DATABASE / STRUCTURES
Structures Database
6 structures with costs, build times, and upgrade characteristics. Most building costs scale with quantity.
✦ Cost Scaling
Cost formula min(1M, 2^n × 125k) means first 4 City/Port/Factory cost 125k → 250k → 500k → 1M, then capped.
Ports and Factories share the same counter (PortBuildableGroup), so build order affects both prices.
| Name | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|
| Port | 125,000 min(1,000,000, 2^n × 125,000), n = existing ports/factories | — | — | 50t | ✓ Upgradable | Naval hub: spawn base for trade ships, transports, and warships.
|
| Missile Silo | 1,000,000 Fixed 1,000,000 | — | — | 100t | ✓ Upgradable | Core infrastructure for launching nuclear weapons.
|
| Defense Post | 50,000 min(250,000, (n+1) × 50,000) | — | — | 50t | — | Land defense tower: significantly boosts defense within 30 tiles.
|
| SAM Launcher | 1,500,000 min(3,000,000, (n+1) × 1,500,000) | — | — | 300t | ✓ Upgradable | Anti-air installation intercepting atom and hydrogen bombs.
|
| City | 125,000 min(1,000,000, 2^n × 125,000) | — | — | 20t | ✓ Upgradable | Raises population cap and participates in train trade.
|
| Factory | 125,000 min(1,000,000, 2^n × 125,000) (shares n with Port) | — | — | 20t | ✓ Upgradable | Spawns trains; combines with railways and cities to form a trade network.
|
Upgrade Tiers (4 levels)
- City — Each level
+250,000troop cap; high-level cities with Factory significantly boost train revenue. - Port — Higher level = better trade ship spawn rate and cap revenue (v24 balance for 150 global cap).
- SAM Launcher — Range from default 70 up to ~150 tiles, formula
150 − 480/(level+5). - Missile Silo — Upgrades reduce nuke reload time; AI avoids SAM-covered targets.
- Factory — Improves train spawn rate and railway throughput.