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
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.
Launches a strategic nuke at any sector on the campaign map.
2000 cost · 2-turn cooldown
Artillery strike against an adjacent sector.
2000 cost · 1-turn cooldown · 250 dmg · 2-sector range
Converts minerals into gears each turn; can rush-build a tank squad.
1200 cost · 2-turn cooldown · +70 gears / turn
A faction's strategic capital and army staging point.
army 100–150
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.
- 1
Supply depot×3 - 2
Processing plant×2–4 - 3
Construction crane - 4
Turret "AK-30"×4–5 - 5
Repair site×2 - 6
Barracks×3–4 - 7
Machinery plant×2–3 - 8
Storage×2
- 1
Supply depot×5–7 - 2
Cleaning center×2 - 3
Construction crane - 4
Plasma turret×4–6 - 5
Repair site×1–2 - 6
Light Infantry Workshop×3–4 - 7
Mechanoid Factory×2–3 - 8
Storage×3–4 - 9
Strange anti-aircraft gun×2–3
- 1
Stomach of prey×2–3 - 2
Construction crane×1–2 - 3
Spit turret×4–5 - 4
Strange anti-aircraft gun×2–3 - 5
House of Mutants×3–4 - 6
Formative house×3–4 - 7
The Creator of Flies×1–2 - 8
Bio bubble×6–7 - 9
Subterranean worm×6–7
- 1
Ball silos×5–6 - 2
Processing plant×2–3 - 3
Militants' hut×3–4 - 4
Engine shop×2–3 - 5
Aircraft pit×2 - 6
Repair site - 7
Antiaircraft gun×3–4 - 8
Strange anti-aircraft gun×1–2