General Clumsy

Buildings

A building goes up on a tile next to the engineer, on grassland only: forest, hill or marsh must be cleared first. The work takes the number of turns shown for a single engineer; several engineers help each other and go faster.

Barracks

Barracks

Trains foot soldiers and the mortar. Next to it, infantry rests at night.

Factory

Factory

Builds tanks, guns, trucks and other vehicles. The largest building, and the best shelter.

Heliport

Heliport

Two tiles: the hangar and its landing pad to the south. Builds helicopters, which land and refuel there.

Hospital

Hospital

Heals 3 hit points each turn for every foot soldier touching it, mortar included.

Workshop

Workshop

Repairs 3 hit points each turn for every motor vehicle touching it, except helicopters.

Depot

Depot

Stores ammo and fuel; neighboring units help themselves, supply trucks load up here.

Refinery

Refinery

Produces fuel every turn, for supply trucks to load.

Powder mill

Powder mill

Produces ammo every turn, for supply trucks to load.

Watchtower

Watchtower

Sees 12 tiles, beyond the fog, even spots camouflaged units and relays the radio of allied drones within 8 tiles of it: from 8 to 12 tiles from the operator.

Victory point

Victory point

A neutral building placed on the map. An engineer takes it by staying 2 turns with no enemy within 4 tiles. Once taken, it lights up the surroundings for its side.

Under fire. An enemy building, finished or under construction, can be targeted and takes full damage, with no cover. Destroyed, it leaves a wreck that an engineer must clear. Nobody crosses a finished building or a construction site.

Engineering works

Right-click the engineer, then pick the work and its tile. The time shown is for a single engineer; destroying a work goes twice as fast as building it.

Bridge

Bridge

Crosses the river, on a straight stretch.

Road

Road

Speeds up movement: a road tile costs half as much as grassland, and ignores mud and snow.

Trench

Trench

Cover for those inside, but slows movement.

Bunker

Bunker

The best cover, closed to vehicles.

Barbed wire

Barbed wire

Slows infantry; vehicles crush it.

Dragon's teeth

Dragon's teeth

Stop vehicles, barely hinder infantry.

Mine

Mine

Invisible to the enemy: 3 damage to whoever enters. Laid in half a turn of work. An engineer spots enemy mines within 2 tiles, then Defuse.

The engineer's orders

Build
A building or a work, on a free neighboring tile.
Clear
Turns forest, hill, marsh, crater, scorched earth or a ruined village into grassland, or clears a wreck.
Destroy
Tears down a work, twice as fast as it was built.
Raze
Razes a building, even your own, or clears a ruin.
Repair
Repairs a neighboring vehicle, building or work each turn. The only way to repair a towed gun.
Mine, Defuse
Lays a mine, or removes a spotted one.
Undo
A work in progress carries on by itself each turn; this button stops it.
Teamwork
One or more engineers can help another one build.
Engineer

Engineer

Fragile and unarmed: he works behind the line, or under the infantry's protection. Only he can take victory points.

Output

Pick a unit in a finished building: it builds it on its own, turn after turn, without tying anyone up. The recruit comes out on the first free neighboring tile — a helicopter, on the heliport's pad. A new unit arrives full of ammo and fuel, except the supply truck, delivered with no ammo and a half-empty tank: the factory is cutting costs.