Confidential briefing from Yuri, soon-to-be Leader of the Entire Earth:
As the future is known to me, I have ordered the redesign and upgrading of virtually our entire arsenal so that it will
prevail against anything our adversaries may throw at us. Follow along with me as I describe the weapons of destruction
which will assure us of victory:
Slave Miner
Our enemies have reduced the costs of miner production, so we have done the same. Slave Miners now cost only $1400 (vs. $1750 previously) to
build, either as vehicles from our War Factory, or as buildings. Note that this more cost-efficient design is not without other trade-offs.
Slave Miners are no longer promotable, and when in transit, it is explosive. A deployed Slave Miner is even more violently explosive.
New effect: Undeployed Slave Miners will emit yellow smoke when damaged.
Lasher Tank
Once we have our mind-control defenses in place, we have little to worry about concerning attacks from our enemies. Prior to
that, we are vulnerable, and it is the Lasher Tank which must defend us. I have ordered that the armor of these tanks be
augmented so as to improve their survivabilty. Attacking Rhino Tanks will no longer find our Lashers to be so easy to kill.
Graphical enhancement: The tank shot now appears to fire from the correct location.
Gattling Tank
Upon review, I found the Gattling Tank's performance to be uneven, especially against ground targets. Depending on the
armor type of the target, the Gattling Tank did not always do more damage as its weapon spooled up. This has been fixed, so
that the damage increase curve is now more linear and logical, regardless of the target type. The Gattling Tank is still
best against infantry, but will now do a bit better than before against structures when its gun is at its highest speed. Of
course it is still against air targets that the Gattling Tank really excels.
New effect: Gattling Tanks will generate a unique engine sound when they begin to move.
Chaos Drone
The Chaos Drone was too limited in its abilities to be considered a worthy element of my army. I have ordered our scientists to augment its
artificial intelligence so that it is now free to act on its own. You can now place Chaos Drones in ambush situations, and order them to
guard, and they will automatically attack any enemy that happens by. You will find that Chaos Drones can now be used effectively on base
defense duty as well.
Further engineering enhancements make the Drone stronger, and allow it to self-heal. Its sensors have been recalibrated so that it is not
fooled by Allied Mirage Tank disguises. Plus, the Drone chassis is much smaller. Not only does this make it more difficult for the enemy to
detect them, it allows us to build Chaos Drones more cheaply as well: now they only cost $850 rather than the $1000 that they cost before.
This new Chaos Drone now pre-produces a Chaos gas charge and keeps it stored within its shell, ready for release. The result
of this design change is to make the Chaos Drone much more dangerous for our enemies to destroy. Should a Chaos Drone be
destroyed, it will release that single Chaos gas cloud, getting the last laugh. Since the gas charge is released all at once
under these conditions, the area effect is a bit larger and affected unit will remain confused a bit longer than when the Drone
attacks them normally.
Graphical enhancement: When damaged, a Chaos Drone will release red smoke.
Yuri Hover Transport
I am naturally aware that our lack of a surface transport buildable from our War Factories has long been a cause of concern for
you. From now on, you will be able to build Hover Transports from War Factories rather than from Shipyards.
To reduce build option clutter, Hover Transports are now side-specific. When playing as Yuri, the Yuri Hover
Transport is the only amphibious transport you will be able to build. This unit can be built from any of the 3 War Factory types.
Note that all these changes only apply in multiplayer/skirmish games. In single-player campaigns, the Yuri Hover Transport
is still built from the Yuri Shipyard.
Magnetron
The Magnetron is now a more effective base assault vehicle, but at the expense of its telekinetic beam range and effectiveness. Its
disruption beam, which it uses on buildings, now does significantly more damage (and has maintained its long range). When the Magnetron is
elite, its building attack weapon range now increases somewhat, and does even more damage. Just a couple of elite Magnetrons will reduce a
base to rubble in short order. You must keep in mind that Magnetrons will have to move closer to vehicles before being able to lift them, and
that juggling is more difficult because once a raised vehicle is released, it will fall to the ground faster.
Mastermind
Yes, I have ordered the improvement of even our mighty Mastermind. The Mastermind Tank now has more armor, making it even
harder for our weak-minded enemies to destroy. Moreover, it can now control up to 4 enemies indefinitely without
experiencing an overload, rather than just 3. However, be aware that this augmentation did make the mind-control brain more
unstable. This new Mastermind will overload more quickly, and the damage rate will accelerate more rapidly depending on how
many additional units are being controlled. It is unlikely that a Mastermind with 8 or more units under its control will
survive very long.
To help you monitor the Mastermind's overload damage, we have reprogrammed it to give you an updated damage display every
second, rather than the every 4 seconds it was previously programmed to display. Use this unit wisely, Commander. One or two
Masterminds is unlikely to be enough against a well-prepared enemy... but a larger group, well managed, will be unstoppable.
Yuri Base Expansion Vehicle - New Unit!
I have provided you with another tool to extend our domination - the Base Expansion Vehicle. Like an MCV, this vehicle has
no offensive capabilities. Instead it is to be deployed into a building: The
Base Expansion Node.
There are good reasons to choose to build this vehicle rather than the traditional MCV. It costs only $1500, which is only
half what an MCV costs. The Expansion Node building takes up very little space, so you can use it in places where normal
MCVs cannot deploy. The prerequisites for building this vehicle are the same as for our MCV: a Yuri War Factory and a
Grinder.
You will find this vehicle to be very useful for establishing bases close to the front lines, and for placing defenses at
strategic locations throughout the battlefield. But be aware that the Expansion Vehicle can only be deployed
ONCE. Once deployed, the Expansion Node building CANNOT be repacked. Be very sure your Expansion
Vehicle is where you want it to be when you give the order to deploy, since you won't get a second chance.
Note: The Yuri Base Expansion Vehicle, and the Yuri Base Expansion Node, are only available in
multiplayer/skirmish games.
Yuri Construction Vehicle
Our MCVs are now 50% stronger. This matches the strength increase afforded to our
Construction Yards.
Transport Disc - New Unit!
Our lack of an air transport unit has now been addressed. Based on the design of our Floating Disc, the new Transport Disc
is a smaller version, stripped of all weaponry so we could emphasize speed instead. Its capacity is limited to only 4
passengers due to its small size. It is invisible to enemy radar, and also serves as an excellent scout. It is not as sturdy
as the Allied and Soviet transports, but it does self-heal.
The Transport Disc can be built immediately after building a War Factory, at a cost of $800.
Floating Disc
Our Floating Disc continues unchanged in all respects... except for an audio enhancement which causes the unit to play its
movement sound (at a much lower volume) when it is hovering in place, instead of incomprehensibly hovering silently.
Electric Sea Sled - New Unit!
Due to the situation regarding our Boomer Submarines, I have ordered the production of a proper well-balanced navy. The
Electric Sea Sled is the first of our new naval fleet. This small craft skims along on the surface at high speed, and is
equipped with a excellent sensor system which gives it the ability to detect submerged enemies. This vessel is
armed with fast, long-range torpedoes. These torpedoes deliver electric charges on detonation, thanks to an adaptation of
stolen Tesla technology. These charges are especially effective against massed living units (Dolphins, Squid, and amphibious
infantry), as the electric jolt will spread across a small area. Other nearby living units can be damaged or even killed
in this way. On rare occasions, these explosions may also damage or even destroy infantry and lightly-armored land vehicles
positioned right at the water's edge.
There is little danger of the Sea Sled being grappled by Soviet Giant Squids. They shy away from using their tentacles
against this vessel because of the powerful static charges of the torpedoes carried on the Sea Sled's raised deck. Not the
most durable craft, but in numbers it can be used to gain control of the seas early in the battle. It is also an excellent
naval scout.
The Electric Sea Sled can be built immediately after building a Yuri Naval Yard, at a cost of $800.
Gattling Boat - New Unit!
The Gattling Boat is the second vessel in our new naval fleet. With this vessel, we now have anti-air defense on the sea.
It is very similar in operation to our Gattling Tank, as you might expect. However, the Gattling Boat is capable of carrying
larger caliber shells to re-arm its gattling guns, so you will find this ship is more effective against other ships and
against buildings that the Gattling Tank's guns would be.
The Gattling Boat requires a Yuri Naval Yard and Psychic Radar before it can be built. Its cost is $700.
Boomer Submarine
Here is where we have suffered our only significant setback. As you may know, we have been able to produce Boomers early in the battle thanks
to several captured Soviet naval designers we have had under our control. Sadly, their minds were too weak to sustain the level of control we
were exerting on them, and their brains eventually liquified. This does not mean we can no longer produce the mighty Boomer Submarine, but it
does mean we have to research its design on our own. Today, the Boomer requires both a Yuri Naval Yard and our Battle Lab before it can be
built.
Going high tech does give the Boomer a new advantage though. Its cruise missiles are a more advanced design which can hit targets at greater
ranges, and can also "see" a very short distance. This means that bombardment also unshrouds unrevealed terrain. An added bonus is
that these missiles are no longer damaged by radiation, so you need not fear that your Boomers will be sunk by their own missiles exploding
on their decks.
We have not yet been able to duplicate some elements of the original Boomer design. Firstly, our current Boomer Sub takes a little longer to
surface and submerge. As a result, the sub will be vulnerable for a longer time while it launches its missiles, and it is less certain that it
will be able to escape once its missiles are launched. Secondly, giving the sub resistance to Squid grappling seems to be beyond the
capabilities of our engineers. Unfortunately, this means that Squids can grapple our Boomers, rendering their cruise missile launchers
useless (but not their torpedoes). When facing a Soviet enemy, be sure to have Electric Sea Sleds on hand to defend them against Squids.
You can clearly see that our forces are more than ready to take on any challenge the weak-minded Allies and Soviets may offer up. Can you not
divine our future victory nearly as well as I can? Go and engage the enemy with confidence, since it is impossible for us not to prevail.
Continue the tour of CannisRules to find out about the Beyond Revenge expansion.