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

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

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

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

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

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

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

Produces fuel every turn, for supply trucks to load.

Produces ammo every turn, for supply trucks to load.

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.

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.
that an engineer must clear. Nobody crosses a finished building or a construction site.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.

Crosses the river, on a straight stretch.

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

Cover for those inside, but slows movement.

The best cover, closed to vehicles.

Slows infantry; vehicles crush it.

Stop vehicles, barely hinder infantry.

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.

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