Land Based RadarEdit
- T1 Land Scout: Range of 45
- T1 Stationary Radar: Range of 115, drain of 20 Energy
- T2 Stationary Radar: Range of 200, drain of 250 Energy
- T3 Stationary Radar: Range of 600, Omni (radar, sonar, sees through cloak) Range of 200, Energy Drain of 2000
Air Based RadarEdit
- T1 attack bomber: Range of 65
- T2 fighter/bomber: Range of 65
- T3 strategic bomber: Range of 65
- T3 spy plane: Range of 96
NB : T1 Air Scouts are not equipped with radar, though they boast a wide direct vision range (42).
Sea Based RadarEdit
- T1 Frigate: Range of 70 (Aeon), 75 (UEF), or 80 (Cybran)
- T2 Cruiser: Range of 70 (Cybran), 80 (UEF), or 90 (Aeon)
- T2 Destroyer: Range of 60
- T3 Battleship: Range of 90 (Cybran), 100 (UEF), or 110 (Aeon)
- T3 Aircraft carrior range of 150 (aeon,cybran)
- Aeon experimental battleship: Range of 150
- ACU: Omni Range of 26, upgrade to 72 on Aeon ACU
- SCU: Omni Range of 16, upgrade to 72 on UEF SCU
- Galactic Colossus: Omni Range of 50
Radar is one of the Intelligence types. Only specific units have radar, including T3 air scouts, T1 land scouts, immobile Radar structures, as well as most Naval units. Radar can determine location of opposing units, as well as orientation (structure or mobile unit) and terrain status (over water, over land, or flying).
Any units with Stealth cannot be detected by Radar.
Radar Jamming reduces the effectiveness of radar by producing confusing fake signals, but does not eliminate its effect.
Due to its small size, a radar installation is the best structure in the game to take advantage of Adjacency bonuses. By building only 4 T1 power plants around a radar you can reduce its operational costs by 25%, which saves you 500 energy when you upgrade it to T3. If you build it adjacent to a Hydrocarbon Power Plant before building 3 more T1 power plants you can save even more.