Structures
Global Triumph · HelpStructures are fixed installations you build on your sectors. Unlike units, they don't move — they do their job in place, cycle after cycle, until destroyed. This page covers the Defense Turret, the Refinery, the Supply Depot, the Bunker, the Surveillance Center, and the two mine types.
Defense Turret
The workhorse of anti-air defense and spy detection.
- Cost: $500
- Strength: 100, Armor: 4, Upkeep: $25
- Fire range: 2 sectors, Fire power: 70
- Built by: Construction Truck (placement on any owned land sector).
- Research: Infrastructure track, position 3.
What Turrets do
- Intercept air units at 100% effectiveness. When enemy Jets, Missiles, Warheads, Spy Planes, Helicopters, or Paratroopers fly through a sector within 2 hops of a Turret, the Turret fires on them (with distance falloff). A single Turret can deal substantial damage to a passing plane. Two Turrets on a flight path can shoot down most air units outright.
- Detect Spies and Submarines automatically. Any enemy Spy within 1 hop of a Turret is detected (the Turret's country gains intel on it), and a Spy that tries to enter the Turret's own sector is captured and destroyed. Similarly, an enemy Submarine within 1 hop of a coastal Turret is exposed (revealed but not killed).
Where to place them
- Around your capital. Nuke deterrence — any approach to your capital runs through turret coverage.
- Around your Air Bases and Sea Bases. Protects your production infrastructure.
- Covering your Refineries. Refineries are high-value income targets; Turrets force the enemy to commit Missiles (expensive) rather than cheap Jets.
- On chokepoints along invasion routes. A Turret line along a mountain pass makes air support over that front prohibitively expensive.
Up to 3 Turrets per sector can be placed, letting you stack defenses on a particularly critical location.
Turrets can be repaired when damaged and sold for a 40% refund (scaled by current strength).
Refinery
The economic structure that makes frontier territory pay.
- Cost: $1,500
- Strength: 100, Armor: 2, Upkeep: $50
- Radius: 3 sectors.
- Built by: Construction Truck (any owned land sector).
- Research: Infrastructure track, position 15.
How Refineries work
Your country automatically processes resources from your heartland (roughly 5% of the world's land, nearest your capital). Sectors beyond the heartland threshold pay nothing unless covered by a Refinery.
A Refinery extracts resources from every sector within 3 hops of it, subject to two rules:
- Sectors already covered by your heartland gain nothing from the Refinery. Don't waste a Refinery in your core.
- Overlapping Refinery coverage does not stack. Two Refineries whose radii include the same sector only process that sector once.
Refineries also have a second, less obvious effect: every sector inside a Refinery's radius counts as partially covered territory for the diminishing-returns formula, softening the scale-down applied to your total resource income. A sprawling empire recovers some — but not all — of its diminishing-returns penalty by carpeting more of its land with Refineries. See Economy.
The Economy map mode highlights heartland, Refinery-covered, and unprocessed sectors so you can see exactly where a new Refinery would pay off.
Where to place them
- On recently captured frontier territory — the faster you convert conquest to income, the faster you fund the next push.
- Near resource-rich regions. The Resources overlay shows where the richness is concentrated. Drop Refineries where you can cover multiple high-value sectors.
- Where you can defend them. A Refinery that gets destroyed next cycle isn't an asset. Pair Refineries with Turrets, or place them behind your front line.
Losing a Refinery
Refineries are soft — armor 2, strength 100. A single Missile strike often destroys one. When you're under pressure, consider:
- Repairing damaged Refineries (Phase 5).
- Scorching (destroying yourself before capture — see Comeback).
- Selling for a 40% partial refund.
Destroying an enemy's Refineries is one of the highest-leverage offensive moves — it erases their frontier income without touching their heartland.
Supply Depot
A forward logistics anchor that extends the supply network without the cost or footprint of a full Land Base.
- Cost: $1,000
- Strength: 150, Armor: 1, Upkeep: $30
- Supply radius: anchors upkeep distance from this sector outward.
- Built by: Construction Truck (any owned land sector — no Land Base, Bunker, or Surveillance Center on the sector).
- Research: Infrastructure track, position 9.
A Supply Depot occupies the same on-map position as a Land Base, so the two can't share a sector. A Bunker uses the same slot too, so Depot and Bunker can't share a sector either.
How Supply Depots work
A Supply Depot seeds the same upkeep-distance graph as a Land Base — every friendly land or air unit measures its distance to the nearest Land Base or Supply Depot when computing its upkeep multiplier. Drop a Depot on the frontier and any units near it pay near-base upkeep rather than long-distance rates.
Depots are far cheaper than Land Bases ($1,000 vs $2,500), build faster, and have lower upkeep ($30 vs $100) — but they don't produce units and they're more fragile (150 strength vs 1,000, armor 1 vs 5). Use them when you want to push your supply network forward without committing to a production hub.
Where to place them
- Along sustained offensive corridors — every few sectors of advance, drop a Depot to keep upkeep from spiking.
- In sea-front rear areas where your ships rely on Sea Bases but your accompanying land units need a closer anchor. (Note: sea units don't use Depots — they only feed off Sea Bases.)
- Behind Turret lines — Depots are soft, so park them where they're already defended.
Depots can be repaired and sold for the standard 40% × strength refund.
Bunker
A hardened defensive position that toughens up whatever's defending the bunker's sector.
- Cost: $1,500
- Strength: 300, Armor: 5, Upkeep: $20
- Defender armor bonus: +3 (applies to all units defending the bunker's sector).
- Built by: Construction Truck (any owned land sector — no Land Base, Supply Depot, or Surveillance Center on the sector).
- Research: Infrastructure track, position 12.
Bunkers occupy the same on-map position as a Land Base (and Supply Depot), so they can't share a sector with either. Pick the role for that sector: production hub (Land Base), forward supply anchor (Supply Depot), or defensive hardpoint (Bunker).
How Bunkers work
When an enemy attacks a sector containing one of your Bunkers, every friendly unit defending the sector gets +3 effective armor for the duration of the fight. An Infantry (armor 1) defends like a Tank (armor 4); a Tank (armor 3) defends like a Transport (armor 6). The bonus stacks on top of terrain modifiers and the held-since defender bonus.
The Bunker only contributes when defending its own sector — units that attack out of a bunker sector get no benefit at their destination. Bunkers are pure defensive infrastructure.
A Bunker is also a tough structure in its own right: 300 strength (3× a Turret or Refinery) and armor 5, so air strikes have to commit serious payload to crack it.
Where to place them
- On your capital sector. Combined with terrain bonuses and held-since fortification, a capital Bunker makes the final defense extremely punishing.
- At chokepoints you must hold — mountain passes, the only land bridge to your peninsula, the sector hosting your only Refinery cluster.
- Around Air and Sea Bases to keep them hard to overrun even when air defense fails.
Bunkers can be repaired and sold for the standard 40% × strength refund.
Surveillance Center
A high-end intel structure: pure-radius vision plus passive detection of nearby hidden enemies.
- Cost: $8,000
- Strength: 500, Armor: 2, Upkeep: $60
- Vision range: 5 sectors. Detection range: 5 sectors.
- Built by: Construction Truck (any owned land sector — the sector must hold no other base or structure apart from Defense Turrets).
- Research: Infrastructure track, position 21.
A Surveillance Center is exclusive: no Land/Sea/Air Base, no Refinery, no Supply Depot, no Bunker can share its sector. The only structure it tolerates as a sector-mate is the Defense Turret — keep Turrets around the Center and nothing else.
How Surveillance Centers work
A Surveillance Center contributes two things to its owner's intel:
- Vision — every sector within 5 hops of the center is current every cycle, no scouting required. This is a much wider permanent vision footprint than the few-hop band around your borders and units.
- Hidden-unit detection — at the end of each cycle, the Center scans all enemy Spies and Submarines within 5 hops and generates a fuzzy 7-sector "blob" around each one on your map. You see somewhere a Spy is in this area without seeing the exact sector. Blobs are wiped and regenerated each cycle, so a stationary Spy doesn't get pinned down by inference across multiple cycles — you have to act on the lead while it's fresh.
The Center itself is reasonably tough (500 strength, armor 2) but expensive — at $8,000 it's the most costly non-base structure in the game and sits at the end of the Infrastructure track.
Where to place them
- Covering high-value rear assets — capital, Air Bases, Refinery clusters. A Center turns the entire surrounding area into permanent intel coverage.
- Near suspected Spy ingress routes — front-line Spies have to cross your territory to reach the interior; a Center along that approach forces them into the detection blob.
- Not on the active front line — they're expensive and don't fight. Keep them in territory you actually control.
Centers can be repaired and sold for the standard 40% × strength refund.
Land Mine
Invisible area denial for land sectors.
- Cost: $600
- Strength: 100, Armor: 0, Upkeep: $0
- Built by: Mine Layer (land unit) — not Construction Truck.
How Land Mines work
- Invisible to enemies. Your own country always sees its own mines, and active treaty partners can see each other's mines — so allies don't blunder into each other's minefields.
- Enemy countries can also surface a mine if they have a friendly Mine Layer in the mined sector or on a directly adjacent sector (mine layers detect nearby mines).
- When any enemy unit enters a mined sector, the mine triggers and is consumed (destroyed). Paratroopers landing on a mined sector also trigger the mine — paradrops can no longer bypass a minefield.
- A unit that survives the trigger stops moving for that cycle. The attack order stays queued and resumes next cycle.
- One mine per sector — laying onto an already-mined sector is a no-op.
- Mines retain their original owner across capture — if you take a mined sector, the mines stay; if an enemy unit then enters, the trigger fires against them as it would have against you.
- Not sellable — preventing refund exploits.
Trigger resolution
The mine deals armor-scaled damage with a small randomness factor. Damage is calibrated so an average chain of mines kills a unit at the count below:
| Armor | Damage per mine | Avg mines to kill |
|---|---|---|
| 0 (Spy) | 80–100 HP | 1 |
| 1 (Infantry, Rebel, Paratrooper) | 40–60 HP | 2 |
| 2 (Jeep, Helicopter, Spy Plane, Mine Layer, Sea Mine Layer) | 28–40 HP | 3 |
| 3 (Tank, Truck, Warship, Submarine, Jet, Missile) | 17–25 HP | 5 |
| 4 (Transport, Carrier, Frigate) | 14–22 HP | 6 |
A Spy that walks onto a mine almost always dies on the spot. A Tank walking a chain of 5 mines ends up dead — but each individual mine just damages and stops it, so the kill takes 5 cycles of advance. Stacking mines along a chokepoint is the way to actually destroy attackers; a single mine just bloodies and delays.
Mine Layers auto-sweep mines they enter — they take no damage and the mine is destroyed. Bring one along if you expect mined terrain.
Tactics
- Mine borders. A ring of mines around your key territory forces enemies to send Mine Layers first or pay damage for every advance.
- Mine chokepoints. Mountain passes, narrow peninsulas, bridge endpoints — any terrain the enemy has to cross is mine gold.
- Clear enemy minefields with your own Mine Layers — they can sweep (remove) mines safely.
- Don't over-mine. Mines cost money and occupy Mine Layer cycles. A few well-placed mines are worth more than a carpet.
Sea Mine
Invisible area denial for water sectors.
- Cost: $600
- Strength: 100, Armor: 0, Upkeep: $0
- Built by: Sea Mine Layer (sea unit).
How Sea Mines work
Same rules as Land Mines (armor-scaled damage from the table above, ship stops for the cycle), but deployed on water sectors. Surface ships and Submarines can both trigger them. A Warship takes 17–25 HP per mine and dies in roughly 5 hits; Transports/Carriers/Frigates (armor 4) take 14–22 HP and need 6. A single mine alone won't sink an armored ship, but a chain along an invasion lane will pulp the fleet — and a stop-per-mine effectively grounds the advance until the survivors push through.
Sea Mine Layers auto-sweep enemy mines without taking damage.
Tactics
- Mine your coastlines around Sea Bases to discourage enemy raids.
- Mine approaches to Transports' likely unloading coasts — forces the enemy to sweep before invading.
- Subs can't see mines either. A sea minefield counters stealthy submarine approaches just as well as surface ships.
- Sea Mine Layers sweep enemy mines. If an enemy is mining a strait you want to cross, a Sea Mine Layer makes the crossing safe.
Structure limits per sector
Sector limits on structures:
- Refinery: max 1 per sector. Can't share a sector with a Surveillance Center.
- Defense Turret: max 3 per sector. Always allowed (the only structure permitted on a Surveillance sector).
- Supply Depot: max 1 per sector. Can't share a sector with a Land Base, Bunker, or Surveillance Center.
- Bunker: max 1 per sector. Can't share a sector with a Land Base, Supply Depot, or Surveillance Center.
- Surveillance Center: max 1 per sector. Can't share a sector with any other base or structure except Defense Turrets.
- Mines: max 1 per sector — a Mine Layer trying to lay onto an already-mined sector will move past without consuming the cost.
Land Base, Supply Depot, and Bunker share the same on-map slot (the top of the sector icon ring), so at most one of those three can ever be on a sector. The Surveillance Center also uses that top slot but additionally clears the rest of the sector — only Turrets coexist with it.
Bases and structures do not count toward the 1-unit stacking cap — a sector can hold a Land Base, a Refinery, a Turret, and a combat unit all at once.
Repair and sell summary
| Structure | Repair | Sell refund | Notes |
|---|---|---|---|
| Defense Turret | Yes, Phase 5 | 40% × strength/100 | Built by Truck. |
| Refinery | Yes, Phase 5 | 40% × strength/100 | Built by Truck. |
| Supply Depot | Yes, Phase 5 | 40% × strength/100 | Built by Truck. |
| Bunker | Yes, Phase 5 | 40% × strength/100 | Built by Truck. |
| Surveillance Center | Yes, Phase 5 | 40% × strength/100 | Built by Truck. |
| Land Mine | No | Not sellable | Built by Mine Layer. |
| Sea Mine | No | Not sellable | Built by Sea Mine Layer. |
Mines are intentionally non-sellable — otherwise you could lay, sell, relay mines as a refund exploit.
Next: Nuclear Weapons — the ultimate deterrent.