Strategic Layer

Beyond the skirmish: how territory is captured, the order each faction builds its base in, and the campaign-map superweapons. Capture and build-order numbers are exact; the metagame buildings ship Russian-only text in the current build, so names below are editorial — the stats are from the files.

Capturing territory

Capture radius7.94
Capture rate10% / s
Full capture10s
Territory radius25

A single unit takes ~10s to flip a point; stacking more units speeds it up. Contested points stall until one side clears the other.

Campaign superweapons

Strategic-map structures that fire on a turn cooldown. Editorial English names.

Nuclear Silo

Launches a strategic nuke at any sector on the campaign map.

2000 cost · 2-turn cooldown

Siege Fort

Artillery strike against an adjacent sector.

2000 cost · 1-turn cooldown · 250 dmg · 2-sector range

Gear Factory

Converts minerals into gears each turn; can rush-build a tank squad.

1200 cost · 2-turn cooldown · +70 gears / turn

Capital City3 factions

A faction's strategic capital and army staging point.

army 100–150

Command Center3 factions

Grants one attack order per turn.

1000 cost

Faction build orders

How each faction's AI lays out its base, in priority order. The min/max counts are the AI's target spread — a useful template for your own openings against that faction.