Commanders gain these minor upgrades with each level

CommLevel = {0..7}

buildcostenergy=2500 + 2500*CommLevel^2;
buildcostmetal=2500 + 500*CommLevel^2;
buildtime=75000 + 25000*CommLevel;

maxdamage=5000 + 250*CommLevel;
brakerate=0.375 + 0.005*CommLevel;
acceleration=0.18 + 0.01*CommLevel;
maxvelocity=1.25 + 0.1*CommLevel;
maxslope=20 + 2*CommLevel;
turnrate=1148 + 50*CommLevel;
builddistance=120 + 5*CommLevel;
workertime=300 + 50*CommLevel;
energymake=25 + 25*CommLevel;
metalmake=1.5 + 1.5*CommLevel;
autoheal=5 + 1*CommLevel;
idletime=1800 - 100*CommLevel;
idleautoheal=5 + 1*CommLevel;
radardistance=700 + 100*CommLevel;
sightdistance=450 + 50*CommLevel;
sonardistance=300 + 40*CommLevel;
cloakcostmoving=1000 - 50*CommLevel;
mincloakdistance=50 - 2*CommLevel;

Laser Range = 300 + 30*CommLevel, but 450 max, 460 for lvl7
Laser Damage = 75 + 15*CommLevel



Commanders gain special abilities:

Combat Commander: +25% damage to mechs and T2.5 units
		  +35% damage to T3 mechs
		  +50% damage to T4
		  Radar Stealth

Battle Commander: Additional arm laser (both arms)

Assault Commander: Personal Repulsor Shield

Star Commander: Head Laser (3 laser in total)
		Jumping ability
		0.35 sec laser reload time (instead of 0.4 sec)

Supreme Commander: ber Disintegrator
			fires a burst of 5 weaker disintegrator pulses in 30 angle
			25% more range and weapon velocity
			33% wider area of effect per disintegrator pulse
		   10% damage reduction
		   0.27 sec laser reload time