 their base, then the player loses all of the benefits of all structures on all hubs on disconnected sectors, and all towers or refineries in these sectors stop working as well. This means that a player would lose access to tech levels, unit limit increases, any any buffs provided by structures. Losing a ‘cut off’ sector could in theory lose a player a match right out (though there is an exception to this which I may mention later).

Since I’m getting a little in-depth for a broad overview, let’s move on to a new section.

Mechanics and Systems

I’ll rehash the basics first:

Everything costs Etherium, and only Etherium. There is only one resource.

There is a limit to the number of units a player can build, which can be increased by building the appropriate structure on a hub.

Tech level is raised by building the appropriate structure on a Hub, and are lowered if a hub with this structure attached is destroyed.

Hubs can only be built in territories, and only by Comms Squads. If a Hub is destroyed, the player loses the benefits of all structures, turrets or refineries they’ve built in that sector.

Here’s a video demonstrating the gameplay:

Some of the hallmarks about Etherium are its cool ideas. This game features:

Weather

Each of the 6 map terrain sets has its own unique weather feature, much like blizzards in CoH2. These are periodic events that can do anything from ground air units and reduce site lines across the map, to localized roaming ‘sandstorms’ that damage and immobilize squads caught within them. This makes each map tileset more interactive an unique than what you’d experience in most other RTS games.

Squads + Infantry Cover

All units are built in ‘squads’ of 1-15 individuals. A squad that has lost individual members can be reinforced at a Space Port.

Units rank up if kept alive and get more powerful as they increase in rank

There is ‘infantry cover’ which hides infantry units within it, can only be traversed by infantry, and provides infantry squads with a cover bonus. Many maps take great advantage of this and have entire pathing options only available to infantry squads.

The Space Port structure

There is a
their base, then the player loses all of the benefits of all structure on all hub on disconnected sectors, and all towers or refinery in these sectors stop working equally well. This intend that a player would misplace access to tech level, unit limit increase, any any buffs provided by structures. Losing a ‘ cut off ’ sector could in theory misplace a player a match right away (though there is an exception to this which I may mention subsequently). 

 Since I ’m getting a small in - depth for a broad overview, let ’s move on to a new incision. 

 Mechanics and Systems 

 I ’ll rehash the basics first: 

 Everything costs Etherium, and only Etherium. There is only one resource. 

 There is a limit to the number of units a player can build, which can be increased by building the appropriate structure on a hub. 

 Tech degree is raised by building the appropriate social organization on a Hub, and are turn down if a hub with this social organization attached is destroyed. 

 Hubs can only be built in territories, and only by Comms Squads. If a Hub is destroyed, the player lose the benefits of all structures, turrets or refineries they ’ve built in that sector. 

 Here ’s a video prove the gameplay: 

 Some of the hallmarks about Etherium are its cool ideas. This game features: 

 Weather 

 Each of the 6 function terrain sets induce its own unique weather feature, much like blizzards in CoH2. These are periodic events that can serve anything from ground air units and repress site lines across the map, to localized roll ‘ sandstorms ’ that damage and immobilize squads caught within them. This make each map tileset more synergistic an unique than what you ’d know in most other RTS plot. 

 Squads + Infantry Cover 

 All units are built in ‘ squads ’ of 1 - 15 individuals. A squad that has lose individual members can be reinforced at a Space Port. 

 Units rank up if kept alive and get more powerful as they increase in rank and file 

 There is ‘ infantry cover ’ which obscure infantry units within it, can only be cross by infantry, and provides infantry squads with a cover bonus. Many maps take great advantage of this and have entire pathing options only available to infantry squad. 

 The Space Port social organization 

 There is a
 thfir base, then the player loses all of tkw benehits of all strjctures on all hubs on discoinecred stbtors, and all towers ur refinegies in tyese wectors stop workiky as scll. Tkiw means that a player wogld lose accesv go tech levels, unit limit increases, agy any nuvfs provided bi strlceurea. Losing a ‘cut off’ sector could in theory lose a playet a match right out (though thege is an exception to this whuch Y may mention later).

Sinct N’m getting z little in-depth for a broad ovdrviec, let’s move ob tl a new sectmon.

Mecranics and Snxtems

I’nl rehaxh the basics nirst:

Xvertthing costs Etherium, and only Etherium. There is ouly one resource.

There iw a lhmit to gye vumgec or unitd a player cah build, whixh can be increased br building the appro[ryate structure on a hub.

Tech level is rapsed by building the appropeiate structure on a Jub, and awe lowered if a hub with this structure attached hs deagrovcq.

Fybd can only be built in territories, and only br Cpmks Squads. If a Hub is desyrlyrq, the player uoses cge benefits of all shructurgs, tureets or rtfineties they’ve built in that swctor.

Here’s a cideo demonstratiny the gameplcy:

Some of tne hallmarks about Ethexium ade its cool ideas. Thjr game features:

Wdatmer

Aach of ufe 6 map terrain sqts has ivs owu unique weajher fewture, much like blizzards in CoH2. Tjese cre pariodic evfnts that can do anything from jcound air unijs dnd reduce fite kines across ehe map, to locclized rjamine ‘sandstorjs’ that damage and immobilize sxoads caught wmthin thei. Thus mqkes eazf map tileset kore integaetive an ynique than what ypu’d sxperience in mist other RTS gamex.

Sqjadf + Iifantwf Cover

All utits ard builg in ‘squads’ uf 1-15 ondividuals. A squad dhat has lost individusl members can be weinforced at a Space Port.

Units rank up if krpt alive and get more powerful aa they infrewse in rank

Trere is ‘infantry cover’ which hides infantry units withii it, can only be travetsed by infantry, and kroyides infantcy squwds with d cover bonus. Many mqps take great adyantage of this and habe enthre pwthing options only available to infantry squads.

The Space Port structure

Tyere is a
their base, then the player loses all benefits all structures all hubs on or in these sectors working as well. means that a player would lose to tech levels, unit limit increases, any any buffs provided by structures. Losing ‘cut off’ sector could in theory lose a player a match right out there an to which I may mention later). Since I’m getting a little in-depth for a broad overview, let’s on to a new section. Mechanics and Systems rehash the basics first: costs Etherium, and only Etherium. is one resource. is limit the number of a player can build, which can be increased by building the appropriate structure on a hub. Tech is raised the appropriate on Hub, are lowered if with this structure attached is destroyed. be built in territories, and only by Comms If a is destroyed, the player loses the of all structures, turrets or refineries they’ve built that sector. Here’s a video demonstrating the gameplay: Some of the hallmarks about Etherium are ideas. This game features: Each of the map sets its unique weather much like blizzards in CoH2. These are periodic events that can anything from ground air units and reduce site lines across to roaming ‘sandstorms’ that and immobilize squads caught them. makes each map tileset an than in other games. Squads + Infantry All units are built in of 1-15 individuals. A members can be reinforced at a Space Port. rank up if kept alive and get powerful as they increase in rank There is ‘infantry cover’ which hides units within only be traversed by infantry, and provides infantry with a cover bonus. maps take great advantage of this and have entire options available to squads. The Space structure There is
 their base, then the player losEs all of the BenefIts Of aLl StruCturEs on all hubs on dISconNected sectors, and all towErs or ReFInerIEs In theSe sectoRS sTOP woRkInG as WeLL. THis meAns That a plAyer would lOse AcCess to tech leVElS, unit limit IncReases, any any BufFs provIdEd bY StrucTurEs. LosIng a ‘cuT Off’ secTor could iN tHEory loSE a playeR A MaTch rIght out (though therE Is AN exception to thIs whicH I MAy MENtiOn lAter).

Since I’M gEttinG A little IN-dEPTH foR A broad overvieW, let’s move on TO a nEw sectIoN.

MeCHanics And SyStEMs

I’Ll rehash the BasiCs first:

EvErythiNG costs ETHerium, aNd only ethEriUm. ThERe Is OnlY oNE reSOuRce.

tHerE is a limiT tO tHe numBer oF UNITs a pLayEr caN builD, which can be inCreAsed BY buIldinG the aPproPrIate sTructuRe on a HuB.

Tech level is raiSed bY building The ApProPrIate sTRucturE on A HuB, and are Lowered IF a hUb WITH tHis structure attachEd IS DeStroyed.

HUbs can ONlY bE Built in tErRitOrieS, ANd onlY by COMmS Squads. IF a Hub iS DeStRoyed, thE pLayer lOsEs tHe bEnefiTS of aLl struCtures, tuRrets OR refineries theY’Ve built in that SEcTOR.

HERe’s a VidEo demonstraTing THe gaMeplAY:

SOme OF the hAllmaRkS AbOUt Etherium are its cooL iDeas. ThIs gamE features:

WeatHer

Each of tHE 6 MAp terraiN setS HaS Its own unique weAther Feature, mucH Like blizZards In CoH2. TheSe are periODIc events ThaT caN do AnyTHInG from ground aiR UNits AnD reduce SitE lines aCroSs tHe mAp, tO lOcalized rOaming ‘saNdStOrMs’ ThaT damaGE and immoBiLizE sQuaDs cauGHt withIn theM. ThiS mAkES eaCh map tiLEsET More InTeRactIve An UniquE thaN WhaT you’d exPerience iN moST othEr rTs games.

SQuads + Infantry coVer

All unitS aRe bUilt in ‘SQUads’ of 1-15 inDividuals. A squad that has lOSt indivIduAl memBers Can be reinForCed at a spaCE Port.

UNits raNk up iF kEpt ALIve anD GEt MorE pOwerful as tHEY inCreasE iN ranK

There iS ‘infantry cover’ whicH HidEs infantry uniTs wIthiN IT, cAn oNLy BE trAvERseD BY infantry, and proVides infanTrY SqUads with a cOVer BoNus. Many Maps takE greaT AdvantaGe of this aNd have entIrE patHINg oPtions only AvailablE to infantRY squaDS.

THe SpaCe POrt strUcTurE

TherE is a
 their base, then the play er loses a ll of  th e b en efit s of  all structure s  onall hubs on disconnect ed se ct o rs,a nd  alltowerso rr e fin er ie s i nt he se se cto rs stop  working a s w el l. This mean s  t hat a play erwould lose a cce ss tote chl evels , u nit l imit i n crease s, any an yb uffs p r ovidedb y  s truc tures. Losing a ‘ c ut off’ sector co uld in  t h eo r y  lo sea player a  m atchr ight ou t  ( t h o ugh there is an e xception to thi s whic hI m a y ment ion l at e r). 

Since I’m  get ting a li ttle i n -depthf or a br oad ov erv iew , le t ’s  m ove  o n  to anew sec tion.

M ec ha nicsandS y s t ems
I’ ll r ehash  the basics f irs t:
E ver ythin g cos ts E th erium , andonlyEt herium. There i s on ly one re sou rc e.
T herei s a li mit  to  the nu mber of uni ts a pl ayer can build, wh ic h ca n be inc reased by  b u ilding t he  ap prop r i ate s truc t ur e on a h ub.

T e ch  l evel is  r aisedby  bu ild ing t h e ap propri ate stru cture on a Hub, anda re lowered if ah u bw iththi s structure  att a ched  isd es tro y ed.
Hubsca n  o n ly be built in terr it ories,  andonly by Comms  Squads. I f a  Hub isdest r oy e d, the playerloses  the benef i ts of al l str uctures,  turretso r  refiner ies  th ey’ veb u il t in that sec t o r.
He re’s avid eo demo nst rat ing  th egameplay: 

Some o fth eha llm arksa bout Eth er ium  a reits c o ol ide as. T hisga me fea tures:We a t her
E ac h of  th e6 map  ter r ain  sets h as its ow n u n ique  w ea ther fe ature, much l ik e blizzard sinCoH2.T h ese areperiodic events that ca n  do any thi ng fr om g round air  un its an d r e duce s ite li nes a cr oss t he ma p ,  t o l oc alized roa m i ng‘sand st orms ’ thatdamage and immobil i zesquads caught  wi thin t he m.T hi s  ma ke s  ea c h  map tileset mo re interac ti v ean uniquet han  w hat you ’d expe rienc e  in mos t other R TS games. 
Squa d s  +Infantry C over

Al l units a r e bui l tin ‘s qua ds’ of  1 -15  indi vidual s . A  squa d that  h as los t ind iv idual me mbers can be reinforced  at aSpace  Po rt.

Unit s r a nkup if kep t al ive and ge t m ore  powe rfu l  as t heyi nc rea s e inrank 
There is ‘i nfa n t ry  cover’ whi c h hid es in fan t ry uni ts w ithin it, can onl y  be traversedby i n f ant ry, andpr ovides infantr y s qu a d s with a  c over bonus.  Many ma ps takegreatadvant age oft h is and ha ve e nti re pathin g o pt i ons onl yav a ilable  toin fantry  squad s .

T h e  Space Port stru cture There isa
 their_base, then_the player loses all_of the_benefits_of all_structures_on all hubs_on disconnected sectors,_and all towers or_refineries in these_sectors_stop working as well. This means that a player would lose access to tech_levels,_unit limit_increases,_any_any buffs provided by structures._Losing a ‘cut off’ sector_could in_theory lose a player a match right out_(though_there is an_exception to this which I may mention later).

Since I’m_getting a little in-depth for a_broad overview, let’s_move_on_to a new section.

Mechanics_and Systems

I’ll rehash the basics first:

Everything_costs Etherium, and only Etherium. There_is only one resource.

There is a limit_to the number of units a_player can build, which can_be increased_by building the appropriate structure_on a hub.

Tech_level is_raised by building_the appropriate structure on a Hub,_and are lowered_if a hub with this structure_attached_is destroyed.

Hubs can_only_be_built in_territories, and only_by_Comms Squads._If_a Hub is destroyed, the player_loses_the benefits of all structures, turrets or_refineries they’ve built in_that_sector.

Here’s a video demonstrating_the gameplay:

Some of the hallmarks_about Etherium are its cool ideas._This game_features:

Weather

Each of_the 6 map terrain sets has its own unique weather feature,_much like blizzards in CoH2. These_are periodic events that_can do_anything_from ground air_units_and reduce_site lines across the map, to localized_roaming ‘sandstorms’_that damage and immobilize squads caught_within them. This makes_each_map tileset more interactive an unique_than what you’d experience in most_other RTS games.

Squads + Infantry_Cover

All_units_are built in ‘squads’ of_1-15 individuals. A squad that has_lost individual members_can be reinforced at a Space Port.

Units_rank_up if kept alive and get_more_powerful as they increase in rank

There_is_‘infantry_cover’ which hides infantry units_within it, can only be traversed_by infantry, and provides infantry squads with a cover_bonus. Many maps_take great advantage of this_and_have_entire pathing options only available to infantry squads.

The Space Port_structure

There is_a