Construction yard

Buildings

Costs are credits (cr) / materials (mat). Size is in grid cells. Power shows what a building produces (+) or uses. Construction takes the listed build time.

Upgrades: most buildings go to level 3 with UPGRADE in the building panel. The first upgrade (to L2) costs the listed price; the next (to L3) costs that × the current level, so twice as much. Every level adds +20% health on top of the building's own bonus.
Bulldoze: 100% refund if unfinished, 50% if built. Repair: REPAIR restores 10% of health per second, costs 35% of the build price for a full repair, and pauses for 3 s after each hit.

Core

Headquarters

Lose it = defeat

Your seat of power, given at the start. Provides power and storage, claims the first 16 tiles of territory around it, and keeps crime down within 8 tiles. Destroy the enemy HQ to win.

  • CostGiven at start
  • Size3×3
  • Power+15 (reach 6)
  • Health2500
  • Storage200
  • Territory16 tiles

Outpost

From Mobile HQ

What a Mobile HQ becomes when it DEPLOYs. Claims new territory far from home so you can zone, build and reach resource sites or shorelines. Can't be placed on roads, water or buildings.

  • CostMobile HQ (1500 cr / 200 mat)
  • Size2×2
  • Power+5 (reach 6)
  • Health900
  • Storage100
  • Territory12 tiles

Power

Power plant

Power

The backbone of the grid. Powers land within 5 tiles; chain pylons to carry it further. Pollutes 3 tiles beyond its footprint, so keep it away from homes.

  • Cost500 cr / 50 mat
  • Size2×2
  • Power+40 (reach 5)
  • Health800
  • Build20 s
  • Upkeep0.5 cr/s

Upgrades · +75% output per level (+30 power)

  1. L2: 300 cr / 40 mat → 70 power
  2. L3: 600 cr / 80 mat → 100 power

Pylon

Power

Carries power 6 tiles further. Chain them to reach distant districts, extractors and turrets. Doesn't extend your territory.

  • Cost40 cr / 5 mat
  • Size1×1
  • PowerRelays, reach 6
  • Health150
  • Build3 s

Economy

Depot

Storage

Raises your material cap (500 base) and also stores food. Supply trucks unload here, so a depot near distant extractors shortens their trip.

  • Cost200 cr / 20 mat
  • Size2×2
  • PowerUses 2
  • Health600
  • Build12 s
  • Storage+1000

Upgrades · +100% storage per level

  1. L2: 150 cr / 20 mat → +2000
  2. L3: 300 cr / 40 mat → +3000

Extractor

Materials

Built only on 2×2 salvage resource sites. Produces 1.5 mat/s while powered, holds 60, and comes with a free supply truck that hauls loads of 40 to your depots or HQ.

  • Cost300 cr / 20 mat
  • Size2×2
  • PowerUses 3
  • Health700
  • Build15 s
  • Output1.5 mat/s

Upgrades · +50% extraction per level

  1. L2: 200 cr / 20 mat → 2.25 mat/s
  2. L3: 400 cr / 40 mat → 3.0 mat/s

Harbour

Trade · Navy

Must touch water. While powered it earns 2.5 cr/s in trade, and it builds gunboats. Also where you research vehicle upgrades for your boats.

  • Cost600 cr / 60 mat
  • Size2×2
  • PowerUses 3
  • Health900
  • Build20 s
  • Trade2.5 cr/s
  • BuildsGunboat

Upgrades · +50% trade per level

  1. L2: 350 cr / 40 mat → 3.75 cr/s
  2. L3: 700 cr / 80 mat → 5.0 cr/s

Military production

Production runs at half speed with no population and reaches full speed at 40 residents. Each upgrade level adds +30% build speed. Research (Weapons and Armour, 2 levels each) is bought here too: barracks for infantry; vehicle bay, drone pad or harbour for vehicles.

Barracks

Infantry

Trains rifle squads, rocket squads and engineers. Must sit alongside a road; troops come out onto it. Also suppresses crime within 6 tiles.

  • Cost300 cr / 40 mat
  • Size2×2
  • PowerUses 3
  • Health700
  • Build15 s
  • NeedsRoad alongside

Upgrades · +30% build speed per level

  1. L2: 200 cr / 30 mat
  2. L3: 400 cr / 60 mat

Vehicle bay

Vehicles

Builds battle tanks, scout buggies, mechs and the Mobile HQ. Must sit alongside a road.

  • Cost500 cr / 80 mat
  • Size3×3
  • PowerUses 5
  • Health900
  • Build20 s
  • NeedsRoad alongside

Upgrades · +30% build speed per level

  1. L2: 300 cr / 50 mat
  2. L3: 600 cr / 100 mat

Drone pad

Air

Launches strike drones, which ignore walls, water and woods.

  • Cost400 cr / 60 mat
  • Size2×2
  • PowerUses 4
  • Health700
  • Build15 s

Upgrades · +30% build speed per level

  1. L2: 250 cr / 40 mat
  2. L3: 500 cr / 80 mat

The Harbour (listed under Economy) builds gunboats.

Defence

Turrets and towers need power to work. Lose the power plant and the guns go quiet.

Watch tower

Sight

Spots enemies within 10 tiles, raises a tappable alert, and calls nearby idle units (within 12 tiles) to respond.

  • Cost120 cr / 10 mat
  • Size1×1
  • PowerUses 1
  • Health200
  • Build8 s
  • Sight10 tiles

Upgrades · +40% sight per level

  1. L2: 80 cr / 10 mat → 14 tiles
  2. L3: 160 cr / 20 mat → 18 tiles

Gun turret

Ground

Cannon emplacement that hits ground units. Strong against vehicles (×1.2), half damage against infantry, can't hit air.

  • Cost250 cr / 30 mat
  • Size1×1
  • PowerUses 3
  • Health600
  • Build12 s
  • Range6
  • Damage30
  • Reload1.5 s
  • WeaponCannon

Upgrades · +35% damage per level

  1. L2: 180 cr / 25 mat
  2. L3: 360 cr / 50 mat

AA turret

Air only

Flak battery that shoots only at aircraft, at double damage. The hard counter to strike drones.

  • Cost300 cr / 30 mat
  • Size1×1
  • PowerUses 3
  • Health500
  • Build12 s
  • Range7
  • Damage40
  • Reload1.2 s
  • WeaponFlak

Upgrades · +35% damage per level

  1. L2: 200 cr / 25 mat
  2. L3: 400 cr / 50 mat

Wall

Barrier

Drag a line to build. Funnels ground attackers into your turrets. Drones fly straight over. Engineers can't capture walls.

  • Cost20 cr / 5 mat per tile
  • Size1×1 per tile
  • PowerNone
  • Health800
  • Build2 s

Services

Police station

Order

Patrols 10 tiles: no crime there. Shields your buildings within 10 tiles so they take 25% less damage (a faint glowing blue field ring). Takes pot shots at nearby enemies with sidearms: a nuisance, not a defence.

  • Cost300 cr / 30 mat
  • Size2×2
  • PowerUses 2
  • Health700
  • Build12 s
  • Patrol/shield10 tiles
  • Sidearms7 dmg, range 5, 1.2 s

Upgrades · +30% damage per level

  1. L2: 200 cr / 25 mat
  2. L3: 400 cr / 50 mat

Zones & roads

ZonePer levelProducesCost
Residential4 residents0.03 cr/s tax per employed resident; eats 0.02 food/s each5 cr/tile
Commercial3 jobs0.12 cr/s per staffed job5 cr/tile
Industrial3 jobs0.06 mat/s per staffed job (pollutes 4 tiles)5 cr/tile
Farm3 jobs0.12 food/s per staffed job5 cr/tile
Road—Lots within 2 tiles can grow; ×1.75 unit speed10 cr/tile
Bridge—Road on water40 cr/tile
Clearing forest—Added when you build or zone on woods+8 cr/tile

Lots grow to level 3 when they have a road within 2 tiles, power and demand. Each lot level uses 1 power. More in the city guide.