Buildings
All ten, what they do, and where they belong.
The cost column is relative to a FOB, because that ratio is the same on every map. Absolute prices are not: on the full world map everything costs about × its base price. The action bar in game always shows the real number.
Where to put things
Half of these buildings do nothing at all in the wrong place.
- Defence goes on the front. A bunker in the middle of your territory protects land nobody is attacking. Artillery at home shortens no war.
- Economy goes in the back. FOBs, cities and industry work the same wherever they stand, so put them where they will not be captured. Anything you build can be taken with the ground it stands on.
- Expensive unlocks go deepest. Airbase and missile silo are the two priciest things in the game. Losing one to a border push you did not see coming is the most costly mistake available.
- Harbours must touch water — and a lone harbour earns nothing. They pay only in pairs on the same sea, see Air, sea & missiles.
Stacking
Bunkers and artillery are the two buildings whose radius overlaps usefully, so they are the two with a stacking rule. Putting one inside the radius of another of the same type multiplies its price by × for each one already there — up to . Effect stops improving at in one place, and so does the price, which means a fifth in the same spot buys nothing at all.
Practically: two or three deep on a border you must hold is a strong, expensive wall. Spreading them along the border instead is cheaper and covers more. Which is right depends on whether you are holding a line or a doorway.
Prices rise as you build
Every type gets more expensive the more of it you own, independent of the stacking surcharge. Your tenth FOB costs far more than your first. This is why a broad mix usually beats going all-in on one building, and why the runaway leader cannot simply buy the map.
Order of business
There is no single build order — the map, your doctrine and your neighbours decide. But as a shape:
- FOB early. Cheapest thing on the list and it compounds, so it pays for itself fastest.
- City when you hit the cap. Not before. Watch the troop bar — if it sits full, you are throwing growth away.
- Bunker when someone touches you. Reactive by design; you rarely need one before you have a hostile neighbour.
- Industry once you are stable, because it pays off over time rather than now.
- Air and naval when you have a reason — an airport for the strike you actually want to make, a harbour for the sea you actually share.