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[[Image:HierarchySym.jpg|thumb|130px|right|The Hierarchy's insignia.]]
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The Hierarchy are the initial alien invaders in the first installment of the Universe at War series bearing the name "Earth Assault", and serve as the main villains of the first game.
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== Background ==
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The Hierarchy were created by the [[Masari]] over ten thousand years ago. However, the Hierarchy ancestors turned against the [[Masari]] (In the words of Kamal Re'x "Turned on the gods and won our freedom".) and wiped out all but one city ship. The Hierarchy then went on to become the dominate force in the galaxy, invading countless other planets in the universe and exterminating the inhabiting races (two of the confirmed victims were the creators of [[Novus]] and [[Nufai]]'s race.).
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At the beginning of ''Earth Assault'', the Hierarchy invades Earth with the intent to strip-mine the entire planet of valuable resources, including organic life. Initially the Hierarchy crushes the human resistance, but the underseer of the mining fleet (Kamal Re'x) delays standard procedure of "Purifying" the planet in order to set a trap for Novus (who have followed the Hierarchy fleets to cause as much mayhem as possible to their harvesting operations).
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== Play style ==
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The Hierarchy serves as the powerhouse faction in ''Earth Assault'' and possesses few stationary buildings. Instead, their production and research center are in the form of giant walkers capable of engaging multiple opponents at once and sustaining impressive amount of fire. Hierarchy units are designed with the intention of escorting the walkers into battle and most of them have some sort of area of effect to their attack (for example, the Hierarchy [[Grunt]] is armed with a shotgun-like weapon that can hit multiple foes per attack).
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== Heroes ==
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*[[Kamal Re'x the Abductor]]
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*[[Orlok the Eternal]]
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*[[Nufai]]
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== Tech trees ==
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*[[Mutagen]] - Enhances radiation effects and provides powerful anti-turtle weapons.
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*[[Quantum]] - Provides access to advanced technologies (such as mind control) and upgrades.
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*[[Assault]] - Focuses on infantry/walker upgrades and long range attacks (Orlok, Range Enhancers).
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== Strengths ==
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* Walkers replace the functions of base structures, creating a near fully mobile army.
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* Walkers have customizable [[Tactical_Dynamic#Mobile_Structures_and_Hardpoint_Switching|upgrade hardpoints]].
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* The Hierarchy can collect almost anything as raw materials, including buildings, cars, humans, cows, infantry corpses, etc.
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* While the Hierarchy walkers have horrendous speed but make up for it with their production capabilities, multiple weapons, and ability to crush just about anything under their legs.
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*The Hierarchy production walkers can produce 3 units of the same kind at once, meaning a walker produce 15 units per que.
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*The Hierarchy has the most rapid healing and repair capabilities of all three factions, thanks to the [[Defiler]] and [[Saucer]]
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==Weaknesses==
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* The Hierarchy faction is extremely dependent on the presence of "insta grabs" (light objects that can be harvested instantly, such as organics or Lamp posts). If a map has few or no insta grabs the Hierarchy will be unable to compete with the faster economies of Novus and the Masari.
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* While walkers are powerful, they are an extremely expensive and important asset that '''will not''' last long in combat without an escort of some kind.
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* Hierarchy structures must, in effect, be built twice. First the Glyph Carver must cut the glyph for the structure/walker in the ground (during which a single shot from anything will destroy it) and then one must wait for the glyph to be scanned.
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* The Hierarchy only has one Superweapon in effect since the other (Radiation Cascade) is locked by research.
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* The Hierarchy has the slight problem of only having 3 possible production structures (45 units per que) compared to the 5 each for the other factions (25 infantry, 25 vehicles, and 25 aircraft, or 75 units per que). Generally a Hierarchy player will only have one of each walker, bringing the amount of units produced down to 30 (and even still, it's only 15 vehicles and 15 infantry).
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* Aircraft are a major issue for most Hierarchy players, since Saucers are expensive and Gravitic Turrets are stationary. Patch 2 has somewhat reduced this by increasing the firepower of Lost-ones against aerial units.
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==Trivia==
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*According to one of the Developers, the Hiearchy find cows to be "beings of pure energy" that happen to taste good, hence their 500 RM value (live or dead).
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*Curiously, the Hierarchy player receives more funds from ''live'' humans abducted than dead ones (100 live to 5 dead). This suggests the Hierarchy might want humans as slaves rather than as merely a source of carbon.
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{{Template:UaW Earth Assault}}
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[[Category:Races]]
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[[Category:Hierarchy]]

Revision as of 02:21, January 9, 2009

HierarchySym

The Hierarchy's insignia.

The Hierarchy are the initial alien invaders in the first installment of the Universe at War series bearing the name "Earth Assault", and serve as the main villains of the first game.

Background

The Hierarchy were created by the Masari over ten thousand years ago. However, the Hierarchy ancestors turned against the Masari (In the words of Kamal Re'x "Turned on the gods and won our freedom".) and wiped out all but one city ship. The Hierarchy then went on to become the dominate force in the galaxy, invading countless other planets in the universe and exterminating the inhabiting races (two of the confirmed victims were the creators of Novus and Nufai's race.).

At the beginning of Earth Assault, the Hierarchy invades Earth with the intent to strip-mine the entire planet of valuable resources, including organic life. Initially the Hierarchy crushes the human resistance, but the underseer of the mining fleet (Kamal Re'x) delays standard procedure of "Purifying" the planet in order to set a trap for Novus (who have followed the Hierarchy fleets to cause as much mayhem as possible to their harvesting operations).


Play style

The Hierarchy serves as the powerhouse faction in Earth Assault and possesses few stationary buildings. Instead, their production and research center are in the form of giant walkers capable of engaging multiple opponents at once and sustaining impressive amount of fire. Hierarchy units are designed with the intention of escorting the walkers into battle and most of them have some sort of area of effect to their attack (for example, the Hierarchy Grunt is armed with a shotgun-like weapon that can hit multiple foes per attack).

Heroes

Tech trees

  • Mutagen - Enhances radiation effects and provides powerful anti-turtle weapons.
  • Quantum - Provides access to advanced technologies (such as mind control) and upgrades.
  • Assault - Focuses on infantry/walker upgrades and long range attacks (Orlok, Range Enhancers).


Strengths

  • Walkers replace the functions of base structures, creating a near fully mobile army.
  • Walkers have customizable upgrade hardpoints.
  • The Hierarchy can collect almost anything as raw materials, including buildings, cars, humans, cows, infantry corpses, etc.
  • While the Hierarchy walkers have horrendous speed but make up for it with their production capabilities, multiple weapons, and ability to crush just about anything under their legs.
  • The Hierarchy production walkers can produce 3 units of the same kind at once, meaning a walker produce 15 units per que.
  • The Hierarchy has the most rapid healing and repair capabilities of all three factions, thanks to the Defiler and Saucer

Weaknesses

  • The Hierarchy faction is extremely dependent on the presence of "insta grabs" (light objects that can be harvested instantly, such as organics or Lamp posts). If a map has few or no insta grabs the Hierarchy will be unable to compete with the faster economies of Novus and the Masari.
  • While walkers are powerful, they are an extremely expensive and important asset that will not last long in combat without an escort of some kind.
  • Hierarchy structures must, in effect, be built twice. First the Glyph Carver must cut the glyph for the structure/walker in the ground (during which a single shot from anything will destroy it) and then one must wait for the glyph to be scanned.
  • The Hierarchy only has one Superweapon in effect since the other (Radiation Cascade) is locked by research.
  • The Hierarchy has the slight problem of only having 3 possible production structures (45 units per que) compared to the 5 each for the other factions (25 infantry, 25 vehicles, and 25 aircraft, or 75 units per que). Generally a Hierarchy player will only have one of each walker, bringing the amount of units produced down to 30 (and even still, it's only 15 vehicles and 15 infantry).
  • Aircraft are a major issue for most Hierarchy players, since Saucers are expensive and Gravitic Turrets are stationary. Patch 2 has somewhat reduced this by increasing the firepower of Lost-ones against aerial units.


Trivia

  • According to one of the Developers, the Hiearchy find cows to be "beings of pure energy" that happen to taste good, hence their 500 RM value (live or dead).
  • Curiously, the Hierarchy player receives more funds from live humans abducted than dead ones (100 live to 5 dead). This suggests the Hierarchy might want humans as slaves rather than as merely a source of carbon.


Universe at War: Earth Assault
Hierarchy Units Buildings Heroes Story
Novus Units Buildings Heroes Story
Masari Units Buildings Heroes Story
Other Topics: Storyline Previews Humans External Links
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