Build, store, research

Buildings

Every building is procedurally raised in your nation's architectural style: Dutch stepped gables, French mansard roofs, Japanese pagoda roofs or Russian onion domes. Your work crew builds it in six visible stages: a staked-out site, foundations, half-built walls with scaffolding, the roof frame, roofing, and done.

Economy

Headquarters

Stores 1000 of each resource; trains work crews; advances ages.

19143×3 tiles2600 health+10 population
400 wood200 steel

House

+5 population.

19142×2 tiles320 health+5 population
60 wood

Farm

Infinite food for one worker.

19143×3 tiles260 health
80 wood

Warehouse

Stores up to 800 of each resource. Destroyed = contents lost.

19143×2 tiles520 health
120 wood

Steelworks

Workers bring iron ore here; the blast furnace smelts it into steel for your warehouses.

19143×3 tiles1200 health
175 wood

Oil derrick

Produces oil (build on oil field).

19142×2 tiles520 health
80 wood50 steel

Bank

Vault for your gold. Exchange: trade resources for gold. War bonds earn interest.

19143×3 tiles1500 health
175 wood75 steel

Harbour / naval yard

Build on the coast, partly on the water. Builds ships and takes in fish.

19143×3 tiles1400 health
200 wood50 steel

Military

Barracks

Trains infantry.

19143×2 tiles950 health
150 wood

Factory

Builds vehicles.

19253×3 tiles1300 health
150 wood150 steel

Airfield

Builds aircraft.

19146×4 tiles1100 health
120 wood150 steel

Field hospital

Heals nearby units.

19252×2 tiles620 health
100 wood40 steel

Intelligence & development centre

Research technologies.

19253×3 tiles1100 health
150 wood150 steel

Radar station

Cold War reconnaissance: sweep an area with radar (green contacts show where enemy units are and how big they are, not what they are). Research the spy satellite to see everything in an area for a while. Needs time to recharge after each use.

19603×3 tiles950 health
150 wood200 steel100 oil

Defence and infrastructure

Bunker

Does not fire by itself: right-click it with soldiers to garrison them (they fire from the loopholes with extra range and cannot be hit). If the bunker falls, they come out.

19142×2 tiles850 health6 places
80 wood60 steel

Anti-aircraft emplacement

Fixed anti-air; upgrades every age: 7.7 cm BAK, twin Bofors, 8.8 cm Flak, S-75, Patriot. Needs soldiers as crew (right-click with soldiers).

19142×2 tiles760 health3 places
80 wood90 steel

Coastal battery

Heavy guns (later missiles) against ships; build near the water. Needs soldiers as crew (right-click with soldiers).

19142×2 tiles1100 health3 places
100 wood120 steel

Trench

Dug-in position for infantry. Soldiers inside take far less damage. Tanks and other tracked vehicles can cross it, wheeled vehicles cannot. Click and drag to dig a line.

19141×1 tiles380 health
10 wood

Wall

Blocks ground units.

19141×1 tiles450 health
12 wood

Road

Paved road. Infantry, vehicles and work crews move much faster on it than over rough terrain, and they prefer roads when picking a route. Cannot be shot at. Click and drag to lay a stretch; it connects to village roads and bridges.

19141×1 tiles200 health
5 wood

Rocket site

Fires on its own at long range, but inaccurate; grows every age: mortar pit, heavy mortar, rocket rails, tube launcher, long-range rocket. Max 4.

19142×2 tiles600 healthDesert Front
80 wood60 steel
Grows with the century

The anti-aircraft emplacement

You build an anti-aircraft emplacement once and it grows with your age, from a gun inside a ring of sandbags to a missile battery. It does need a crew of three soldiers.

19147.7 cm BAK
1925Twin Bofors 40 mm
19398.8 cm Flak 36
1960S-75 Dvina
2000Patriot with Goalkeeper

The harbour

Built on the coast, half on the water. Fishing boats come in here, and this is where you build your entire fleet, from steam drifter to Nimitz.

1914Great War
1925Interwar Years
1939Second World War
1960Cold War
2000Modern Age
Money makes war

Bank, stock exchange and war bonds

Ordinary storage only holds a limited amount of gold: 300 in the headquarters and 150 in a warehouse. The bank is a vault for 4000 gold and is named after your country's central bank: De Nederlandsche Bank, the Reichsbank and later the Bundesbank, the Bank of England or the Federal Reserve. The fuller the vault, the more layers of gold bars you see in the model.

  • The stock exchange: buy and sell food, wood, steel and oil in lots of 100 for gold. All players share the same prices. Buying drives the price up, selling pushes it down, and afterwards the price slowly drifts back.
  • War bonds: invest 100 + 100 × your age in gold and get 35% more back after 150 seconds. You can hold at most three at a time, and if the bank falls they become worthless.
  • Plunder: whoever destroys a vault makes off with half the gold, in a cloud of coins.
Bank in 1914
Bank with office tower

The bank in 1914 and from the Cold War onwards, with office tower

Intelligence & development centre

Research

The centre has a different name in every country: Bletchley Park and later GCHQ, the Artillerie-Inrichtingen and later TNO Defensie, the Heereswaffenamt, DARPA or the GRU. Every research topic has three levels and costs gold.

Firepower

High explosives · Improved shells · Cluster munitions175 / 400 / 750 gold
from 1925 / 1939 / 1960

Artillery, rockets and bombs deal +15% damage per level.

Bomb sights · Radar guidance · Precision guidance200 / 450 / 850 gold
from 1925 / 1960 / 2000

Aircraft +12% and missiles +15% damage per level.

Quick-firing guns · High-velocity shells · Stabilised guns175 / 375 / 750 gold
from 1925 / 1939 / 1960

Tanks, armoured cars and AA vehicles deal +15% damage per level.

Improved rifles · Automatic weapons · Modern assault rifles150 / 350 / 700 gold
from 1925 / 1939 / 1960

Infantry, machine guns, anti-tank and snipers deal +15% damage per level.

Protection

Armoured cockpit · Self-sealing fuel tanks · Stealth coating175 / 400 / 800 gold
from 1925 / 1939 / 2000

Aircraft take 12% less damage per level.

Rolled armour plate · Sloped armour · Composite armour175 / 400 / 750 gold
from 1925 / 1939 / 1960

Ground vehicles take 12% less damage per level.

Sandbags & barbed wire · Reinforced concrete · Modern fortification150 / 350 / 650 gold
from 1925 / 1939 / 1960

Buildings take 15% less damage; bunker garrisons and AA sites +10% damage per level.

Steel helmets · Flak vests · Kevlar body armour150 / 350 / 700 gold
from 1925 / 1939 / 1960

Infantry takes 12% less damage per level.

Strategy

Drill · Fire discipline · Combat training200 / 400 / 800 gold
from 1925 / 1939 / 1960

All units and defences reload 8% faster per level.

Reconnaissance · Radar · Satellite reconnaissance125 / 300 / 600 gold
from 1925 / 1939 / 1960

Units and buildings see 1 tile further per level.

Field medicine · Penicillin · Trauma care125 / 300 / 600 gold
from 1925 / 1939 / 1960

Medics and hospitals heal 30% more; training 8% faster per level.

Motorised supply · Mechanisation · Gas-turbine engines150 / 350 / 650 gold
from 1925 / 1939 / 1960

All units move 8% faster per level.

Field telephones · Radio coordination · Network warfare200 / 400 / 800 gold
from 1925 / 1939 / 2000

Ranged weapons +6% range per level.

Economy

Logistics · Engineering corps · Supply chain150 / 350 / 700 gold
from 1925 / 1939 / 1960

Gathering +12% and building +15% faster per level.

The radar station also has a research topic of its own: the spy satellite. A satellite ground station on the roof captures images that reveal everything in an area for 40 seconds, including units hiding in the dark.