Right I made another release, this time it's a bit more radical: This release has many changes: The AI can now use tactical nukes and Boom bots. It also scouts and is a lot meaner. Tactical missile launcher self destruct fixed and added the ability to shoot orbital (like other tactical missiles) Observation post (advanced radar) made costlier to reduce its viability as a default go to for blind countering stealth bombers. Vehicle scout slightly reduced vision radius, fixed model SXX is cheaper and does less damage. Umbrella made weaker and cheaper. If you want proper anti-orbital, consider batteries or Tactical missile launcher. It is also buildable by by T2 combat fabber and commander now Battleship reworked: Invisible flak turrets removed (this includes AMS), added a large radar that can also detect orbital (but small vision radius), made slightly more fragile and added a constant energy drain of 2000/ship. Narwhal reworked. It now has weak flak instead of cannon and can shoot down tactical missiles. Radar removed. Torpedo bomber moved to T2 where it belongs as a specialised unit. Gunship buffed. It now has 50% more ammo capacity and 20% more recharge rate. Advanced fabrication aircraft consistencised. It now fabricates at 6 for 700 energy and costs 400. Jig now goes nuke. Just like vanilla. Boom bot are now amphibious. You have been warned. I forgot the most radical thing of all perhaps: Dox now have a greater vision radius than Skitters. Hopefully this makes both skitter less dangerous and makes bots A lot more useful. I am looking for feedback on these changes. Please leave it. If you are displeased with them the old releases are present on github and you can revert them if you want.