units have a greater reliance on hover technology, which limits their use in extreme terrain but allows them to easily cross natural water barriers. Freedom Guard technology relies on hiding their units through use of technology called phasing. Phasing allows units to quickly hide underground, making them effective for close-quarters ambushes. The Imperium are directed more towards a blitzkrieg style of play, with units focused on supremacy in combat ahead of tactical flexibility. Freedom Guard units are geared more towards an anti-armor role, especially to counter Imperium armor superiority, while the Imperium utilize more anti-infantry weapons to negate Freedom Guard infantry advantages. Players can steal technology from other players, thus negating specific unit advantages and specialty. In order to do this, the player uses an espionage unit called the Infiltrator to steal weapon designs from an enemy Headquarters, the building tasked with producing construction rigs. Once the plans have been successfully stolen, the infiltrator unit is then directed back to the player's HQ to incorporate the new technology in their production options. The Infiltrator may steal as many weapon designs as possible while in the enemy headquarters but risks being exposed the longer the unit stays. In the campaign missions, the player is given a number of objectives that must be met before victory can be achieved. These victory conditions follow the historical scenario being replayed - for example, a given mission might require the player, as the Freedom Guard, to evacuate or protect a particular unit or structure, or as the Imperium, to destroy those units or prevent their escape. Dark Reign possesses a complex fog-of-war where line of sight is affected by varying terrain height and shape. This allows for the use of forests for ambushes and limits the effectiveness of recon in densely forested or mountainous areas. Like many RTS titles, structures in the game consume power and do not function if sufficient power is unavailable. Players can 'power down' buildings to keep their bases online, giving greater flexibility in base management. The game also features production queues, and where multiple production facilities of the same type exist, they automatically divide up production, or can be ordered to each focus on particular production queues. A player can place any number of paths, each with any number of points, and save each one with a unique name. Units on a path can be assigned to patrol it, loop,