So what is everybody's opinion on the new units. I just finished a game where I deliberately spread my affinity all over the place so I could unlock and experiment with these units. So I am finally ready to share my opinions. Yes I know games are even faster now with even less opportunity to actually use these units and now that its acknowledged lets stick to the spirit of the thread. Harmony/Supremacy Nanohive: Invisible unit that after setting up deals 10 damage per turn to enemies within 2 tiles. The upgrade available to all 3 upgrade paths (the "common" upgrade) increases this damage by another 10. I find this unit to be fantastic. Cities apparently cannot see invisible 2 tiles out. I tested this by moving a Nanohive to be the only unit within 2 tiles of an enemy city and it never got bombarded. The Nanohive is easy damage that the AI doesn't know how to deal with at all and human players will have difficulty dealing with because they must get a unit adjacent to it to attack it, if they even notice its there. Also it appears you can actually damage units you aren't at war with with a Nanohive without declaring war. I'm mentioning this separately because I doubt it is intended. Geliopod: Invisible melee unit with 3 movement. The common upgrade is the Geliopod gets +70% combat strength for any turn in which it started the turn undetected. MELEE ASSASSIN! Geliopod is nuts, especially after its upgrade. There is of course the obvious benefit of your opponent not knowing exactly how many units you have or where they are. This also comes with another major benefit though: your opponent cannot target Geliopods with air or orbital attacks without first finding them. Now another fun trick with Geliopods is the fall back defense. They have zone of control so units can't just rush past them. So have your enemy attack a fortified Geliopod (getting the 70% combat bonus), fall back a step into invis again and fortify again. You can force your enemy to expend a great deal more effort on the Geliopod than the usual unit and it makes Geliopod great as a unit you park further out to watch for an invading force. Aquilon: Flying ranged attacker that the basic air unit can base on. The common upgrade is +1 capacity for basing air units. So who likes Carriers? I love Carriers. Whats that? You are saying I can have a flying Carrier with 2 capacity (with upgrade) that also has a ranged attack of 72 power (with upgrade)? SIGN ME UP! The only downside to this unit is it is a lot of eggs in one basket. Kill the Aquilon and the Needlejets die with it. Still it is also a lot of killing power in a single package so use it wisely. Purity/Harmony Immortal: Powerful 2 movespeed melee unit ("Soldier" type). Higher raw combat power than the Battlesuit/CNDR/Xenoswarm. Its common upgrade is +15 heal per turn. The Purity heavy upgrade is 30% when attacking. The Harmony heavy is 40% in Miasma. The 50/50 upgrade is 40% when not adjacent to a friendly unit. The Immortal is pretty basic. Its another in a long line of "Soldier" type units that has different upgrade bonuses and from what I can tell it is the "Soldier" type unit with the highest raw combat power. Architect: Ranged unit that has two special abilities. The first targets friendly units and increases their combat power for a turn. The second targets enemy units and reduces their combat power for a turn. The common upgrade is to double the effectiveness of the Architect's special abilities. The Harmony heavy upgrade makes the enemy target special also do damage. The Purity heavy upgrade makes the friendly target special also heal. The half and half upgrade makes the Architect specials only use a move instead of a full action so you can act on two units per turn. I love what this unit does for the game. One of the biggest issues with 1UPT is units are crammed into a bit too small of a space. This unit allows us to fit more combat power into these smaller spaces by having Architects in the back buffing units without moving into the combat area themselves. Throne: Ranged unit that has two special abilities. These special abilities are duplicates of the Architect ability but with larger numbers. The upgrades are the same except the 50/50 upgrade. Instead of being able to buff twice Throne gets +1 range when at full health. More buffing power crammed into a single unit. The extra range is interesting in that you can buff from further away thus better alleviating the 1UPT/space issue. Purity/Supremacy Drone Cage: Melee unit that can set up to heal adjacent units every turn. Common upgrade increases the heal per turn of the heal when set up. At first glance this unit doesn't seem that great. Its heal range is adjacent only and it only heals after setting up and can't move afterwards. The thing is though it has 60 combat power after upgrading. On the defense park it on a node with buddies and watch the healing numbers pour in. On offense you can give some extra staying power to your other units and the Drone Cage itself acts as a beefy target on top. Autosled: Melee unit with 3 moves ("Rover" type) with higher power. Upgrade options are all standard for "Rover" types: flanking bonus, +1 move, bonus under sat coverage, bonus against unfortified. Bigger "Rover" types are less common than the bigger "Soldier" types so this is more welcome to me than the Immortal. Not much more to say unfortunately. Golem: Melee unit that when fortified acts as blocking terrain for ranged attacks. Common upgrade is 10% combat power per unused movement. Supremacy heavy upgrade is 30% power on defense. Purity heavy upgrade is to do 15 splash damage to adjacent enemies on attack. 50/50 upgrade is 50% power when attacking a city. The Golem along with the Drone Cage is clearly intended to provide a method of combat designed around using units that are much harder to kill and to simply outlast your opponent instead of just smashing against each other in a direct comparison on numbers. With the change of cities not being able to shoot over blocking terrain by default this means the Golem can park next to a city, get a Drone Cage buddy to help keep it alive and your ranged units can safely shoot at the city from behind the Golem. I haven't gotten to try this in a real situation where my opponent can actually stop me from steamrolling their city so I can't say how effective it will be. However I like the idea.