All 6 Structures
| 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, hydrogen, and MIRV warhead nukes.
|
| 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.
|
City — Population Factory
- Each level +250,000 troop cap, max 4 levels = +1,000,000.
- v24: no longer requires port first, can place anywhere (including inland).
- Also serves as train station, defining railway network topology.
✦ City Build Order
Priority: 1st City > Port > 2nd City > DefensePost > 3rd City > Missile Silo. 4th city onward has diminishing returns—upgrade existing cities instead.
Port — Naval Hub
- Enables trade ships, transport ships, warship spawning.
- Higher level = better trade ship spawn rate and per-ship revenue.
- Shares
2^n × 125kcost counter with Factory; build order determines which hits 6-figure costs first.
Factory — Train Production
- Spawns trains and unlocks railways (max 120 tiles).
- Train spawn rate:
(numFactories + 10) × 15ticks. More factories = denser train traffic. - Upgrades improve train throughput, but city count matters more for train economy.
DefensePost — Chokepoint Guardian
- 30 tiles range: mag ×5 / speed ×3.
- Cost:
min(250k, (n+1)×50k): posts 1-4 cost 50k → 100k → 150k → 200k, 5th+ capped at 250k. - Build time 50 ticks (5 seconds), can emergency-fill defensive gaps.
SAM Launcher — Nuclear Shield
- Intercepts AtomBomb, HydrogenBomb, and in-flight MIRV warheads through the same trajectory and timing checks. The pre-split carrier is not a target.
- Range:
150 − 480/(level+5): default 70 → level 5 ≈ 140, approaching cap of 150. - Build time 300 ticks (30 seconds), cooldown 90 ticks.
- v24: AI nukes actively avoid SAM coverage, so first SAM provides deterrence value.
Missile Silo — Offensive Arsenal
- Nuclear launch platform, build time 100 ticks.
- Upgrades improve reload speed (shorter salvo intervals).
- Multiple Silos required for simultaneous volleys.
⚠ Capture Rules Differ by Building
When territory is captured, SAM Launchers and Missile Silos transfer to the new owner, while Defense Posts are destroyed. Taking an enemy core can still strip its nuclear shield, but you must rebuild the land-defense layer yourself.