Base structures, upgrades, and production mechanics
Your enclave is your fortress in the wasteland. Every building serves a purpose — from resource generation to military production to research advancement. Strategic building placement and upgrade prioritization separates thriving commanders from struggling survivors.
Buildings are organized into five categories, each serving a distinct role in your enclave's development.
Core
Command & control
1 building
Military
Troop production
3 buildings
Resource
Economy generation
3 buildings
Development
Research & tech
1 building
Defense
Base protection
2 buildings
The heart of your enclave. Upgrading unlocks new buildings, increases march capacity, and expands your territory.
Max Level
35
Unlocks At
CC 1
Function
Unlocks buildings & features
Train ground troops including Cyber-Hounds and Shield Bearers. Higher levels unlock advanced unit tiers.
Max Level
35
Unlocks At
CC 2
Function
Train ground units
Manufacture Assault Drones and aerial support units. Essential for balanced army composition.
Max Level
35
Unlocks At
CC 4
Function
Train aerial units
Train Railgun Snipers and long-range specialists. Critical for siege warfare and defense.
Max Level
35
Unlocks At
CC 6
Function
Train ranged units
Unlock technologies across Economy, Military, and Development trees. The key to long-term power.
Max Level
35
Unlocks At
CC 3
Function
Research technologies
Generates Energy, the primary resource for construction and research. Multiple plants stack production.
Max Level
35
Unlocks At
CC 1
Function
Produce Energy
Produces Alloys used for troop training and building upgrades. Essential for military expansion.
Max Level
35
Unlocks At
CC 1
Function
Produce Alloys
Generates Data Credits, the soft currency used for hero upgrades and gear enhancement.
Max Level
35
Unlocks At
CC 5
Function
Produce Data Credits
Reconstitutes fragmented troops after battle. Capacity determines how many troops can recover simultaneously.
Max Level
35
Unlocks At
CC 3
Function
Heal wounded troops
Your first line of defense. Higher levels increase durability and unlock defensive emplacements.
Max Level
35
Unlocks At
CC 2
Function
Base defense
Command Center upgrade requirements scale exponentially. These milestones represent key progression gates.
| CC Level | Time | Energy | Alloys | Prerequisite |
|---|---|---|---|---|
| Level 5 | 2h | 50K | 30K | Research Lab 3 |
| Level 10 | 8h | 500K | 300K | Research Lab 8 |
| Level 15 | 1d 4h | 2.5M | 1.5M | Research Lab 13 |
| Level 20 | 3d | 10M | 6M | Research Lab 18 |
| Level 25 | 7d | 50M | 30M | Research Lab 23 |
| Level 30 | 14d | 200M | 120M | Research Lab 28 |
| Level 35 | 30d | 1B | 600M | Research Lab 33 |
Speed-Up Economics: At 1 Quantum Core = 1 minute of acceleration, reaching CC 35 from CC 30 would cost approximately 43,200 Cores (~$432) to instant complete. VIP discounts and event bonuses can reduce this significantly.
Resource buildings generate passive income. Multiple buildings of the same type stack additively.
| Building | Level 1 | Level 10 | Level 20 | Level 35 |
|---|---|---|---|---|
| Power Plant | 100/hr | 1,000/hr | 10,000/hr | 100,000/hr |
| Alloy Foundry | 80/hr | 800/hr | 8,000/hr | 80,000/hr |
| Data Center | 50/hr | 500/hr | 5,000/hr | 50,000/hr |
6 slots
Max production: 600,000 Energy/hr at Level 35
6 slots
Max production: 480,000 Alloys/hr at Level 35
4 slots
Max production: 200,000 Data/hr at Level 35
Build queues are the primary time-gating mechanism. Additional queues are unlocked through VIP progression.
Default
-
VIP 5
$3,500
VIP 12
$40,000
Default
-
VIP 9
$15,000
VIP 18
$250,000
Monetization Insight: Build queues are one of the highest-value VIP unlocks. Players with multiple queues progress 2-3x faster, creating strong incentive to reach VIP 5 early.
Optimal building upgrade order for new players to maximize early-game progression.
Unlocks everything else
Tech unlocks are permanent
Energy bottleneck is common
Troop power = combat power
Reduces troop loss costs
Troop training requires alloys
Defense before offense
Hero upgrades are secondary