The basis for all Allied operations, the Construction Yard builds structures that train troops and create vehicles, and then releases clearances to upgrade the available technologies.
A first rate training centre for the Allies’ infantry, animals, spies and specialists.
Power Plants keep all base structures and defenses running, without enough power to support a base, production stops.
From armoured cars to Mirage Tanks, all the Allied land based vehicles are put together in the Armour Facility.
Seaports are tasked with creating a navy that can rule the waves.
The first step to air superiority, an Airbase is responsible for building things that fly…. and shoot, and bomb.
The centre of the Allied economy, Ore Refineries turn ore delivered by Prospectors into credits. Each Refinery comes with one Prospector.
A remote base outside the Construction Yard, Command Hubs help expand areas of control and can be used to up-tech units in their vicinity.
Ultra-weaponsand superior defenses are provided by the Defense Bureau, once the technology tier to build one has been unlocked.
Basic base defenses, garrisoning infantry in a Multigunner Turret will change its weapons to match the occupants.
Advanced base defenses sporting a spectrum dispersion cannon similar to the Mirage Tank’s.
The Chronosphere has the ability to instantly teleport units anywhere on the battlefield, giving them a huge tactical advantage. It can also relocate units to hostile environments. The teleport process is fatal to infantry.
A base killer, the Proton Collider is the Allies weapon of last resort…. and final reckoning.
Defense at its most basic. Each purchase creates one section of wall. Place two section within a few grids in a straight line, and they will automatically connect.