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.
RECO.GAMES / MANUAL / 02
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.
This order works for every faction. Costs and build times come from the game data; under a power shortage everything takes twice as long.
| Building | Cost | Build time | Power | Requires |
|---|---|---|---|---|
| 1 | 1,200 | 7:00 | +100 | Command centre |
| 2 | 2,500 | 12:00 | −30 | Power plant |
| 3 | 900 | 6:00 | −10 | Power plant |
| 4 | 3,000 | 15:00 | −40 | Refinery |
| 5 | 1,500 | 10:00 | −40 | Refinery |
| 6 | 1,200 | 5:00 | −20 | Vehicle factory |
| 7 | 2,500 | 15:00 | −40 | Radar tower |
| 8 | 4,000 | 20:00 | −60 | Radar tower + Vehicle factory |
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.
| Building | Power | Cost | Build time |
|---|---|---|---|
| +100 | 1,200 | 7:00 | |
| −60 | 4,000 | 20:00 | |
| −40 | 3,000 | 15:00 | |
| −40 | 1,500 | 10:00 | |
| −40 | 2,500 | 15:00 | |
| −40 | 3,000 | 15:00 | |
| −30 | 2,500 | 12:00 | |
| −25 | 1,500 | 8:00 | |
| −20 | 1,200 | 5:00 |
There are two sources of income: deposits and the city. Both take time, neither scales freely.
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.
Every command centre provides 1.5 credits per second — 90 per minute. That keeps you alive, no more.
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.
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.


Homes for 40 people. New arrivals need food; residents fill jobs.
Requires: Command centre

6 jobs produce up to 48 food per game minute.
Requires: Housing block

Buy and sell food and consumer goods with a local trader. Finite stock and a finite till.
Requires: Housing block

8 jobs produce up to 7.2 consumer goods per game minute.
Requires: Housing block + Power plant

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

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

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

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

A mixed city block: homes for 160 people and 40 office jobs.
Requires: Office building + Training centre
Housing blocks alone carry a village. Beyond this point more housing does not help.
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.
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.
Defences are cheaper than armies, but they stand still. They need power — under a shortage they switch off.
| Building | Cost | Build time | Power | Hit points | Damage | Requires |
|---|---|---|---|---|---|---|
| 600 | 4:00 | 0 | 900 | 10 Bullet · 500 m | Barracks | |
| 800 | 5:00 | −10 | 600 | 65 Shell · 950 m | Barracks | |
| 1,000 | 5:00 | −15 | 500 | 35 Flak · 1.6 km | Barracks | |
| 1,500 | 8:00 | −25 | 600 | 95 Missile · 3.2 km | Radar tower | |
| 2,000 | 10:00 | −20 | 800 | 210 Shell · 4.2 km | Research 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.
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.
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.
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.
