Back to the manual

RECO.GAMES / MANUAL / 02

Building up.

The command centre can build the moment it stands. Everything after that is a chain: power carries the economy, the economy carries the factory, the factory carries everything else.

The build order

This order works for every faction. Costs and build times come from the game data; under a power shortage everything takes twice as long.

BuildingCostBuild timePowerRequires
1Power plantWithout power nothing runs properly. One plant supplies 100 units.1,2007:00+100Command centre
2RefineryTakes the extractor loads. Until it stands, your extractor earns nothing.2,50012:00−30Power plant
3BarracksInfantry is cheap, quick, and unlocks the first defences.9006:00−10Power plant
4Vehicle factoryTanks, scouts, more extractors — and crawlers for the next base.3,00015:00−40Refinery
5Radar towerReal reconnaissance, and the prerequisite for airfield, missile battery and research.1,50010:00−40Refinery
6WorkshopRepairs damaged vehicles within 300 m. Cheaper than replacements.1,2005:00−20Vehicle factory
7AirfieldAircraft, rearming, and reconnaissance that reaches further than any road.2,50015:00−40Radar tower
8Research centreUnlocks the heavy units of your faction.4,00020:00−60Radar tower + Vehicle factory

Power

Every power plant supplies 100 units of power and almost every other building consumes some. When power runs short, production halves and defences switch off — and the worst moment for that is always the moment it happens.

BuildingPowerCostBuild time
Power plant+1001,2007:00
Research centre−604,00020:00
Vehicle factory−403,00015:00
Radar tower−401,50010:00
Airfield−402,50015:00
Shipyard−403,00015:00
Refinery−302,50012:00
Missile battery−251,5008:00
Workshop−201,2005:00

Economy

There are two sources of income: deposits and the city. Both take time, neither scales freely.

Deposits

An extractor mines 25 credits per second and delivers a full load worth 1,000 credits to the refinery. Deposits regrow slowly (0.4 per second), but they are finite enough that it pays to find the next one before the first runs dry.

Base income

Every command centre provides 1.5 credits per second — 90 per minute. That keeps you alive, no more.

Selling and repairing

A sold building refunds half its cost. A full repair costs 30 per cent of the build cost. A finished building that has not been placed yet can be cancelled for a full refund.

The city

Next to the military chain sits a civilian one: people, food, consumer goods, education, taxes. It is slower, it costs no ammunition, and in the end it carries more than any deposit.

A settlement of housing blocks, a market hall and two high-rises connected by roads.
A settlement that has grown up: housing blocks, market hall, school and two high-rises, tied together by the roads of a transport hub.

Housing block

600 credits · 3:20 · −3

Homes for 40 people. New arrivals need food; residents fill jobs.

Requires: Command centre

Farm

700 credits · 3:53 · −2

6 jobs produce up to 48 food per game minute.

Requires: Housing block

Market hall

900 credits · 5:00 · −4

Buy and sell food and consumer goods with a local trader. Finite stock and a finite till.

Requires: Housing block

Manufactory

1,000 credits · 5:33 · −8

8 jobs produce up to 7.2 consumer goods per game minute.

Requires: Housing block + Power plant

School

1,200 credits · 6:40 · −5

60 study places, up to 1.5 new qualified workers per game minute. Needs consumer goods and a running budget.

Requires: Housing block + Power plant

Training centre

1,700 credits · 9:27 · −8

24 further study places, up to 3.6 new qualified workers per game minute. Complements the school.

Requires: School

Office building

1,800 credits · 10:00 · −10

20 office jobs for qualified workers. Consumes goods and generates income.

Requires: School

Transport hub

1,600 credits · 8:53 · −6

Opens up clear land routes within 1.2 km. Supports up to 300 additional residents; without transport a settlement stays small.

Requires: Housing block + Power plant

High-rise

4,000 credits · 22:13 · −18

A mixed city block: homes for 160 people and 40 office jobs.

Requires: Office building + Training centre

How large a settlement may grow

Village

up to 80 residents

Housing blocks alone carry a village. Beyond this point more housing does not help.

Town

up to 400 residents

A transport hub opens up buildings over clear land routes within 1.2 km and supports up to 300 additional residents. Buildings that are not connected do not count.

City

above that

Only high-rises carry more: 160 homes and 40 office jobs each. A connected housing block becomes a high-rise on the spot for 3,400 credits once an office building and a training centre stand.

Excess population drifts away. Missing infrastructure lowers production, education and tax income — an overcrowded settlement is worse than a smaller one that works.

Defence

Defences are cheaper than armies, but they stand still. They need power — under a shortage they switch off.

BuildingCostBuild timePowerHit pointsDamageRequires
Bunker6004:00090010 Bullet · 500 mBarracks
Gun turret8005:00−1060065 Shell · 950 mBarracks
Anti-air gun1,0005:00−1550035 Flak · 1.6 kmBarracks
Missile battery1,5008:00−2560095 Missile · 3.2 kmRadar tower
Coastal battery2,00010:00−20800210 Shell · 4.2 kmResearch centre

A workshop repairs damaged vehicles within 300 metres while there is money; the “return” order sends a vehicle there by itself. Aircraft rearm at the airfield — a strike fighter carries two bombs per sortie.

Expansion

A second base

A crawler from the vehicle factory deploys into another command centre. Lose your headquarters but keep a factory and that is how you come back.

By sea and air

A landing ship carries eight ground units across the sea, a transport helicopter six over any terrain, an APC five infantry. Ships are boarded from the adjacent coast cell.

Capture instead of destroy

An engineer captures a foreign building by entering it — and is consumed doing so. At a command centre all remaining property changes hands with it.

A shipyard on a cliff coast with a naval group on the open sea.
A shipyard on a cliff coast and a naval group at sea. Shipyards can only be built on the coast; from here the map continues across the water.

Limits

Barracks
1 to 4One more per 100 supported residents and 25 qualified workers.
Factory, airfield, shipyard
1 to 2 eachBuild queues count. Captured buildings do not raise the cap.
Units
200Per player, across the whole world.
Buildings
80Per player, including defences and civilian buildings.
Build radius
2.5 kmAround each of your buildings. The same radius is your territory claim.