Buildings
Six types, three levels, placed by hand.
| BUILDING | WHAT IT DOES | PER CITY | SLOTS L1/2/3 |
|---|---|---|---|
| ARMY BASE | Ground units; stores missiles and ground ammunition | 3 | 2 / 3 / 4 |
| AIRFIELD COMPLEX | Aircraft, helicopters, naval drones; stores air-launched missiles | 3 | 2 / 3 / 4 |
| NAVAL BASE | Ships and submarines — coast only; stores naval missiles and shells | 3 | 2 / 3 / 4 |
| WEAPONS DEVELOPMENT | Missile and ammunition production; the main supply depot | 1 | 2 / 3 / 4 |
| RESEARCH LABORATORY | Research slots; +10 RP/h per level | 1 | 2 / 3 / 5 |
| INTELLIGENCE CENTER | +5 RP/h per level | 1 | — |
WHAT A LEVEL COSTS
| BUILDING | LEVEL | TIME | COST |
|---|---|---|---|
| ARMY BASE | 1 Training Camp | 1h | 640 money · 32 manpower · 40 steel · 8 oil |
| 2 Military Base | 4h | 2,800 money · 80 manpower · 160 steel · 32 oil · 24 electronics · 6 RP | |
| 3 Armored Division HQ | 8h | 5,333 money · 96 manpower · 320 steel · 80 oil · 64 electronics · 21 adv. mat. · 27 RP | |
| AIRFIELD | 1 Basic Airstrip | 1.5h | 1,125 money · 38 manpower · 60 steel · 15 oil |
| 2 Military Airbase | 5h | 3,600 money · 96 manpower · 200 steel · 48 oil · 32 electronics · 8 RP | |
| 3 Advanced Air Base | 9h | 8,640 money · 144 manpower · 360 steel · 86 oil · 108 electronics · 22 adv. mat. · 29 RP | |
| NAVAL BASE | 1 Harbor / Port | 2h | 1,333 money · 40 manpower · 80 steel · 20 oil |
| 2 Naval Station | 6h | 3,600 money · 90 manpower · 240 steel · 48 oil · 36 electronics · 9 RP | |
| 3 Fleet Base | 10h | 9,000 money · 125 manpower · 400 steel · 100 oil · 100 electronics · 25 adv. mat. · 30 RP | |
| WEAPONS DEV. | 1 Armory | 1.5h | 1,200 money · 25 manpower · 60 steel · 10 oil · 20 electronics |
| 2 Advanced Weapons | 5h | 2,500 money · 25 manpower · 75 steel · 15 oil · 75 electronics · 20 adv. mat. · 12 RP | |
| 3 Special Weapons | 9h | 4,050 money · 27 manpower · 101 steel · 17 oil · 135 electronics · 51 adv. mat. · 27 RP | |
| RESEARCH LAB | 1 Basic R&D | 2h | 1,500 money · 18 manpower · 48 steel · 6 oil · 30 electronics |
| 2 Advanced Lab | 7h | 3,938 money · 32 manpower · 79 steel · 10 oil · 105 electronics · 16 adv. mat. · 10 RP | |
| 3 Military Institute | 12h | 7,200 money · 36 manpower · 90 steel · 11 oil · 180 electronics · 54 adv. mat. · 29 RP | |
| INTEL CENTER | 1 Communications Hub | 2h | 675 money · 8 manpower · 15 steel · 2 oil · 30 electronics |
| 2 SIGINT Facility | 6h | 2,160 money · 14 manpower · 29 steel · 4 oil · 90 electronics · 7 adv. mat. · 11 RP | |
| 3 Cyber Command | 10h | 3,750 money · 15 manpower · 25 steel · 4 oil · 150 electronics · 20 adv. mat. · 25 RP |
PLACEMENT
You place each building on the map in its city. A building reserves the ground its largest level will cover from the start, and nothing may overlap another building or construction site. A Naval Base must sit on the coast, with water right next to the placement point. Army Bases, Airfields and Naval Bases can be built up to three times per city; every other type once. Each city works on one construction or upgrade at a time.
UPGRADES
Levels go in order, and an upgrade costs 70% of the target level's listed price. Upgrading improves a building in place — same spot, same stock. With several bases of one type, you choose which one to upgrade; the city's production slots for that type follow its highest level among them, while their parking adds up.
PARKING LIMITS PRODUCTION
| BUILDING | SPOTS AT L1 / L2 / L3 |
|---|---|
| AIRFIELD | Fighter stands 6 / 10 / 15 · heavy stands 1 / 2 / 4 · helipads 4 / 7 / 10 · drone shelters 4 / 6 / 8 |
| ARMY BASE | Vehicle bays 8 / 14 / 20 · barracks 6 / 10 / 14 |
| NAVAL BASE | Small berths 4 / 6 / 8 · large berths – / 2 / 4 · submarine pens – / 2 / 4 |
Each unit class needs one spot of its kind. A city can't start another unit if every spot of that kind is taken — counting aircraft based there (even while flying), ground units and ships standing within 1 km of its bases, and units already queued. Parking never stops a unit from moving or landing; it only limits production.
REPAIR & DEMOLITION
Repair costs half the building's original cost, scaled by how damaged it is, and restores it to full HP once paid. Demolishing refunds 30% of original cost, scaled by current health, and cancels any queued upgrade on it. A city that's been captured but not yet annexed can't build, upgrade or produce at all — see Annexation.
