Three slots, seven choices — and placement picks your plan
Support buildings
Every support building is 620 HP, takes a slot near your HQ, and until it's blown up it defines your plan. Some heal, some see, some build. Cancel a queued boat or drone and you get back what you haven't spent yet.
At a glance
- How many
- Three at most per team, one of each kind
- Toughness
- 620 HP each — they matter until they're gone
- Placement
- Slots around your HQ; Pens and slips want the coast; blocked if land units or scenery are in the way
- Cancel
- Queued boats/drones/tanks refund proportionally
Support buildings
You may build three support structures, one of each kind, around your HQ. Each claims a slot and blocks land paths the moment it lands.
The catalog
Costs are paid when construction succeeds. After it lands, any old move order that would now cross the building gets replanned so routes stay legal.
| Building | What it does |
|---|---|
| Field Workshop | Heals nearby friendlies and buildings steadily — the only way buildings heal |
| Radar Tower | Long-range sub reveal plus +16% weapon range inside 8 tiles — the anti-sub answer |
| Logistics Hub | Next tank a bit faster, deliveries a bit richer, Berliets rebuild to three |
| Sub Pen | Coastal dock that auto-launches I-400s every half minute, up to four |
| Barracks | Cycles 6 infantry types (rifle, AT, MG, Raider, Sentry, Warden), up to six |
| Boatyard | Coastal slip training Sea Shadow gunboats and Cutters, up to six |
| Drone Pad | Launches Aquilas one at a time, up to four |
Workshop and Radar — the reactive pair
A Workshop is your anchor when the front doesn't move — steady heals to everything nearby, including buildings, which otherwise never heal. Radar is your sub insurance — it lights enemy subs at long range for a short window so you can shoot them, with +16% weapon range for shooters within 8 tiles of the tower. Both are cheap and can swing a depot hold.
Who actually builds your army
Barracks and Pens just make a unit when their timer hits zero if you have supply and population. Boatyards and Drone Pads are queued — you order train/launch, a timer runs, and cancel refunds what's left. They all respect population caps and building cooldowns, and they all can set rally points just like the HQ.
- Pens and slips spawn right on the water by your HQ — keep the beach clear.
- Hub is the only building that also rebuilds Berliets and speeds your HQ — the economy pick when trucks live.
Which to pick
Three slots is the whole game. Hub if you own and can protect a depot. Workshop+Radar if the fight is static and subs are out. Barracks if you need bodies for depots, Boatyard if you need coastal screen, Drone Pad if infantry is everywhere. Don't pick three that do the same job.