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Commander and Sub Commander Tech

Quitch edited this page Sep 22, 2026 · 1 revision

Commander and Sub Commander Tech

These cards change your Commander, bring Sub Commanders into your battles, or improve the Sub Commanders you already have. The terms commander weight and Sub Commander weight are defined on Tech Cards.

Commander cards

A commander card's weight grows with the number of Sub Commanders you field, because every card applies to them too: the base grows by a third of itself per Sub Commander, capped at double. Cluster players always get the base.

Name Description Effect Requires Weight
Commander Combat Tech "Commander Combat Tech increases the speed of your commanders by 200%, doubles commander health, and increases damage by 25%." Commander speed ×3, health ×2, damage +25% none Commander weight with base 35
Commander Armor Tech "Commander Armor Tech increases the health of your commanders by 100%." Commander health ×2 none Commander weight with base 70
Commander Engine Tech "Commander Engine Tech increases the speed of your commanders by 100%." Commander speed ×2 none Commander weight with base 45
Commander Ammunition Tech "Commander Ammunition Tech increases damage of your commanders by 25%" Commander damage +25% none Commander weight with base 70
Improved Commander Build Arm "Improved Commander Build Arms increase build speed of all Commanders' build arms by 50% and reduces energy usage by 50%." Commander build speed ×1.5 for ×0.5 energy none Commander weight with base 50
Commander Upgrade Tech "Commander Upgrade Tech increases Uber Cannon damage by 300% and allows you to reclaim friendly Commanders for metal." Uber Cannon damage, splash, and burn ×4. Your fabricators can reclaim friendly Commanders. Adds a data bank none 35, plus 12 for every extra commander in your retinue, capped at 70. Always 35 for Cluster

The Sub Commander card

Name Description Effect Requires Weight
Sub Commander "Adds a Sub Commander that will join you in battles." The card also shows the Sub Commander's Name and Personality, and its Penchant flavour when your ally brain is Penchant One more Sub Commander in every battle A basic land factory and a source of metal income 80 divided by one more than the number of Sub Commanders you already have. In co-op, the larger of the host's retinue and every player's retinue combined counts

What a Sub Commander is

A Sub Commander is an AI Commander from your faction that lands beside you in every battle. It fights as your race and uses the ally brain you chose with the AI button (see AI Brains). The General Commander loadout brings two from the start, each occupying a data bank.

Sub Commanders ignore difficulty. Whatever tier you play, each one has a normal economy, poor micro, expands slowly, and runs at most four basic and three advanced fabbers. The three cards below are how you make them better. Under the Cluster faction your Sub Commanders are Angels and Colonels rather than Commanders.

Sub Commander techs

These three are Upgrade Tech cards, but unlike the rest of that family they add no data bank. Their weight is zero until you field a Sub Commander, then the base shown, growing by a third of itself per extra Sub Commander and capped at 90.

Name Description Effect Requires Weight
Sub Commander Duplication Tech "Sub Commander Duplication Tech adds an extra Commander to every Sub Commander's army." Every Sub Commander fields two Commanders A Sub Commander Sub Commander weight with base 35
Sub Commander Fabber Tech "Sub Commander Fabber Tech increases the number of fabbers each Sub Commander may use by 50%." Each Sub Commander may run half again as many fabbers A Sub Commander. Never when your Sub Commanders use the Queller brain Sub Commander weight with base 55
Sub Commander Tactics Tech "Sub Commander Tactics Tech allows Sub Commanders to make smarter decisions when scouting, fighting, expanding, and escaping danger." Sub Commanders scout, fight, expand, and retreat as a higher difficulty AI does A Sub Commander Sub Commander weight with base 55

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