
Picture Link:
Description: Grubs are the backbone of the Locust army, they are heavily armed and ready for combat. Drones come in many different categories, all of which have different abilities, armor, and weapons.
Abilities: Machine Gun Supremacy, Explosive Charge, Head Shot, Scavenge
Sub-Units:-Snipers
Cost: 90 R1, 15 R2
Description: Snipers are anti-infantry units with an extremely long range.
Abilities: Head Shot
-Troika Gunners
Cost: 100 R1, 25 R2
Description: Troikas are brutal sidekicks when accompanied with other Locust units, and can be a very effective defensive unit.
Ability: Machine Gun Supremacy
-Grenadiers
Cost: 90 R1, 15 R2
Description: Grenadiers are equipped with effective gnasher shotguns and frag grenades.
Abilities: Frag Grenade
-Grubs
Cost: 50 R1, 0 R2
Description: Grubs are basic locust infantry, but can be enhanced by picking up weapons via corpses or the ground.
Abilities: Scavenge
Wretches:
Cost: 15 R1, 0 R2
Picture Link:
Description: Wretches are quick and inexpensive units which are most effective in large groups or masses.
Abilities: Lambent Wretches
Sub-abilities:
-Produce Lambent Wretch (unit)
Boomers:Cost: 100-140 R1, 100-180 R2
Description: Boomers are large siege units, effective against vehicles and buildings.
Abilities: Charge
Sub-units:
-Rocket Boomer
Cost: 140 R1, 100 R2
Cost Increment: <None>
Description: Rocket Boomers are equipped with heavy battery weapons, range and support enhance their ability in combat.
Abilities: Charge
-Siege Boomer
Cost: 100 R1, 180 R2
Cost Increment: <None>
Description: Siege Boomers are armed with a large rod-shaped bomb in which they can use to deal massive damage to an enemy vehicle or structures. But, once used the Siege Boomers are taken down with their bomb and are destroyed.
Abilities: Charge
Theron Guards:
Cost: 80 R1, 60 R2
Description: Theron Guards are an advanced string of drones, equipped with only the most advanced weaponry.
Abilities: Head Shot, Chainsaw Bayonet
Sub-units:
-Theron Sentinel:
Cost: 90 R1, 35 R2
Description: Theron Sentinels are equipped with a heavy Lancer Assault Rifle. Lancer Assault Rifles (LAR) have a Chainsaw Bayonet attachment which is a brutal finisher for enemy units.
Berserkers:
Cost: 250 R1, 100 R2
Description: Berserkers (female drones) are ill tempered monstrosities, which are deadly against most infantry and mechanical units.
Abilities: Rage
Seeders:
Cost: 175 R1, 120 R2
Description: These looming beasts disrupt enemy radio transmissions, disabling their mini-map, decreasing their unit accuracy, and disabling status information of all those who near. They can also summon Nemacysts to aid them in large battles.
Abilities: Disrupt Radio Transmissions, Summon Nemacyst
Corpser:
Cost: 380 R1, 150 R2
Description: Corpser’s are some of the largest and most powerful units commanded by the Locust army, they have a weak under belly, so when they take damage they cover their weak-spot with their many spider-like legs. They can also summon Wretches to defend them when they're under heavy fire.
Abilities: Summon Wretch
Brumak:
Cost: 430 R1, 250 R2
Cost Increment: 25 R1, 25 R2
Description: The most powerful war-weapon that can be commanded by the Locust Horde, these creatures have a ranged attack that can kill even the most disciplined and well-trained infantry units and well-built vehicles.
Abilities: Rampage, Emergence Hole Supremacy
Special Units:
Lambent Wretches:
Cost: 0 R1, 20 R2
Cost Increment: 5 R1, 0 R2
Description: Lambent Wretches are greatly upgraded Wretches, they explode on death and kill almost anything that gets in their way.
Abilities: Terminate
Nemacyst:Cost: 75 R1, 0 R2
Cost Increment: <None>
Description: Nemacysts explode on impact dealing massive damage to the targeted enemy unit, but can easily be stopped by automatic weaponry. You may enhance the Nemacysts’ abilities by accompanying them with a hidden seeder.
Abilities: Seeder Superiority, Nemacyst Explosion
Rhino:
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: These advanced flying creatures shadow and hover over the enemy, increasing the safety of your grubs at an exceptional rate. They are heavily armed and specialize at destroying enemy units that are in small, closed-in areas.
Abilities: Drone Supremacy
Air Units:
Reavers:
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: These flying creatures shadow and hover over the enemy, increasing the safety of your grubs at an exceptional rate. They are heavily armed and specialize at destroying enemy units that are in small, closed-in areas.
Abilities: Head Shot, Drone Supremacy
Upgrades:
Kryll Spawn:
Number of Research (NoR): <1-3>
Cost: 75 R1, 0 R2
Cost Increment: 32.5 R1, 7.5 R2
Description: Increases the number of Kryll spawned at dark fall.
Increased Locust Weaponry:
Number of Research (NoR): <1-3>
Cost: 50 R1, 25 R2
Cost Increment: 25 R1, 12.5 R2
Description: Increases the attack damage of ranged Locust units.
Increased Locust Armor:
Number of Research (NoR): <1-3>
Cost: 45 R1, 20 R2
Cost Increment: 20 R1, 6.25 R2
Description: Increases the armor of all Locust units.
Berserker:
Number of Research (NoR): <1-1>
Cost: 100 R1, 25 R2
Cost Increment: <None>
Description: Allows the production of the Berserker (Juggernaut) unit.
Rhino:
Number of Research (NoR): <1-1>
Cost: 125 R1, 50 R2
Cost Increment: <None>
Description: Mutates the basic Reavers into more powerful Rhinos.
Buildings:
Hollow Lair:
Cost: 300 R1, 100 R2
Cost Increment: 50 R1, 50 R2
Description: The Locust’s base structure, creates buildings within your taken territory or on building already constructed by the Locust arsenal.
Abilities: Construct, Building Supremacy
Sub-constructions:-Emergence Hole (building)
Cost: 100 R1, 0 R2
Cost Increment: <None>
-Gun Nest (building)
Cost: 50, 10 R2
Cost Increment: 0 R1, 5 R2
-Bunker (building)
Cost : 85 R1, 15 R2
Cost Increment: 15 R1, 5 R2
-Cavern (building)
Cost: 200 R1, 50 R2
Cost Increment: 100 R1, 25 R2
-Mound (building)
Cost: 80 R1, 10 R2
Cost Increment: <None>
Emergence Hole:
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: The Locust’s basic infantry training building, these can spawn not only in friendly territory, but in enemy territory as well. They automatically spawn Drones and Wretches at an exceptional rate.
Abilities: Produce Unit, Re-eruption
Sub-abilities:-Produce Grub (unit)
-Produce Sniper (unit)
-Produce Grenadier (unit)
-Produce Troika Gunner (unit)
-Produce Wretch (unit)
-Produce Boomer (unit)
-Re-eruption (switch)
Gun Nest:
Cost: 50 R1, 10 R2
Cost Increment: 0 R1, 5 R2
Description: These defensive structures can erupt from the ground for Drones of all kinds to use.
Abilities: Overheat
Sub-abilities:-Head Shot (passive)
-Bullet Time (passive)
Bunker:
Cost: 85 R1, 15 R2
Cost Increment: 15 R1, 5 R2
Description: Bunkers are the Locusts’ main defense building. They emerge out of dirt and ash, and become a metal barrier in which Locust troops may get inside and help defend and assault enemy and friendly bases.
Abilities: Garrison
Sub-abilities:
-Head Shot (passive)
-Assassinate (sniper)
-Seeder Disrupt Radio Transmissions Supremacy
-Drone Supremacy
-Research Time Supremacy
-Bullet Time (passive)
Tunnel:
Cost: 120 R1, 0 R2
Cost Increment: 20 R1, 0 R2
Description: Tunnels increase your (R2) income by +15. If you reach the maximum level of tunnels for your Hollow Lair, all unit, upgrade, and building production times will be decreased by 20%.
Abilities: (R2) income increase, Training time decrease
Sub-abilities:-Income Increase +15
-Maximum Limit = Decreased Production Times
Cavern:
Cost: 200 R1, 50 R2
Cost Increment: 100 R1, 25 R2
Description: Caverns spawn the most dreaded of Locust creatures, including the Corpser and Brumak. Can also be used to allow the training of the almighty Berserker and increase Kryll Spawn rates.
Abilities: Unit Production, Upgrade Research
Sub-abilities:-Produce Berserker (unit)
-Produce Corpser (Unit)
-Produce Brumak (Unit)
-Kryll Spawn (Upgrade) <1-1>
-Berserker (Upgrade) <1-1>
Mound:
Cost: 80 R1, 10 R2
Cost Increment: <None>
Description: Produces some useful special Locust units that can be used to carry out long and gruesome plans, as well as being a unit production center, it also researches powerful upgrades that can enhance Locust’ units effectiveness in battle.
Abilities: Upgrade Research
Sub-abilities:
-Research Increased Locust Weaponry (Upgrade) <1-3>
-Research Increased Locust Armor (Upgrade) <1-3>
-Produce Reaver (unit)
-Produce Rhino (unit)
Super Weapons:
Locust Emergence
Cost: 0 R1, 500 R2
Cost Increment: 0 R1, 100 R2
Cooldown: 420 (7 minutes)
Description: Once initiated, an army of loyal Locust soldiers will emerge from the ground to serve you. Emerges an army of Locust in a targeted area.
COG
Ground Units:
GEARS:
Cost: 100-250 R1, 35-180 R2
Cost Increment: <None>
Description: GEARS are heavy infantry units that can easily use team combat to their advantage. The x# is how many units are in each squad.
Abilities: Chainsaw Bayonet, Head Shot, Revolver, Frag Grenades
Sub-units:
-Light Infantry (x3)
Cost: 100 R1, 35 R2
Cost Increment: <None>
Description: Light Infantry are the general GEAR trooper, they carry heavy weaponry and light armor to enhance speed.
Abilities: Chainsaw Bayonet, Revolver
-Sniper (x1)
Cost: 100 R1, 50 R2
Cost Increment: <None>
Description: Snipers are master-marksmen, equipped with steer-accuracy pulse rifles that auto-prepare them for even the most well-armored soldier.
Abilities: Head Shot, Revolver
-Veteran (x3)
Cost: 250 R1, 50 R2
Cost Increment: <None>
Description: Veteran GEARS are the most disciplined and well-known soldiers. They are experts in every fashion, and can easily turn the tides of battle.
Abilities: Chainsaw Bayonet, Revolver
-Grenadier (x3)
Cost: 100 R1, 100 R2
Cost Increment: <None>
Description: Grenadiers are equipped with heavy explosives and a shotgun. They’re guaranteed to pack a heavy punch.
Abilities: Revolver, Frag Grenade
-Hammer Infantry (x1)
Cost: 200 R1, 180 R2
Cost Increment: <None>
Description: Armed with the hammer of dawn, Hammer Infantry have the most powerful weapon known to man. Because of the heavy weaponry, the Hammer Infantry are forced to wear lighter armor to allow them to move quickly and take cover normally.
Officer:
Cost: 120 R1, 50 R2
Cost Increment: <None>
Description: Officers are support infantry, armed with a Snub Pistol and a Revolver. They can also call in Raven Strikes at a targeted location.
Abilities: Raven Strike, Revolver
APC:
Cost: 250 R1, 130 R2
Cost Increment: <None>
Description: These APCs (Armored Personnel Carriers) are equipped with a small gun nest and can carry troops from and to battle.
Abilities: Overheat, Transport
Air Units:
Assault Raven:
Cost: 190 R1, 100 R2
Cost Increment: <None>
Description: Assault Ravens are heavy flying assault vehicles or choppers. They have a Gun Nest inside in which they can pick off enemy infantry for safe passages.
Transport Raven:
Cost: 170 R1, 90 R2
Cost Increment: <None>
Description: Transport Ravens can carry up to eight soldier to and from battle.
Command Raven:
Cost: 140 R1, 80 R2
Cost Increment: <None>
Description: Command Ravens are used to scout out enemy bases and can strengthen radio signals in a nearby area.
Raven:
Cost: 190 R1, 100 R2
Cost Increment: <None>
Description: These Standard Ravens can be filled with COG troops that can fire out of the sides for cover, and can have combo bonuses for extra damage and special abilities.
Abilities: Head Shot, Revolver, Frag Grenade, Garrison
Jack Robotic Engineer:
Cost: 50 R1, 0 R2
Cost Increment: <None>
Description: These Jack Robot Engineers (Jack of all trades bot) can repair building prepared at and from the COG Command Center.
Upgrades:
Advanced Infantry Weaponry
Number of Research (NoR): <1-1>
Cost: 90 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all infantry units.
Advanced Raven Weaponry
Number of Research (NoR): <1-1>
Cost: 120 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all Raven models.
Advanced Infantry Armor
Number of Research (NoR): <1-1>
Cost: 80 R1, 0 R2
Cost Increment: <None>
Description: Improves the armor and increases the health points of all infantry units.
Advanced Raven Armor
Number of Research (NoR): <1-1>
Cost: 110 R1, 0 R2
Cost Increment: <None>
Description: Improves the armor and increases the health points of all Raven models.
Advanced Movement Mechanics
Number of Research (NoR): <1-1>
Cost: 130 R1, 0 R2
Cost Increment: <None>
Description: Increases the speed of all vehicles.
Advanced Unit Production
Number of Research (NoR): <1-1>
Cost: 110 R1, 0 R2
Cost Increment: <None>
Description: Decreases production times for all units.
Advanced Building Techniques
Number of Research (NoR): <1-1>
Cost: 120 R1, 0 R2
Cost Increment: <None>
Description: Increases the armor, and health points of all buildings. Also decreases their production times.
Advanced Building Defenses
Number of Research (NoR): <1-1>
Cost: 95 R1, 0 R2
Cost Increment: <None>
Description: Increases the attack damage of all defensive structures.
Buildings:
COG Command Center:
Cost: 500 R1, 300 R2
Cost Increment: <None>
Description: These behemoths are the base of command for the COG, it comes with several operational Gun Nests for protection, as well as a large granite floor to avoid an inner Emergence Hole invasion.
Abilities: Produce Unit, Overheat x4, Research Upgrade
Sub-abilities:-Produce JACK engineering robot
-Overheat (cannon 1)
-Overheat (cannon 2)
-Overheat (cannon 3)
-Overheat (cannon 4)
-Research Advanced Unit Production
-Research Advanced Building Techniques
-Research Advanced Building Defenses
Barracks:
Cost: 130 R1, 0 R2
Cost Increment: <None>
Description: The Barracks trains all COG infantry units, and researches upgrades to enhance their combat ability.
Abilities: Produce Unit
Sub-abilities:
-Produce Light Infantry
-Produce Sniper
-Produce Veteran
-Produce Grenadier
-Produce Hammer Infantry
-Produce Officer
Factory:
Cost: 90 R1, 20 R2
Cost Increment: <None>
Description: These factories produce Buggies which are heavy anti-infantry vehicles, they also research powerful upgrades that can enhance the strength and combat effectiveness of vehicles and structures.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Buggy
-Research Advanced Movement Mechanics
Heliport:
Cost: 200 R1, 0 R2
Cost Increment: <None>
Description: Heliports produce heavily armed flying machines.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Raven
-Produce Assault Raven
-Produce Transport Raven
-Produce Command Raven
-Research Advanced Raven Weaponry
-Research Advanced Raven Armor
Gun Nest:
Cost: 100 R1, 0 R2
Cost Increment: <None>
Description: Gun Nests are heavy anti-infantry and anti-air cannons.
Mine: (All races have this unit)
Cost: 90 R1, 0 R2
Cost Increment: <None>
Description: Mines can be built on Imulsion deposits so that the resources within may be harvested.
Super Weapons:
Particle Beam
Cost: 500 R1, 500 R2
Cost Increment: 100 R1, 100 R2
Cooldown: 360 (6 minutes)
Description: Once fired from the Particle Cannon, the Particle cannon has more power then a nuclear bomb. Destroys anything in a circular movement around the targeted location.