Buildings
Your base is your economy, your production line and your last line of defense. Every structure below is listed with the same numbers the game uses (read from rules.json when this page is generated), plus what it unlocks, what it needs and where it's vulnerable. Footprints are in map tiles (40 px each); power is generation (+) or drain (−).
Base buildings
Defenses
Special
| Building | Cost | HP | Power | Tiles | Requires |
|---|---|---|---|---|---|
| Con. Yard | 3000 | 3000 | +10 | 2.3×2.3 | – |
| Power Plant | 300 | 800 | +200 | 1.5×1.5 | Con. Yard |
| Refinery | 2000 | 1200 | −30 | 2.5×2 | Con. Yard + Power Plant |
| Barracks | 500 | 1000 | −10 | 1.5×2 | Con. Yard + Power Plant |
| War Factory | 2000 | 2000 | −20 | 2.5×2.5 | Con. Yard + Refinery + Barracks |
| Tech Center | 1500 | 1000 | −50 | 2×2 | Con. Yard + War Factory |
| Air-Force Command | 2000 | 1500 | −50 | 2.5×2 | Con. Yard + Power Plant + Barracks |
| Service Depot | 1500 | 1500 | −50 | 3×3 | Con. Yard + Barracks + War Factory |
| Gun Turret | 800 | 1000 | −40 | 1×1 | Con. Yard + Barracks |
| SAM Site | 1200 | 800 | −30 | 1×1 | Con. Yard + Barracks |
| Pillbox | 400 | 600 | −10 | 1×1 | Con. Yard + Barracks |
| Obelisk | 2800 | 1500 | −100 | 1×1.5 | Con. Yard + Tech Center |
| Induction Rig | 1800 | 400 | 0 | 1.3×1.3 | – |
Base buildings
Economy, power, production and tech.
Con. Yard
The heart of your base.
↑ Index


Not built directly: deploy an MCV to plant a Construction Yard.
Power Plant
Refinery
Barracks
War Factory
Gun Turret
SAM Site
Pillbox
Obelisk
Tech Center
Air-Force Command
Service DepotStrengths
- Generates +10 power
- Very sturdy (3000 HP)
- Required to construct every other building
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
- Expensive (3000)
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Required to construct all other buildings. Protect it at all costs!
Power Plant
Generates power for your base.
↑ Index


Con. YardStrengths
- Generates +200 power
- Cheap (300)
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Build multiple to support advanced buildings and defenses.
Refinery
Processes ore into credits.
↑ Index


Strengths
- Turns ore into credits and ships with a free Harvester
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Comes with a free Harvester. Build near ore fields for efficiency.
Barracks
Trains infantry units.
↑ Index


Rifleman
Rocket
Engineer
Medic
Sniper
Flamethrower
Grenadier
Commando
Hijacker
War Factory
Gun Turret
SAM Site
Pillbox
Air-Force Command
Service DepotStrengths
- Production building: infantry
- Cheap (500)
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Cheap and quick to build. Essential for early defense and unlocking other buildings.
War Factory
Produces tanks and vehicles.
↑ Index


Harvester
Ranger
APC
Light Tank
Heavy Tank
Flame Tank
Missile Tank
Artillery
MLRS
Mammoth Tank
MCV
Induction Rig
Demo Truck
Tech Center
Service DepotStrengths
- Production building: vehicles
- Very sturdy (2000 HP)
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Key to building a strong army. Also builds MCVs and Induction Rigs.
Tech Center
Unlocks advanced units and buildings: Missile Tanks, Mammoth Tanks, Artillery, MLRS, Helicopters, Snipers, Commandos and the Obelisk.
↑ Index


Strengths
- Unlocks the advanced units and the Obelisk
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
- High power drain (−50)
- Limited to 1 per player
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Air-Force Command
Produces and rearms aircraft.
↑ Index


HarrierStrengths
- Production building: air
- Rearms and houses 6 aircraft (2s reload)
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
- High power drain (−50)
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Select this building and right-click an enemy to launch all docked Harriers at once.
Service Depot
Automatically repairs nearby vehicles for free.
↑ Index


Strengths
- Repairs vehicles within 90 for free (2/tick)
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
- High power drain (−50)
- Limited to 1 per player
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Move damaged tanks close to heal them over time.
Defenses
Turrets and anti-air that hold the perimeter.
Gun Turret
Anti-ground defense.
↑ Index


Damage vs armor (Cannon, 75 base dps)
Strengths
- Heavy damage output (75 dps)
Weaknesses
- Cannot shoot aircraft
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Effective against vehicles and infantry. Cannot target aircraft.
SAM Site
Anti-air defense.
↑ Index


Damage vs armor (AA missiles, 80 base dps)
Strengths
- Interception aura (radius 200, 150 dps) shoots down missiles
- Can shoot aircraft
- Long range (400)
- Heavy damage output (80 dps)
Weaknesses
- Cannot shoot ground units
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Long-range homing missiles shred helicopters and harriers. Cannot target ground units.
Pillbox
Cheap anti-infantry defense.
↑ Index


Damage vs armor (Bullets, 112.5 base dps)
Strengths
- Heavy damage output (113 dps)
- Cheap (400)
Weaknesses
- Weak against light vehicles (×0.3)
- Weak against medium vehicles (×0.06)
- Weak against heavy vehicles (×0.04)
- Weak against buildings (×0.1)
- Weak against aircraft (×0.15)
- Fragile (600 HP)
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Fast firing, can also fire at aircraft, but weak against armor. Good for base perimeters.
Obelisk
Advanced laser defense.
↑ Index


Damage vs armor (Laser, 100 base dps)
Strengths
- Can shoot aircraft
- Long range (350)
- Heavy damage output (100 dps)
Weaknesses
- High power drain (−100)
- Expensive (2800)
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Devastating damage against all targets. High power drain. Requires Tech Center.
Special
Created by deploying a vehicle, so they never appear in the build menu.
Induction Rig
Deployed on an ore well.
↑ Index


Not built from the sidebar: deploy an Induction Rig vehicle onto an ore well.
Strengths
- Infinite extraction at 80% efficiency
Weaknesses
- Unarmed: relies on defenses and your army
- Capturable: an enemy Engineer can take it over
- Fragile (400 HP)
Dies fast to
- Heavy cannon ×1.5 (Mammoth Tank)
- Air-to-ground missiles ×1.5 (Harrier)
- Explosion ×1.5 (Demo Truck)
Shrugs off
- Sniper rifle ×0.05 (Sniper, Commando)
- Bullets ×0.1 (Rifleman, Harvester, Ranger…)
Field notes: Provides infinite resource extraction. Glows on minimap for easy tracking.
