Build for your next move.
An economy funds the war. Defenses buy time. Command buildings handle routine orders so you can watch the front.
+300 troops now, +cap and growth; linked factories add troops
How to useBuild early to grow your army, then add factories within supply-line range. In Garrisons mode, a city on a weak beachhead adds its troops to that area immediately.
+2.2 gold / s, +30% per supply line
How to usePlace near cities and ports so supply lines improve both your income and the connected buildings. Invest on secure land before buying an expensive fleet.
Coast only, 20 s to build. Ships, trade, +gold
How to useBuild on a protected coast near factories. Right-click the finished port to buy ships; keep its trade route clear and upgrade to level II before a major sea invasion.
Near-certain kill on hostile missiles in range, 2.5 s reload. Knocked out under bombardment
How to useCover valuable buildings and likely missile flight paths, with overlapping sites for backup. Use fighters against stealth aircraft; SAMs cannot stop them. Repair your defensive line after bombardment suppresses it.
Launches missiles; 20 s reload per silo
How to useBuild behind your front line and protect it with SAMs or a shield. Right-click enemy land and choose Launch missile here; clear shields and missile defenses before spending on a strike.
Doubles the cost of taking land within 16 tiles — and every extra bastion covering the same ground doubles it again, up to 64×. Each one you own makes the next 40 gold dearer. Upgrade to II and III for range. Fortified ground never falls to a collapse and always costs a wall toll to take, garrison or not. Shelling cancels it; overrun destroys it
How to usePlace on narrow borders and around territory you cannot afford to lose. Overlap coverage to make invasion costly, but do not rely on bastions alone: bombardment temporarily cancels their protection.
Controls silos within 45 tiles and fires them at high-value targets. Overlapping centers make missiles cheaper
How to usePlace within range of your silos to automate targeting. Keep gold available for launches, and use the auto-fire toggle when you want to save your missiles or choose targets yourself.
12-tile dome that stops every missile aimed inside it, 100%, losing 2 of 10 hit points per hit. Repair from the right-click menu
How to useCenter the dome over your most valuable cluster of buildings. Watch its hit points and repair from the right-click menu; repeated attacks can exhaust it. Engineering command can help maintain it.
60 s to build, coast only. 34-tile gun, 3 damage every 8 s. Knocked out under bombardment
How to usePut on a coastline overlooking an approach or shipping lane. Its long-range heavy shots deter large ships; pair it with shore guns for close threats and SAMs against bombardment.
20 s to build, coast only. 14-tile rapid fire: shreds transports and light ships
How to useCover likely landing beaches and narrow channels. Use several guns to stop tougher transports, and keep longer-range enemy ships from sitting outside their reach.
60-tile artillery, one shell every 20 s at the nearest enemy building. Cannot be intercepted
How to useBuild close enough to enemy infrastructure to reach it, but behind a defended border. Use its automatic shelling to soften defenses before a land attack; protect the gun during its long construction.
Hangar for up to 4 aircraft; buy fighters and bombers from its right-click menu. Spy planes fly from here
How to usePlace where its aircraft can reach the front while the field stays safe. Right-click it to buy aircraft. Losing the field also loses its aircraft, so cover it with fighters and ground defenses.
Runs your air war: buys aircraft (keeping a gold reserve), keeps fighter patrols over your assets, recalls damaged pilots, and strikes with bombers when the sky is clear
How to useBuild after an airfield when you want automatic purchases, patrols and strikes. Leave gold above its reserve and use the Air panel toggle to take control of the air war yourself.
60 s to build, coast only, needs a level II port within 34 tiles. Builds attack subs and hunter subs
How to useFirst upgrade a nearby port to level II, then build this on the coast. Right-click it to buy attack subs for ambushes or hunter subs to protect your sea lanes.
Sends up to 4 repair trucks over your contiguous land to fix shields, airfield shields, guns, Big Bertha and port II guns, 15 gold per pip
How to usePlace on the same connected land as shields and coastal defenses you expect to repair. Keep gold available; its trucks cannot cross water to reach an isolated island.
+10% troop growth each, up to four. With Garrisons it runs logistics: heavy transport or paradrop to any area under 40% of home density, keeping a reserve
How to useUse for sustained troop growth. With Garrisons enabled, turn on logistics to reinforce thin areas; protect the transports or aircraft carrying those reinforcements.
Reveals 45 tiles around it (fog of war)
How to useIn Fog of war, place near a frontier to reveal nearby threats before they arrive. Protect it and avoid relying on one station where an enemy jammer can blank it.
Reveals 110 tiles around it (fog of war)
How to useIn Fog of war, build safely behind the front for a broad view. Use its coverage to plan attacks, and use scouts or spy planes where jamming leaves a blind spot.
Blanks enemy radar stations, long-range radar and radar ships within 30 tiles. Eyes still see: territory, warships, spy planes, satellites
How to useIn Fog of war, place near hostile radar coverage to hide activity from those radar sources. It does not hide troops from direct sight, spy planes or satellites.
Launch a spy satellite for 400 gold: the whole map for 45 s
How to useIn Fog of war, save a satellite scan for the moments before a major strike or when searching for hidden enemy infrastructure. The reveal is brief, so prepare your orders first.
Adds built-in shore guns, heavy transports and access to nearby submarine bases. Supports battleship cruise-missile refits.
How to useRight-click a completed port to upgrade it before committing troops across water. Repair its gun pips when damaged; losing the guns downgrades the port.
Six hangar slots, a light shield dome and access to stealth troop transports.
How to useUpgrade a safe airfield when you need more aircraft or an inland landing. Maintain the dome and clear hostile fighter patrols before a paradrop.
Extends the bastion’s defensive coverage.
How to useRight-click an existing bastion to extend protection along a wider border. Check the range overlay before paying for another nearby fort.
The widest bastion coverage, with the same vulnerability to bombardment.
How to useReserve this upgrade for a critical strongpoint that protects several approaches. Back it with troops and defenses against shelling.
Travels over connected friendly land to repair damaged defenses.
How to useBuild engineering command to dispatch trucks automatically. Keep a connected route and enough gold; trucks cannot repair a remote island across open water.
Keep this handy
Open a topic for controls, timings and the detailed rules.
Spacing
Buildings need 6 tiles of clearance from each other. You don't have to be exact: click within 5 tiles of a valid spot and the building lands on the nearest tile that fits (coastal buildings on the nearest coast).
Supply lines
A factory links to every city and port of yours within 34 tiles (4 per factory, 3 per city, 2 per port). Each line: +30% gold for the factory; +1.2 troops/s per line for a city; +1 gold/s and 15% cheaper ships for a port.
Construction
Sites do nothing until finished, can be captured (progress kept) or bombarded, and cancelled for half the gold. A city with three linked factories speeds nearby building by 25%.
Cities
+300 troops the moment they're built.