Structures are build by construction trucks. Like for unit and research, once a truck reaches the construction site, the required energy is consumed. Once it is completely consumed, the construction can start.
Multiple trucks can be assigned to the same construction site, each one augments the construction speed linearly.
Trucks can also repair damaged buildings and dismount any owned structure. When dismounted, half of the energy is returned.
Derricks can be constructed only on oil patches. There are generaly 4 patches within the base, 2 nearby and a few more to contest. Larger maps have generally more patches near bases. Derricks extract oil to fuel the power generators.
When a derrick is destroyed, the patch still burns for some time. A new derrick can be built only once the fire extinguishes.
The command center is build from start. It is required to design tanks and is equiped with a decent radar to show the minimap.
The power generators convert the oil from derricks to energy. One generator can convert oil of 4 derricks. When selecting a power generator, the number of associated derricks is shown on the description bar. The number of spinning blue energy dots around the central tower also indicate this.
The power output changes with the game mode. With regular energy mode, a power generator with 2 derricks produces energy for one unit of production. On low energy mode, 3 derricks are required, while 3 derricks produces energy for 2 units of production in high energy mode.
A power module can be build upon the generator. It will increase the energy produced with the same amount of oil by 50% but will degradate over time. But to prevent the explosion of the generator, a unit of production should be assigned to constantly repair the generator (2 construction trucks for example). And while the module is being built, the generator doesn't provide any energy at all.
The research lab allows to pursue researches. Multiple labs allow to pursue multiple research topics at once but cannot speed up the research of a single topic.
A research lab consumes one unit of production when it is researching.
Factories produce tanks. Contrary to the original game, there are no module for factories. Medium and large tanks can be produced by a regular factory and to increase your production rate, you must build more factories.
A factory consumes one unit of production.
Tanks can be recycled when they are near a factory. When recycling, the unit experience is stored in the factory and the next unit to be produced will keep it. When multiple units are recycled, the experience is queued and given to the same amount of units and is not added to the next one.
VTOL factories produce VTOLs. It is the same as the factory but is dedicated to aerial units.
VTOL rearming pad
VTOLs carry a limited amount of ammunitions. Once it is depleted, a VTOL must land on a rearming pad to reload. It will do this automatically when a pad is free and return back to it's target if it is still valid. A pad can be shared between multiple VTOLs. Rearming pads do not repair VTOLs.
Satellite Uplink Centre
This structure is available once the wide spectrum sensor is researched. It removes the fog of war while the building is up. Artillery units still requires sight from a sensor or an allied unit to be able to fire.
Laser Satellite Command Post
This structure is available once the wide spectrum sensor is researched. Once charged, it allows to order a satellite strike anywhere on the map. Select the command post and pick a target to order a strike. The satellite requires a few seconds before firing. When the structure is built, is comes half-charged.
Walls will block movement and line of fire of direct weapons. Artillery units fire above them as well as towers, provided the wall is not too far from them.
Tank traps are cheap and frail, but very fast to build and available from start.
Hardcrete walls are available once researched. They are far more reliable than tank traps.
Hardcrete gates are less robust, but still allows your units to go through. Once the door is opened, it cannot close itself while units, either yours or the enemy's, are going through.
Towers are basic defenses available once a direct weapon is researched. They can fire above walls and bunkers when build near them. Due to their height, towers gains +1 to their long range and +0.5 to their short range.
Sensor towers are regular towers with a sensor instead of a weapon. The lookout tower is available from start and can coordinate artillery fire. The sensor tower has a better range, the radar detector has the widest cover.
Bunkers are almost as robust as a wall, but with a higher cost. They cannot fire through other structures.
Emplacements are dedicated to artillery weapons. They are not as robust as towers and bunkers. Being indirect weapons, they can fire above almost anything, but units can still take cover behind high structures or terrain.
To fire at full range, emplacements must be built near a sensor tower.
Repair facilities can repair tanks and VTOLs. When units are ordered to retreat after taking a given amount of damage, they will seek a nearby repair facility. If none is built, they will retreat to the command center.
This is an emplacement with a repair turret mounted on it. It acts like a mobile repair unit but at a fixed point and a bit more effective.
Larger than a repair emplacement, but twice as effective as an heavy repair turret.
Armour and damage
Structures take damage differently from tanks. They have no armour but a damage modifier is applied for each weapon class.
|Weapon Class||Derricks||Base structures/Emplacements||Towers/Walls||Bunkers|