Economy & Buildings
Your army runs on your economy. Buildings you control earn gold every turn, and you spend that gold producing new units. Those units capture more buildings, which grows your income further. Win the economy and you can simply outproduce your opponent.
The loop is:
Capture buildings → earn gold each turn → produce units → capture more buildings.
How income works
Section titled “How income works”At the start of each of your turns, every building you own pays out gold. Your total income is the sum of all the buildings you control. Higher-value buildings like the Headquarters and Factory pay much more than a small Outpost or City.
Neutral buildings (shown in gray on the map) and enemy buildings earn you nothing. The only way to grow your income is to capture more of them, so map control and economy are the same thing.
See the building reference below for the exact income of each type.
Producing units
Section titled “Producing units”Only some buildings can produce units: the Base, Factory, Airfield, Seaport, and Headquarters. The City, Outpost, and Depot generate income but cannot build units.
Units are added to a building’s production queue:
- Queue without gold. You can add units to the queue even when you can’t afford them yet. Gold is only deducted when the unit actually spawns, not when you queue it. This lets you plan a build order in advance and let your income catch up.
- Production pauses if you can’t pay. When a queued unit is ready to spawn but you don’t have the gold, production simply waits until you can afford it.
- Reorder the queue. Change your mind? Move a unit up or down the queue so the thing you need most comes out first.
- Cancel entries. Remove a specific unit from the queue at any time.
Queuing, building, and cancelling production are all covered by Undo, so you can experiment with your build order freely.
Capturing buildings
Section titled “Capturing buildings”Buildings are captured by infantry units — see the Units Guide for which units count as infantry. To capture, move an infantry unit onto the building and keep it there. Capturing takes 2 turns of standing on the building.
Neutral buildings appear gray until someone takes them. When a capture completes, the building flips to your color and its income starts paying out to you on your following turns. Capture progress is shown right on the building, and capturing is reversible with Undo.
Defending from buildings
Section titled “Defending from buildings”A unit standing on a building gains that building’s defense bonus, making it tougher to dislodge. The Headquarters gives the strongest bonus at +25%, which is one more reason it’s worth defending. Buildings use their own defense value rather than the terrain underneath — for the full rules on how building and terrain defense interact, see the Terrain Guide.
Upgrading a Base
Section titled “Upgrading a Base”A Base can be upgraded into a Headquarters for 500 gold over 2 turns. The upgrade doubles the building’s income (100 → 200) and raises its defense bonus from +10% to +25%, turning a frontline base into a fortified economic anchor.
Building reference
Section titled “Building reference”| Building | Income | Defense | Produces units | Capture turns |
|---|---|---|---|---|
| Headquarters | 200 | +25% | Yes | 2 |
| Factory | 150 | +15% | Yes | 2 |
| Depot | 125 | +10% | No | 2 |
| Base | 100 | +10% | Yes | 2 |
| Airfield | 100 | +10% | Yes | 2 |
| Seaport | 100 | +10% | Yes | 2 |
| Outpost | 75 | +5% | No | 2 |
| City | 50 | +15% | No | 2 |
Headquarters
Section titled “Headquarters”H
🚧 Final art not yet available — shown here as its in-game placeholder marker.
Income 200 · +25% defense · Produces units · 2 turns to capture. The highest-income building and the strongest to defend. Holding an HQ is a major economic and positional advantage; losing yours hurts. A Base can be upgraded into one.
Factory
Section titled “Factory”
Income 150 · +15% defense · Produces units · 2 turns to capture. Your best non-HQ producer, pairing strong income with the ability to build units. Factories are prime targets to take and to hold.
D
🚧 Final art not yet available — shown here as its in-game placeholder marker.
Income 125 · +10% defense · No production · 2 turns to capture. A strong pure-income building. It can’t build units, but its payout makes it well worth capturing to fund production elsewhere.
Income 100 · +10% defense · Produces units · 2 turns to capture. Your bread-and-butter production building. Reliable income plus unit production, and it can be upgraded into a Headquarters.
Airfield
Section titled “Airfield”A
🚧 Final art not yet available — shown here as its in-game placeholder marker.
Income 100 · +10% defense · Produces units · 2 turns to capture. A production building with solid income, useful for opening a second front away from your main bases.
Seaport
Section titled “Seaport”S
🚧 Final art not yet available — shown here as its in-game placeholder marker.
Income 100 · +10% defense · Produces units · 2 turns to capture. A coastal production building, valuable on maps where control of the water matters.
Outpost
Section titled “Outpost”O
🚧 Final art not yet available — shown here as its in-game placeholder marker.
Income 75 · +5% defense · No production · 2 turns to capture. A small income building with the weakest defense. Cheap to grab and useful for extending your reach, but not worth overcommitting to defend.
Income 50 · +15% defense · No production · 2 turns to capture. The lowest income of any building, but a surprisingly good place to dig in thanks to its +15% defense bonus.