Manual

Global Defense Alliance

It is 2037. The world is still reeling from the worst economic crash in history. NATO and the Eastern Bloc are gone, replaced by a supranational force created by the United Nations: the Global Defense Alliance. Entire national militaries now serve under one flag as the world's peacekeeping force.

The GDA fights with the best hardware money can buy: prefab bases deployed by MILCON construction kits, next-generation armor, stealth aircraft and a blue-water navy. All of it runs on an industrial backbone you build yourself, from the first mine to the last warhead.

Playstyle Industrial, combined arms
Units 22
Structures 22
Starting funds
Steel 400 Fuel 200
Opening: deploy your Base Expansion Vehicle into a Hub, put a Mine on Common Ore and feed it into a Foundry with conveyors. Steel pays for everything early; Infantry Quarters is the gateway to the rest of the tech tree.

Economy

GDA bases run on four production chains. Raw resources are extracted on the map, carried by conveyors into a processing building, and turned into the refined goods you actually spend.

Common Ore → Mine → Foundry → Steel

Every structure, infantry and early vehicles.

Oil → Oil Derrick → Refinery → Fuel

Vehicles, aircraft and warships.

Rare Earths → Mine → Electronics Fab → Electronics

Advanced vehicles, aircraft, warships, Radar and the Silo.

Uranium → Mine → Nuclear Enrichment Plant → Enriched Uranium

Nuclear warheads.

Logistics

  • Conveyors move resources between buildings; inserters load and unload them at each end. Conveyor Speed research raises throughput.
  • For remote deposits, Cargo Trucks haul resources back to a Logistics Bay, which hands them to the right storage or processing facility.
  • The Base Expansion Hub lets you build industry and defenses anywhere it deploys. Upgrade it into a Construction Center to unlock heavy structures: Airfield, Shipyard, Enrichment Plant and Silo.
  • Engineers repair any friendly unit or structure. Keep a few with every forward base.

Tech Tree

Each column needs at least one structure from the column before it. Structures marked CC must be placed inside a Construction Center's radius.

Units

Armor comes in three classes: Bio Light Heavy. Weapons deal different damage against each, so read the + / − lines on every card before committing to a composition.

Infantry trained at Infantry Quarters

Trooper

Trooper

Standard infantry armed with an advanced assault rifle and next-gen armor.

Steel 30 ⏱ 12s
HP
150
Armor
Bio 50
Range
13
Vision
15

Weapons Light Weapons

  • Can engage both ground and air targets
  • Weak vs armored units
Field intel

Armed with the SPEAR and dotted in brand-new Dragonscale armor, the next-generation army trooper is a force to be reckoned with

Rocket Trooper

Rocket Trooper

Anti-armor infantry armed with compact homing rocket launchers.

Steel 60 ⏱ 20s
HP
220
Armor
Light 30
Range
14
Vision
18

Weapons Rockets

  • Good vs vehicles and air units
  • Vulnerable to enemy infantry at close range
Field intel

Rocket Troopers are armed with newly-modified JAVELIN-2A rocket launchers. Adapted from the classic JAVELIN anti-tank missile launchers, these new launchers are more compact and can even follow air targets thanks to advanced homing features

Engineer

Engineer

Army engineer capable of repairing vehicles and structures.

Steel 25 ⏱ 10s
HP
100
Armor
Bio 20
Range
—
Vision
12

Weapons Melee

  • Can repair any friendly unit or building
  • Weak in direct combat

Requires Vehicle Assembly

Field intel

The Army's corps of Engineers have extensive knowledge of modern military hardware. Able to repair and retrofit any vehicle, aircraft or structure, they are a crucial part of any modern army

Sniper

Sniper

Long-range infantry specialist that picks off enemy personnel from extreme distances.

Steel 75 ⏱ 18s
HP
140
Armor
Bio 50
Range
24
Vision
26

Weapons Blast

  • Exceptional range
  • Fragile in direct engagements

Requires Armory

Field intel

Equipped with the XR-12 Phantom anti-materiel precision rifle and advanced thermal optics, the Sniper is a specialist trained to neutralize enemy infantry at extreme distances. Operating alone or in pairs, Snipers can pick off targets long before they come into range of standard troops. They are, however, lightly equipped for close combat and should be kept away from direct engagements

Vehicles trained at Vehicle Assembly

Light Recon Vehicle

Light Recon Vehicle

Fast scout vehicle armed with a dual remote-controlled machinegun.

Steel 50 Fuel 50 ⏱ 28s
HP
300
Armor
Light 20
Range
15
Vision
30

Weapons Light Weapons

  • Good vs infantry, great for scouting
  • Weak vs armored vehicles
Field intel

The Foxhound LRV is a fast scout vehicle designed for speed and maneuverability in the digital age. Armed with a suite of sensors and a dual automated-remote-controlled machinegun, it allows the crew inside to forego the risks of exposing themselves to the battlefield. Able to mow down most infantry, the Foxhound is often seen accompanying artillery vehicles and tanks on the field

Main Battle Tank

Main Battle Tank

Powerful main battle tank that excels at destroying enemy vehicles.

Steel 80 Fuel 80 ⏱ 40s
HP
600
Armor
Heavy 35
Range
15
Vision
16

Weapons Cannon

  • Good vs vehicles and infantry
  • Weak vs air units
Field intel

The KF3B White Panther MBT is a powerful main battle tank developed by Germany in conjunction with South Korea and The US. Implementing technologies from the USA's defunct AbramsX project and using a standardized variant of the KF3 chassis, the White Panther has become the standard MBT worldwide. Capable of taking down any vehicle in a short time, the MBT is a mainstay of any vehicle attack force

Base Expansion Vehicle

Base Expansion Vehicle

Armored vehicle that deploys into a Base Expansion Hub, extending your construction radius.

Steel 120 Fuel 80 ⏱ 40s
HP
1800
Armor
Heavy 60
Range
—
Vision
15
  • It cannot move once deployed or upgraded
Field intel

The MILCON MCK-4 Base Expansion Vehicle is a heavily armored, self-propelled platform designed to extend a commander's operational reach deep into enemy territory. Once positioned, it autonomously unfolds and locks into place, transforming into a Base Expansion Hub and projecting a full construction radius, allowing engineers to erect new facilities far beyond the original base perimeter

Cargo Truck

Cargo Truck

Heavy military truck for transporting resources across the battlefield.

Steel 40 Fuel 30 ⏱ 25s
HP
300
Armor
Light 30
Range
—
Vision
12
  • Brings resources from remote mines to the base
Field intel

The Heavy Expanded Mobility Tactical Truck, or HEMTT, is a military grade heavy truck designed to carry resources and equipment across the battlefield. It can dock at a Logistics Bay to drop off or even pick up resources

Armored Personnel Carrier

Armored Personnel Carrier

Armored infantry carrier with a cannon that engages aircraft and light vehicles.

Steel 70 Fuel 65 ⏱ 36s
HP
450
Armor
Heavy 20
Range
16
Vision
16

Weapons Light Weapons + Rockets

  • Good vs infantry and aircraft
  • Weak vs vehicles

Requires Armory

Field intel

The Boxer II IFV, often called by the old moniker Armored Personnel Carrier, or APC, can transport 8 soldiers into combat, shielding them from enemy fire. It is also armed with a Skyranger turret for taking down aircraft and light vehicles quickly.

MLRS

MLRS

Long-range rocket artillery that saturates an area with multiple rockets.

Fuel 80 Electronics 75 ⏱ 45s
HP
800
Armor
Heavy 20
Range
28
Vision
30

Weapons Rockets

  • Great for area denial and destroying clustered units
  • Cannot engage air units

Requires Armory, Construction Center

Field intel

An evolution of the classic vehicle, the M157 HIMARS II, dubbed MLRS by commanders and troops, out of convenience, is a long range artillery system designed to launch multiple rockets and destroy targets over an area, as a result

Mobile Artillery

Mobile Artillery

Long-range artillery vehicle that engages targets from a safe distance.

Fuel 60 Electronics 90 ⏱ 50s
HP
800
Armor
Light 40
Range
40
Vision
42

Weapons Armor Piercing

  • Exceptional range
  • Weak vs groups

Requires Armory, Construction Center

Field intel

Based on a heavily modified PARS III 8x8 Chassis, the PARS III-C Mobile Artillery offers precision targeting at long range, allowing it to dispatch any vehicle with ease from a distance. Recent advancements in chassis and turret allow it to fire and move rapidly afterwards. If necessary, it can relocate quickly. Given its relatively light armor, it is not recommended to send Mobile Artillery into a direct fight

Aircraft trained at Airfield

Attack Helicopter

Attack Helicopter

Fast attack helicopter effective against infantry and light vehicles.

Fuel 100 Electronics 90 ⏱ 50s
HP
400
Armor
Light 20
Range
14
Vision
18

Weapons Light Weapons

  • Good vs infantry and light vehicles
  • Light armor
Field intel

The AH-68 Indomitus Attack Helicopter is a next generation fast attack helicopter designed to counter infantry and light vehicles. It can subsequently be upgraded with rocket pods, giving it an option against more armored targets. However, the rockets must be reloaded, limiting how much the Indomitus can fight back against armored vehicles. Given its light armor, it is recommended that commanders remain mindful of the punishment the Indomitus can take

Transport Helicopter

Transport Helicopter

Transport helicopter that carries up to 10 soldiers over any terrain.

Fuel 85 Electronics 60 ⏱ 48s
HP
800
Armor
Light 30
Range
—
Vision
14
  • Can cross water, chasms, and rivers
Field intel

The V-35 Valor is an evolution and streamlined version of the V-22 Osprey, and can carry 10 soldiers across the battlefield and over chasms, lakes and rivers

Fighter Jet

Fighter Jet

Next-gen stealth fighter jet for air superiority and ground strikes.

Fuel 120 Electronics 110 ⏱ 65s
HP
300
Armor
Light 20
Range
18
Vision
20

Weapons Rockets

  • Effective vs air and ground targets
  • Must return to Airfield to rearm
Field intel

The F-47B Phoenix is a next-generation stealth superiority fighter jet designed for both air-to-air combat and penetrating enemy defenses at high speed. The Fighter Jet must head back to an Airfield to rearm after using up its missiles

Strike Drone

Strike Drone

Autonomous UCAV that delivers precision explosive ground strikes

Fuel 85 Electronics 75 ⏱ 50s
HP
300
Armor
Light 20
Range
18
Vision
20

Weapons Explosive

  • Effective vs structures and ground targets
  • Must return to the Carrier to rearm
Field intel

The XQ-72 Raven is an autonomous unmanned combat air vehicle designed to carry precision munitions deep into enemy territory. Unlike crewed aircraft, the Raven can be deployed in numbers, saturating enemy defenses with coordinated strikes. After expending its payload, it autonomously returns to rearm. Its low radar cross-section and expendable design make it a versatile and cost-effective strike asset.

Stealth Bomber

Stealth Bomber

Fast stealth bomber that delivers heavy explosive payloads.

Fuel 130 Electronics 130 ⏱ 75s
HP
600
Armor
Light 30
Range
12
Vision
40

Weapons Explosive

  • Excellent vs structures and clustered units
  • Light armor
Field intel

The B-21A Sky Raider is an updated, stealth fast attack bomber that can be equipped with several types of bombs. Its light frame allows it to travel fast and what it lacks in armor, it gains in speed

Naval trained at Shipyard

Light Combat Ship

Light Combat Ship

Fast combat ship armed with an autocannon for naval combat and coastal interdiction.

Fuel 40 Electronics 35 ⏱ 28s
HP
300
Armor
Light 20
Range
20
Vision
25

Weapons Light Weapons

  • Good vs infantry and light vessels
  • Weak vs armored ships
Field intel

The Barracuda-II-class Light Combat Ship is a next-generation corvette built for coastal interdiction and adapted for high sea warfare. Armed with a remote-controlled autocannon and optimized for speed, it is effective at engaging and harassing enemy vessels and littoral targets.

Multirole Frigate

Multirole Frigate

Versatile escort frigate armed with anti-air missiles and anti-naval torpedoes.

Fuel 75 Electronics 75 ⏱ 48s
HP
400
Armor
Light 25
Range
25
Vision
30

Weapons Rockets

  • Engages air, surface, and submarine threats
  • Light armor — best deployed alongside heavier warships
Field intel

The Monkfish-class Multirole Frigate serves as the backbone of modern naval escort operations. Armed with an anti-aircraft missile and anti-submarine torpedoes, the Multirole Frigate is a necessary addition to any naval force. Based on a mix of the technologies developed for the Ocean Eagle 43 and the Klewang class fast attack craft, the Monkfish is relatively fast and can easily keep up with air units that are trying to flee its wrath.

Destroyer

Destroyer

Heavily armored surface warship delivering devastating railgun fire against sea and coastal targets.

Fuel 100 Electronics 110 ⏱ 65s
HP
800
Armor
Heavy 35
Range
25
Vision
30

Weapons Cannon

  • Devastating against armored ships and coastal targets
  • Cannot engage air units
Field intel

Based on the DCNS XWIND 4000 Concept ship, the Reinhardt Destroyer started life as a Frigate. Once the US Navy integrated its experimental railgun weapon onto an upscaled version of the Frigate, it was clear this would become a mainstay of naval warfare. The Destroyer, thanks to its reinforced hull can take a lot of punishment. Its railgun makes it ideal for spearheading naval assaults or providing fire support to naval or littoral forces. Unlike past Destroyers, the Reinhardt prioritizes surface firepower and survivability over anti-air coverage.

Attack Submarine

Attack Submarine

Stealthy attack submarine that ambushes enemy vessels with long-range torpedoes.

Fuel 65 Electronics 80 ⏱ 50s
HP
600
Armor
Light 25
Range
25
Vision
30

Weapons Armor Piercing

  • Effective against surface ships and submarines
  • Cannot engage ground or air targets
Field intel

The Hunter-class Attack Submarine is a relatively new creation; A next-generation conventional attack submarine built for undersea warfare. It stalks surface vessels on the high seas, often striking before targets can react - few ships survive a Hunter ambush unscathed. Smaller submarines were not favored in past decades, but advancements in drone technology and artificial intelligence has allowed for smaller crew sizes and advanced targeting systems for torpedoes.

Joint Strike Ship

Joint Strike Ship

Long-range missile warship that can strike both ground and sea targets from a distance.

Fuel 110 Electronics 100 ⏱ 68s
HP
800
Armor
Heavy 35
Range
42
Vision
45

Weapons Rockets

  • Effective vs ships and coastal structures
  • Cannot engage submarines
Field intel

The Mako-class Joint Strike Ship is an artillery warship armed with an array of vertical launch bays. The Mako can strike both ground and naval targets from a safe distance with its missile salvo, but requires an escort to protect itself from direct fire. Despite being defenseless in a direct engagement, its reinforced hull can still provide moderate protection from enemy fire.

Aircraft Carrier

Aircraft Carrier

Massive capital ship that can carry and refuel aircraft.

Fuel 180 Electronics 160 ⏱ 95s
HP
1200
Armor
Heavy 35
Range
20
Vision
37

Weapons Light Weapons

  • Deploys Strike Drones from anywhere on the water
  • High-value target — protect with escort ships
Field intel

The Orca-class Aircraft Carrier is the largest warship in the fleet — a self-sufficient floating air base capable of deploying a full wing of strike drones against targets far beyond the front line. Unlike a fixed airfield, the carrier brings air power wherever the fleet goes. Its close-in weapon systems can fend off light threats, but its size makes it a priority target; escort ships are strongly recommended in contested waters.

Structures

Economy

Mine

Mine

Miniaturized mining facility that extracts iron, rare earths, and uranium.

Steel 40 ⏱ 15s
HP
1000
Armor
Light 15
Range
—
Vision
20
  • Connect to a Foundry or Electronics Fab via conveyor
Field intel

The RCK-1 Mini Strip Mine is a miniaturized mining facility designed to extract Common Ore and Rare Earth Metals from the ground for refining. It can subsequently be connected to a Foundry or Electronics Fabricator for refining and transforming these resources into usable forms

Foundry

Foundry

Smelts raw ore into steel for construction and unit production.

Steel 55 ⏱ 20s
HP
1250
Armor
Light 15
Range
—
Vision
15
  • Needs common ore to operate
Field intel

The RCK-2 Compact Foundry extracts metals from ore and can even produce alloys, turning it into metals that can be used for manufacturing structures, equipment, munitions, vehicles and aircraft, among others

Oil Derrick

Oil Derrick

Modular oil extraction unit that pumps crude oil for fuel production.

Steel 55 ⏱ 18s
HP
1250
Armor
Light 15
Range
—
Vision
20
  • Connect to a Refinery to produce fuel

Requires Infantry Quarters

Field intel

The RCK-3 Oil Derrick is a modular variant of modern-day oil derricks, allowing for the quick extraction and storing of fossil fuels. The Oil Derrick can connect with Oil Refineries, which can in turn process the oil into fuels for vehicles and aircraft

Refinery

Refinery

Miniaturized refinery that converts crude oil into vehicle and aircraft fuel.

Steel 70 ⏱ 20s
HP
750
Armor
Light 50
Range
—
Vision
15
  • Needs oil to operate

Requires Infantry Quarters

Field intel

The RCK-7 Oil Refinery is a miniaturized refinery that can refine oil into fuel that is usable by vehicles and aircraft

Electronics Fab

Electronics Fab

Miniaturized factory that produces microchips and electronics for military hardware.

Steel 100 ⏱ 27s
HP
1250
Armor
Light 50
Range
—
Vision
15
  • Needs rare earths to operate

Requires Refinery

Field intel

The RCK-6 Electronics Fabricator is a miniaturized electronics and chips factory. It can assemble complex microchips and electronics for use in modern military hardware

Research Center

Research Center

AI-powered facility that develops and deploys upgrades and new technologies.

Steel 60 ⏱ 30s
HP
1250
Armor
Light 50
Range
—
Vision
20
  • Enables unit and building upgrades
  • Required for advanced military structures

Requires Refinery

Field intel

The MCK-6 Research Center is a marvel of modern military engineering. Featuring a suite of AI subroutines, the Research Center can test, develop and deploy upgrades and other new technologies to the field of battle relatively quickly, allowing troops to gain an edge over the enemy

Base Expansion Hub

Base Expansion Hub

Lightweight forward construction hub that enables basic building in remote locations.

No cost ⏱ 5s
HP
1500
Armor
Heavy 30
Range
—
Vision
20
  • Supports basic industrial and military buildings only
  • Can be packed and re-deployed
Field intel

The MILCON MCK-4 Base Expansion Hub is the deployed state of the MCK-4 Base Expansion Vehicle. Once locked into position, it functions as a lightweight forward construction center, allowing engineers to erect basic industrial and military structures in remote locations and extending the commander's operational footprint without requiring a full Construction Center

Construction Center

Construction Center

Permanent construction center that builds and supports advanced structures.

Steel 200 ⏱ 30s
HP
2000
Armor
Heavy 30
Range
—
Vision
25
  • Required for advanced buildings
  • Cannot be relocated

Built by Upgrade a deployed Base Expansion Hub

Field intel

The MILCON MCK-1 Modular Construction Center, commonly referred to as Construction Center, is a marvel of modern engineering. Thanks to its prefabricated construction kits (prefabs), it is capable of assembling buildings and deploying them on the battlefield quickly, allowing for the production of large military bases. This has revolutionized forward military base deployment away from trucks and shanty tents

Logistics Bay

Logistics Bay

Logistics hub where Cargo Trucks dock to load and unload resources.

Steel 60 ⏱ 13s
HP
1500
Armor
Light 20
Range
—
Vision
15
  • Required for truck-based resource transport

Requires Vehicle Assembly

Field intel

The RCK-5 Logistics Bay or Logibay, is MILCON's pride and joy and the first technology that put them on the map as a military contractor after the old contractors were made defunct following the Global Crash of 2033. A HEMTT Truck can attach itself to the structure to load or unload its cargo, after which, the Logibay will transfer said cargo to the appropriate storage or processing facility.

Nuclear Enrichment Plant

Nuclear Enrichment Plant

Advanced plant that enriches uranium for nuclear weapons production.

Steel 180 ⏱ 38s
HP
2000
Armor
Heavy 50
Range
—
Vision
14
  • Needs uranium to operate

Requires Armory, Research Center, Construction Center radius

Field intel

RCK-8 Nuclear Enrichment Plants are highly advanced and automated plants which make use of micro centrifuges that allow them to quickly and efficiently enrich uranium for use on the battlefield

Bridge

Bridge

Reinforced bridge that lets ground units cross water.

Steel 15 ⏱ 7s
HP
1500
Armor
Heavy 65
Range
—
Vision
15
  • High armor

Requires Infantry Quarters

Field intel

MILCON Bridges are prefabricated crossings built from the same reinforced materials as MILCON walls, airlifted in sections and locked into place over oceans that would otherwise halt an advance. Their modular decks are rated for the heaviest armor in service and are notoriously hard to bring down, meaning a crossing seized early tends to stay open for the rest of the engagement

Military

Infantry Quarters

Infantry Quarters

Combined barracks and training facility for producing infantry units.

Steel 60 ⏱ 18s
HP
1250
Armor
Light 15
Range
—
Vision
15
  • Required by most military buildings

Trains Trooper, Rocket Trooper, Engineer, Sniper

Field intel

The MCK-3 Infantry Quarters are an Infantry Barracks merged with a munitions-production mini-factory inside, allowing infantry to rest, train and be equipped, all within a single facility

Vehicle Assembly

Vehicle Assembly

Advanced facility for producing a wide array of military vehicles.

Steel 80 ⏱ 22s
HP
2000
Armor
Heavy 35
Range
—
Vision
15
  • Requires Infantry Quarters

Requires Infantry Quarters

Trains Light Recon Vehicle, Main Battle Tank, Base Expansion Vehicle, Cargo Truck, Armored Personnel Carrier, MLRS, Mobile Artillery

Field intel

The MILCON MCK-2 Vehicle Assembly is a more advanced version of the Construction Center, being able to accommodate a large variety of weapons, chassis types, munitions and the like, thus allowing for the production of a wide array of vehicles

Armory

Armory

Field armory that refines weaponry and unlocks advanced military upgrades.

Steel 120 ⏱ 38s
HP
1250
Armor
Heavy 50
Range
—
Vision
15
  • Enables advanced unit combat upgrades
  • Required for the Nuclear Enrichment Plant

Requires Vehicle Assembly

Field intel

The MCK-7 Armory was developed to allow the refinement and tweaking of military munitions and weaponry on the field of battle, allowing troops to become stronger and more efficient on the field of battle, thanks to an AI subroutine implanted within the structure's core

Reinforced Wall

Reinforced Wall

Reinforced barrier that blocks enemy movement into your base.

Steel 10 ⏱ 5s
HP
1500
Armor
Heavy 65
Range
—
Vision
15
  • High armor
  • Pair with turrets for best defense

Requires Infantry Quarters

Field intel

Walls are essential to protecting military bases against enemy incursions. Reinforced walls are often used by armed forces to keep intruders out

Gate

Gate

Reinforced gate that automatically opens for allied units and blocks enemies.

Steel 14 ⏱ 6s
HP
2000
Armor
Heavy 50
Range
—
Vision
15

Requires Infantry Quarters

Field intel

MILCON Gates are based heavily on the MILCON Reinforced Wall models, using the same durable materials, acting essentially as walls when fully closed. The gates have an IFF tag that allows them to open and close on command when detecting allied units trying to pass through

Machine Turret

Machine Turret

Automated defense turret that independently targets and engages ground enemies.

Steel 50 ⏱ 15s
HP
1250
Armor
Light 50
Range
20
Vision
20

Weapons Light Weapons

  • Effective vs infantry and light vehicles
  • Can engage low-altitude air units

Requires Infantry Quarters

Field intel

The LCK-1 Machine Turret is a lightweight and mainline defense turret. Controlled by an internal miniature computer, it can identify friendly and enemy targets intelligently, then acquire enemy targets on its own. The Machine Turret is a cornerstone of most forward operating bases today

Missile Turret

Missile Turret

Anti-air defense turret that targets all kinds of aircraft.

Steel 65 ⏱ 20s
HP
750
Armor
Light 50
Range
20
Vision
20

Weapons Rockets

  • Pairs well with turrets for full coverage

Requires Infantry Quarters

Field intel

The LCK-2 Missile Turret, while similar in basic operation to the LCK-1, was designed to acquire armored and aerial targets, firing an array of missiles at incoming armor

Radar Tower

Radar Tower

Sensor tower that reveals the fog of war and detects cloaked units.

Steel 90 Electronics 60 ⏱ 32s
HP
625
Armor
Light 15
Range
60
Vision
15
  • Detects hidden enemies
  • Significantly extends vision range

Requires Research Center

Field intel

The LCK-3 Radar Tower is dotted with an array of sensors and a satellite dish. It can connect to an orbiting satellite to provide vision around it and can detect enemies within the fog of war, as well as cloaked units

Airfield

Airfield

Airfield that builds, houses, and rearms up to 6 air units.

Steel 120 ⏱ 30s
HP
2500
Armor
Heavy 30
Range
—
Vision
20
  • Rearming here restores aircraft munitions

Requires Vehicle Assembly, Construction Center radius

Trains Attack Helicopter, Transport Helicopter, Fighter Jet, Strike Drone, Stealth Bomber

Field intel

The MCK-5 Airfield is designed to build and hold up to 5 air units at any time. Its hangar bays offer a quick rearmament solution, producing and storing their own munitions, allowing pilots to get back into the battle at a relatively quick speed

Shipyard

Shipyard

Massive coastal facility for building and deploying naval units.

Steel 140 ⏱ 35s
HP
2750
Armor
Heavy 30
Range
—
Vision
15
  • Must be placed on a shoreline
  • Requires vehicle assembly

Requires Vehicle Assembly, Construction Center radius

Trains Light Combat Ship, Multirole Frigate, Destroyer, Attack Submarine, Joint Strike Ship, Aircraft Carrier

Field intel

The RCK-4 Shipyard is a massive structure that can be placed on shorelines to house, produce and deploy military naval units

Nuclear Silo

Nuclear Silo

Subterranean bunker that constructs and launches tactical nuclear ICBMs.

Steel 250 Electronics 150 ⏱ 75s
HP
3750
Armor
Heavy 55
Range
—
Vision
15
  • Requires enriched uranium to operate
  • Enemies are alerted when a nuke is launched

Requires Nuclear Enrichment Plant, Construction Center radius

Field intel

The NCK-00, appropriately dubbed the "Nuclear Silo" is a subterranean bunker meant to receive enriched uranium and then construct, house and deploy tactical ICBMs. Due to their strong signature, Commanders will receive a warning when it is producing and deploying nuclear ICBMs

Research

Researched at the Research Center. Industry research makes every production building faster and lets it store more; doctrine research boosts your whole army.

Industry

ResearchEffectCostRequires
Mining I Increases ore mining rate and mine storage capacity
Steel 40 ⏱ 60s
Steel Production I
Mining II Further improves ore extraction rate and storage capacity
Steel 50 Fuel 40 ⏱ 120s
Mining I, Steel Production II
Mining III Maximum ore extraction rate with expanded storage
Steel 70 Fuel 60 ⏱ 200s
Mining II, Steel Production III
Oil Drilling I Increases oil extraction rate and derrick storage capacity
Steel 35 ⏱ 60s
Oil Refinement I
Oil Drilling II Further improves oil drilling rate and tank capacity
Steel 40 Fuel 35 ⏱ 110s
Oil Drilling I, Oil Refinement II
Oil Drilling III Maximum oil extraction rate with expanded storage capacity
Steel 55 Fuel 55 ⏱ 180s
Oil Drilling II, Oil Refinement III
Conveyor Speed I Conveyors carry larger loads at higher speed and frequency
Steel 35 ⏱ 60s
Research Center
Conveyor Speed II Further increases conveyor load size, transit speed, and frequency
Steel 55 Fuel 35 ⏱ 120s
Conveyor Speed I
Conveyor Speed III Maximum conveyor throughput with peak load size and transit speed
Fuel 50 Electronics 60 ⏱ 200s
Conveyor Speed II
Steel Production I Foundries smelt iron more efficiently with greater output and storage capacity
Steel 50 ⏱ 75s
Foundry, Research Center
Steel Production II Improved foundry efficiency with higher steel output and storage
Steel 60 Fuel 50 ⏱ 140s
Steel Production I
Steel Production III Peak foundry efficiency with maximum steel output and storage capacity
Steel 80 Fuel 65 ⏱ 230s
Steel Production II
Oil Refinement I Refineries process crude oil more efficiently with greater output and storage
Steel 40 Fuel 30 ⏱ 75s
Refinery, Research Center
Oil Refinement II Improved refinery efficiency with higher fuel output and storage capacity
Fuel 45 Electronics 55 ⏱ 145s
Oil Refinement I
Oil Refinement III Peak refinery efficiency with maximum fuel output and storage capacity
Fuel 65 Electronics 85 ⏱ 240s
Oil Refinement II
Electronics Fabrication I Electronics fabs operate more efficiently with greater output and storage
Steel 50 Electronics 40 ⏱ 120s
Electronics Fab, Research Center
Electronics Fabrication II Improved fabrication efficiency with higher electronics output and storage
Electronics 65 Fuel 40 ⏱ 200s
Electronics Fabrication I
Electronics Fabrication III Peak fabrication efficiency with maximum electronics output and storage
Electronics 90 Fuel 55 ⏱ 300s
Electronics Fabrication II
Uranium Enrichment I Reactors begin enriching uranium ore with basic process efficiency
Steel 60 Electronics 50 ⏱ 150s
Nuclear Enrichment Plant, Research Center
Uranium Enrichment II Improved enrichment process with higher yield and storage capacity
Electronics 80 Fuel 40 ⏱ 240s
Uranium Enrichment I
Uranium Enrichment III Advanced enrichment techniques for maximum uranium output and storage
Electronics 110 Fuel 60 ⏱ 340s
Uranium Enrichment II

Military Doctrine

ResearchEffectCostRequires
Servos Faster production time for airfield, vehicle assembly and quarters
Steel 55 Fuel 45 ⏱ 90s
Vehicle Assembly, Research Center
Auto-Loaders Vehicle weapons fire faster and have a lower cooldown
Steel 60 Electronics 40 ⏱ 100s
Vehicle Assembly, Research Center
Homing Systems Long range weapon have a wider reach
Fuel 50 Electronics 65 ⏱ 130s
Armory, Research Center
Nano Materials Building armor significantly improved
Fuel 60 Electronics 80 ⏱ 160s
Armory, Research Center
Prefab Construction Kits Faster building construction speed
Steel 70 Fuel 30 ⏱ 80s
Construction Center, Research Center

Combat Upgrades

Three tiers each of armor and weapons for infantry, vehicles and aircraft. Every line needs an Armory plus the structure that trains that unit class.

Infantry

Armor
Level I
Steel 50 ⏱ 70s
Level II
Steel 65 Fuel 40 ⏱ 130s
Level III
Steel 80 Fuel 65 ⏱ 210s
Weapons
Level I
Steel 55 ⏱ 75s
Level II
Steel 70 Fuel 45 ⏱ 140s
Level III
Steel 90 Fuel 70 ⏱ 220s

Requires Infantry Quarters + Armory

Vehicles

Armor
Level I
Steel 55 Fuel 45 ⏱ 90s
Level II
Fuel 60 Electronics 50 ⏱ 160s
Level III
Fuel 85 Electronics 75 ⏱ 250s
Weapons
Level I
Steel 60 Fuel 50 ⏱ 95s
Level II
Fuel 65 Electronics 55 ⏱ 170s
Level III
Fuel 90 Electronics 80 ⏱ 260s

Requires Vehicle Assembly + Armory

Aircraft

Armor
Level I
Fuel 60 Electronics 55 ⏱ 110s
Level II
Fuel 80 Electronics 75 ⏱ 190s
Level III
Fuel 100 Electronics 100 ⏱ 290s
Weapons
Level I
Fuel 65 Electronics 60 ⏱ 120s
Level II
Fuel 85 Electronics 80 ⏱ 200s
Level III
Fuel 110 Electronics 110 ⏱ 300s

Requires Airfield + Armory

Superweapon

Nuclear Strike

Calls in a warhead that obliterates all units and structures within a wide blast radius. It can only be canceled before the launch sequence starts.

Enriched Uranium 60 Electronics 40 ⏱ 75s

Built at the Nuclear Silo, fueled by the Nuclear Enrichment Plant. Every commander on the map is warned when a warhead is being prepared, so expect the enemy to come for your Silo.