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 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.
|
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
- Only intercepts AtomBomb and HydrogenBomb, cannot hit MIRV.
- 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.
⚠ Buildings Can Be Captured
When territory is captured, buildings transfer to new owner (including SAM and Silo). Late-game attacks on enemy core cities can strip their nuclear shield—a critical strike target.