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Part 7
Deadlock

Part 7

Navigate Deadlock Part 7 by understanding resource management, including refined ores like Endurium and Triidium, and mastering military unit production and deployment.

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Navigate Deadlock Part 7 by understanding resource management, including refined ores like Endurium and Triidium, and mastering military unit production and deployment.

This section of the guide covers crucial aspects of Deadlock, focusing on resource management and military unit deployment. Understanding how to effectively utilize refined ores and produce the right units will be key to your success.

Resource Management:

Refined ores such as Iron, Endurium, Steel, and Triidium are essential for construction. Each metal has a point value used to determine building costs, with a specific preference order for consumption: Triidium > Steel > Endurium > Iron. Utilizing higher-value metals can reduce the overall resources and transportation costs for construction.

Electronics:

Electronics are required for advanced vehicles and certain units. They are not produced in large quantities by basic research buildings, necessitating either research upgrades or additional universities to increase production.

Art Pieces:

Art Pieces are unique structures that boost colony morale. They are produced by Art Complexes, with increased chances of production based on the number of colonists assigned and the presence of multiple Art Complexes. These buildings have no upgrades and occupy a significant amount of space.

Military Units:

Military units are vital for victory. All unit values presented are neutral and can be boosted by faction-specific bonuses.

Special Type Units (City Centre):

  • Colonizer - Deploys to a colony. Attack: 2, Defense: 2, Speed: Slow, Firing Rate: 33 rounds/sec, Range: 1 square, Move Points: 3, Upkeep: None. Requirements: 50 cr., 5 labor, 10 Wood.
  • Scout - Spies and sabotages buildings. Attack: 2, Defense: 5, Speed: Slow, Firing Rate: 33 rounds/sec, Range: 1 square, Move Points: 3, Upkeep: None. Requirements: 100 cr., 25 labor, 10 Wood, 1 Elec, Tech: Electronics.
  • Medic - Heals Infantry units. Attack: 1, Defense: 5, Speed: Very slow, Firing Rate: 33 rounds/sec, Range: 1 square, Move Points: 3, Upkeep: 1 credit. Requirements: 250 cr., 30 labor, 5 Wood, 5 Elec, Tech: Advanced Medicine.
  • Command Corps - Provides a bonus to all Land units in battle. Attack: 2, Defense: 5, Speed: Very slow, Firing Rate: 33 rounds/sec, Range: 1 square, Move Points: 3, Upkeep: 1 credit. Requirements: 250 cr., 25 labor, 5 Wood, 5 Elec, Tech: Electronics.

Infantry Type Units:

  • Laser Squad - Basic infantry unit. Attack: 2, Defense: 5, Speed: Medium, Firing Rate: 33 rounds/sec, Range: 1 square, Move Points: 3, Upkeep: 1 credit. Requirements: 35 cr., 30 labor.
  • SAM Trooper - Carries Surface to Air missiles. Attack: 4, Defense: 16, Speed: Medium. (Stats incomplete in source)

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