Skip to content
Part 4
Deadlock

Part 4

Learn about Deadlock buildings like the Military Airbase, Fuel Depot, and various defense structures, including their costs and requirements.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn about Deadlock buildings like the Military Airbase, Fuel Depot, and various defense structures, including their costs and requirements.

Airport -> Military Airbase

The Airport and its improved version, the Military Airbase, are the aerial counterparts to the Shipyard and Hydroport. They are capable of building your air units and supporting trade. These are essential for defending against air units and launching your own aerial assaults.

  • Airport: Size: 4 sq. Requirements: 150 cr., 200 labor, 100 Iron, (5 Energy/turn)
  • Military Airbase: Size: 4 sq. Requirements: 250 cr., 300 labor, 300 Iron, 10 Wood, 25 Electronics, 20 Energy (10/turn), Tech: Neutronic Fuel

Fuel Depot

Responsible for ensuring your aircraft do not land improperly and extending the movement range of your ground troops, Fuel Depots are a necessity for invasion plans. They are small and cheap, making them ideal to build in every territory. These can also be constructed on Sea Platforms.

  • Size: 1 sq.
  • Requirements: 50 cr., 50 labor, 25 Iron, 20 Energy, Tech: Neutronic Fuel

Laser Defense / Energy Defense / Anti-Matter Defense

These defense structures are immobile turrets that fire at any non-friendly targets within range, effectively neutralizing air targets. While not an impenetrable defense, proper placement can slow incoming attacks, allowing your units to mobilize. They are not excessively expensive, easily replaceable, occupy 1 square per Fort, and have minimal maintenance costs (some Energy per turn).

  • Laser Defense: Size: 1 sq. Requirements: 75 cr., 100 labor, 15 Iron, (2 Energy/turn)
  • Energy Defense: Size: 1 sq. Requirements: 100 cr., 150 labor, 50 Iron, 5 Energy (5/turn), Tech: Energy Deflectors
  • Anti-Matter Defense: Size: 1 sq. Requirements: 150 cr., 200 labor, 100 Iron, 10 Energy (10/turn), 10 Electronics, 10 Anti-Matter, Tech: Anti-Matter Deflectors

Flak Launcher

This is the Anti-Air version of the Forts, exclusively attacking Air units. It is a good option for providing air defense to ground colonies, avoiding the need for costly unit patrols or diversion tactics.

  • Size: 1 sq.
  • Requirements: 100 cr., 150 labor, 50 Iron, 5 Energy (2/turn), 5 Electronics, Tech: Flak

Torpedo Fort

This is the Anti-Ship version, constructible only on Sea Platforms. It is designed to engage ships, providing some defense for Sea Platforms which have limited defensive options.

  • Size: 1 sq.
  • Requirements: 120 cr., 150 labor, 50 Iron, 5 Energy (2/turn)

Tidal Vortex Generator

The TVG strikes all surrounding territories with enemy presence at battle range, damaging all units present. It will not trigger an attack if friendly units are in the territory. It can be considered the Torpedo Fort for neighboring territories.

  • Size: 1 sq.
  • Requirements: 310 cr., 150 labor, 50 Wood, 50 Iron, 50 Energy (10/turn), Tech: Vortex Emitters

Weather Control Station

This station has no direct effect on sea units but its attack power extends to neighboring territories. It acts as an Anti-Air weapon attacking neighboring territories without friendly units. Additionally, it strikes land neighboring territories, flooding neutral or hostile ones and aiding farm production in friendly territories.

  • Size: 1 sq.
  • Requirements: 626 cr., 300 labor, 100 Wood, 125 Iron, 100 Energy (20/turn), Tech: Mesotronic Generators

Missile Base -> Anti-Colony Assault Silo

These structures are key to Colony Killer tactics, capable of producing Missile units. They can be constructed on land and sea, providing tools for decisive strikes against heavily defended colonies. Once a missile is built, it can be launched at a target, with the best Missile unit having a range of 6 move points.

  • Missile Base: Size: 1 sq. Requirements: 100 cr., 100 labor, 50 Iron, (2 Energy/turn), Tech: Rocketry
  • Anti-Colony Assault Silo: Size: 1 sq. Requirements: 250 cr., 200 labor, 150 Iron, 25 Energy (15/turn), 10 Electronics, Tech: Orbital Surveillance

Military Training Center

The Training Center, when staffed, provides experience points to all idle units (Mission: Train) in the territory, potentially giving them an edge on the battlefield. Note that units will not become Elite through training; this rank must be achieved through battle experience.

  • Size: 4 sq.
  • Requirements: 250 cr., 250 labor, 50 Wood, 50 Iron, 5 Electronics, (20 Energy/turn)

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content