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Construction Yard :: Power Plant :: Ore Refinery :: Barracks :: War Factory

Construction Yard
Cost: 3000 Armor: Medium
Strength: 125 Power: 0
Site: 8

The Construction Yard is the heart of your base, the key structure that allows you to build all other buildings from walls to Weather Control Devices. Best to make it the literal heart of your base as well, keeping it out of harm's way by nestling it in the center of your base's layout, protecting it with a variety of ground and anti-air defense. And don't forget walls -- many a Construction Yard has been sold at the hands of a sneaky engineer because a player forgot to wall it in.

Power Plant
Cost: 800 Armor: Light
Strength: 750 Power: +200
Site: 4

Power plants fuel your base. Without power, your radar doesn't operate and advanced structures such as Gap Generators suffer as well. Placement is key when it comes to Power Plants. Since a well-planned enemy strike can cripple your power grid, it's best to spread your Power Plants out; clustering them together makes them vulnerable to a concentrated attack.

Ore Refinery
Cost: 2000 Armor: Light
Strength: 1000 Power: -50
Site: 6

Ore Refineries (and Chrono Miners) are the lifeblood of your base's economy. Crucial to keeping your flow of credits smooth and uninterrupted is making sure you have at least three or four Chrono Miners per Refinery -- their chrono-shifting ability means they don't cause traffic jams. Spread your Refineries out and protect them well, especially from aerial assault

Cost: 500 Armor: Strong
Strength: 500 Power: -10
Site: 5

Barracks produce all infantry units, from GIs to Chrono Legionnaires. Since it's well armored, the Barracks can take quite a beating and it usually isn't the first structure targeted by an enemy.

War Factory
Cost: 2000 Armor: Light
Strength: 1000 Power: -25
Site: 4

The War Factory is the production center for vehicles, crucial for heavy-duty machinery such as Grizzlies, Mirage Tanks and Prism Tanks. Keep it well protected, as it's a vital branch on your tech tree.