Facilities
Once you have reached the rank of Lieutenant Colonel, you can build facilities.
Building facilities helps your team as a whole. When your team has 100% control of a country, you can spend your funds on facilities in that country. Each facility takes up 1km^2 of free land.
Facilities Overview
| Facility | Cost | Description |
|---|---|---|
| Ground defence | $2,000,000 | Defends against attacks from infantry and vehicles and prevents your team from losing 100% control of a country. |
| Air defence | $2,000,000 | Defends against aircraft attacks and has a small chance to intercept nuclear weapons. Not necessary to maintain 100% control of a country. |
| Factory | $10,000,000 | Produces moderate income but is vulnerable to enemy attacks. Generates three times as much income as mines. |
| Mine | $5,000,000 | Produces low income but is more difficult to destroy than factories. Generates one third as much income as factories. |
| Oil rig | N/A | Produces a high but variable amount of income. Generates around 50 to 80 times as much income as factories. (Cannot be built by players) |
Defenses
- Ground defenses can be placed ones a country reaches 100%, it will then keep the country at 100% control. Should an Enemy Bomber destroy all of the GDs, the country will start losing control.
- Air defenses do not impact the control of a country.
- Ground defences and air defences also assist in battle. If an attacking player has infantry or vehicles, they will take damage from the ground defences in the country when attacking an enemy player (but not when defending). If an attacking player has aircraft, they will take damage from air defences in the country when attacking an enemy player (but not when defending). For this reason, invading forces often destroy ground defences and air defences prior to attacking. Naval takes no damage from GDs or ADs.
Income Facilities
At the beginning of a round, each country starts with a default number of factories, mines and/or oil rigs. If a team has 100% control of a country, income from the facilities are added to the team vault each hour. Over the course of a round, peaceful countries with little conflict will see their factories, mines, and oil rigs slowly increase.
Facility Income Comparison
| Facility | Income per Day | Life | Days to Pay for Itself |
|---|---|---|---|
| Factories | $1.5m | Less life per $ than mines | 6.66 days |
| Mines | $500k | More life per $ than facs | 10 days |
| Rigs | $75m - $125m (random) | Indestructible (nukes can destroy) | Cannot be built |
Bombing Operations
Operations, such as those performed by special ops, jeeps with the bombing ability, aircraft with the airstrike ability and some naval, are able to destroy ground defences, air defences, factories and mines. Oil rigs cannot be destroyed or constructed. For this reason, players will usually construct factories or mines in their spawns to protect them from bombing raids.