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Radar

CategoryDefense
radar
Category
Defense
Planet
Serpulo
Footprint
1x1
Health
60
Power consumption
0.6
Official description

Gradually uncovers terrain and enemy units in a large radius. Requires power.

Overview

Radar is a stationary reconnaissance building that gradually uncovers terrain, enemy units, and enemy buildings within an expanding radius. It requires electrical power to operate and is commonly used at the start of a sector to reveal the fog of war with minimal footprint compared to scouting with units or deploying turrets. Radar cannot be carried by any unit that has a payload capacity.

Radar consumes approximately 36 power per second (0.6 power per tick) while active. When placed, it begins scanning and its revealed radius grows over time until it reaches its maximum range; this growth is not instantaneous and the structure needs time to reach full coverage. The unit is vulnerable to enemy attack while deployed, so its usefulness depends on relative safety of the deployment location.

Radars can be deconstructed and rebuilt elsewhere, allowing a small number of Radars to be reused to gradually uncover a whole map by relocating them as zones are secured. This relocation strategy is efficient in terms of space and resource investment but is unsafe if enemy forces can reach the Radar before you can deconstruct it.

Practical usage and strategy:

  • Use Radar early to reveal large areas where building defensive lines or resource extractors will be planned; it is space- and cost-efficient compared with stationing multiple turrets or maintaining a scouting army.
  • Protect or place Radar behind frontline defenses because it is susceptible to enemy attacks while powering up to full range.
  • Deconstruct and move Radars to new sectors as you advance; a single Radar can be relocated repeatedly to cover the map without building many permanent scouting structures.
  • If enemies are present near the intended Radar site, prefer mobile scouts (units) or fortified turrets instead: units explore quickly and can serve as mobile defense but have delays before initial deployment and tier-1 units may be unable to cross certain barriers; turrets reveal locally without extra power draw after built and provide strong defense but cost more upfront.
  • Factor the power draw into your network: Radar’s constant consumption means it should be tied into a stable power supply, especially if you plan multiple active Radars or other high-draw buildings.
  • Remember the scanning radius increases over time; immediate small gains should be expected, with full visibility arriving only after the Radar finishes expanding to its maximum range.

Official description

Gradually uncovers terrain and enemy units in a large radius. Requires power.

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