Haegemonia: Legions of Iron · Episode 2 · Gamma route

Gamma Colony Playbook

Orders for mission 2-2 (Pirates!), what to prepare now for 2-3 and 2-4, and the 2-1 orders kept for a new playthrough. Every number below comes from the game's own mission scripts, level files and tech tables. Tick steps as you go: ticks are saved in this browser.

2-1 New Beginning→2-2c Pirates!→2-3c Prosperity→2-4 Alien presence→Episode 3 (new map)

Mission 2-2 at a glance

Win
  • Your military base is built and deployed
  • The pirate base in Gamma is destroyed (its boss blows it up once it's down to 85%)
  • Win check fires ~20 s after the pirate base dies, as long as your military base still stands
Instant loss
  • The stranded hero isn't picked up within 400–450 s of the mission start
  • You lose your last colony in Gamma
  • Available RP below the Military base cost (1,000) while it's unresearched

Mission 2-2 orders

0 of 0 done

1 · First minute

0:00–1:00
  • 1,000 RP · 1,000 cr
  • 300 RP · 200 cr build
  • 100 cr
  • —

2 · Rescue the hero

SOS at 1:00–1:20, deadline ~6:40
  • 15–20 s window
  • —
  • before ~6:40

3 · Economy and research while waiting

from the start
  • ~950 RP · ~950 cr
  • 500 cr
  • 300 RP · 300 cr
  • 250 RP · 250 cr
  • carry over

4 · Pirate waves

start 100–150 s after the hero conversations
  • ongoing
  • caps wave size
  • temporary

5 · Military base early, pirate base last

you choose when the mission ends
  • 2,500 cr · upkeep 50
  • your end button
  • as long as you like
  • 15% damage

Rules that shape this plan

Plan now for later missions

Mission2-3cPrescription for prosperity

Prepare in 2-2: keep RP in reserve and have the fleet repaired before ending. Your population transports were removed at the start of 2-2, so research and build a new one early in 2-3 for the Evelyn event.

  • Space monster in Gamma 2.5–3.3 minutes in. It keeps attacking your squads there. Kill it with the whole fleet at once.
  • Evelyn: after the monster dies, a residential base appears in a random system. A population transport within 1,000 of it, within about 10 minutes, gets you the hero.
  • Pirates take Alpha Prime and AT II (200M), guarded by 2 turret corvette and 2 turret cruiser squads. Bring the whole proton fleet: planets and cruisers are big, slow targets where proton's low accuracy doesn't matter. Depopulate both, then recolonize Alpha Prime.
  • Colonize Beta: BF I (terran moon, 100%) and Beta IV (plains). Stay at least 3,000 from the Solon base.
  • Mine Alpha: 13 asteroids, 103,500 ore. Your main income for the rest of Episode 2.
  • Win: a colony in Alpha, Beta and Gamma, 1 billion total, no pirate colonies left.
Mission2-4Alien presence

Prepare in 2-3: population buildings on every colony and fleets able to cover both Beta and Gamma.

  • Solons are at war with you from the start; their base vanishes once every system passes 600M.
  • Kariak task force (3 gun-cruiser squads plus corvette escorts) arrives through a hidden wormhole into Beta or Gamma at random. You lose if they take any planet.
  • A diplomat flies from Alpha Prime to the Sun jump node; escort it against missile fighters for +50 XP.
  • Never fire on civilian ships: too many civilian deaths is an instant loss.
  • Mine everything that's left. After this mission the ore and these colonies are gone.
  • Win: 1 billion in each of Alpha, Beta and Gamma, plus the Kariak task force destroyed.

Research to queue in 2-3 and 2-4

MissionTechWhyRP / cr
2-3Colonization ship, Population transport, Basic colonizationNeeded for the three-system goal200 + 150 + 250
2-3Advanced colonizationHarsher planet types500
2-3Genetic surgery+40% max population, +20% growth1,000
2-3Robotic workers, Civil spaceport+35% production; +15% tax1,000 + 1,200
2-4Quark energy, Lengthened lifespan, Recreation center−15% upkeep; population and morale1,000 + 1,000 + 800
2-4Advanced terraform 1 and 2Improve weak planets toward 1 billion each600 + 800
Reference for a new playthrough · also linked from "2-1" at the topMission 2-1 · A New Beginning

Mission 2-1 at a glance

Win
  • GO I reaches 300M (stays ticked once reached)
  • You own exactly 3 interstellar merchants
  • Mission ends as soon as both are true, so the 3rd merchant is your "end mission" button
Instant loss
  • No jump out of the Sun system by script timer 500
  • No colony by timer 1000, or GO I dies
  • Available RP below the merchant's cost (300) while the merchant tech is unresearched
  • Any ship travelling a jump node after the warning (it is destroyed)

Mission 2-1 orders

0 of 0 done

1 · Leave the Sun system

first minute
  • —
  • —
  • —

2 · Cash engine

before any slots open
  • 250 RP · 250 cr
  • 600 RP · 600 cr
  • 100 cr
  • 300 RP · 300 cr

3 · Long-term research and fleet

as wreck and mining cash arrives
  • 400 RP · 400 cr
  • 300 RP · 300 cr
  • 350 RP · 350 cr
  • before 120M
  • 500 RP · 500 cr
  • 400 RP · 400 cr

4 · Planet buildings, one per slot

research each just before its slot opens
  • 300 RP · 300 cr
  • 250 RP · 300 cr build · upkeep 5
  • 200 RP · 200 cr build · upkeep 3
  • 300 RP · 200 cr build · upkeep 3
  • 300 + 300 RP
  • ongoing

5 · Expand and finish

when you choose to end
  • 800 RP · 800 cr
  • 500 cr each
  • ~750 RP · ~750 cr
  • —
  • all cash
  • 3 × 300 cr