Buildings
Six buildings, four levels, one slot each.
| BUILDING | UNLOCKS | MAX LVL |
|---|---|---|
| AIRFIELD COMPLEX | Aircraft — fighters, recon, helicopters, up to stealth aircraft | 4 |
| NAVAL BASE | Ships & submarines — patrol boats up to stealth ships/carriers | 4 |
| ARMY BASE | Ground units — infantry up to mechs/robotic vehicles | 4 |
| RESEARCH LABORATORY | Research Points (its advertised slot/speed effects are currently unwired — see Research) | 3 |
| INTELLIGENCE CENTER | Research Points | 3 |
| WEAPONS DEVELOPMENT | Research Points | 3 |
WHAT A LEVEL COSTS
Airfield Complex, as a representative example — the other five follow the same steep-scaling shape.
| LEVEL | BUILD TIME | COST |
|---|---|---|
| 1 — BASIC AIRSTRIP | 8h | 15,000 money · 500 manpower · 800 steel · 200 oil |
| 2 — MILITARY AIRBASE | 16h | 45,000 money · 1,200 manpower · 2,500 steel · 600 oil · 400 electronics · 100 RP |
| 3 — ADVANCED AIR BASE | 24h | 120,000 money · 2,000 manpower · 5,000 steel · 1,200 oil · 1,500 electronics · 300 adv. materials · 400 RP |
| 4 — STRATEGIC AIR COMMAND | 36h | 300,000 money · 3,500 manpower · 8,000 steel · 2,000 oil · 4,000 electronics · 1,200 adv. materials · 1,000 RP |
SPACE & UPGRADES
Each city has 100 units of building space; every building instance costs a flat 10, so a city holds 10 buildings at a time. Levels must be built in order (level 3 needs level 2 already built). Upgrading replaces the previous level entirely — completing level 2 frees the level-1 slot, so a fully-upgraded building always occupies exactly one slot, never one per level built. Upgrade cost is 70% of the target level's full listed price.
REPAIR & DEMOLITION
Repair costs roughly half the building's original cost, scaled by how damaged it is, and restores instantly to full HP once paid. Demolishing gives a 30% refund of original cost, scaled by current health, and frees its space.
