Age of Darkness | A Wrong Turn | Shattered Union |
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Age of Darkness continues the tradition of i-War with most buildings' LOS being severely curtailed and kept to 1 if not 0. Only National Assemblies, Universities, and Fortresses have any semblance of useable LOS - and this usually needs you to boost your Science research at the Archives, with National Assemblies gaining the most - and Fortresses gaining the least. Internment Centres have some decent LOS, but they can be built only within the vicinity of a Town, but they do have the ability to detect hidden units that enter their LOS radius.
There is, however, another building you can build to increase your LOS and hold back fog of war - and this is the Radar Centre. However, while Radar Centres do provide immense LOS, they are rather expensive, very easily destroyed, nevertheless, you can construct as many of these buildings as you want, and outside the radius of Towns to help assist your troops.
Production structures[]
Production structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.
Data below is valid for Age of Darkness proper, and for most of The Vietnam War (borrowing heavily from Hong Quan Cand) - for The Vietnam War, buildings such as the R1 Missile System are not available.
Name | Abilities | Resource cost |
Requirements | Special remarks |
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Town |
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City |
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Major City |
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University |
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Market |
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Barracks |
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Armoury |
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Munitions Plant |
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Heavy Engineering Depot |
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Anchorage |
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Hangar |
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Foundry |
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Rocket Launch Pad |
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Party Centre |
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Internment Centre |
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Fortress |
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Bunker |
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Enhancements[]
Enhancements are special buildings that primarilly handle providing buffs and conducting research, such as at the Archives , that enhance your faction further. Usually only one instance of each building may be erected per city.
Name | Abilities | Resource cost |
Requirements | Special remarks |
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Archives |
None |
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National Assembly |
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House of worship |
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Granary |
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Sawmill |
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Refinery |
Additional Refineries within your nation have a cumulative "stacking" effect, so two Refineries would increase your Oil income twice as much. |
Wonders[]
See here.
Defensive structures[]
What more can we say?
The main task of Defensive structures is to function as point defences to help defend your settlements from attack and kill intruders.
Name | Abilities | Resource cost |
Requirements | Special remarks |
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Guard Tower |
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Pillbox |
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Steel Cloche |
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Anti-aircraft Gun |
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"Tobruk" |
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Coastal Battery |
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Flak 88(Germany only) |
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Radar Array |
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R1 Launcher(Germany only) |
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Economic structures[]
Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.
Name | Abilities | Resource cost |
Special remarks |
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Mine |
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Logging Camp |
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Oil wellAND Oil derrick
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Farm |
Note:
- No units can be garrisoned in defensive structures, with two exceptions.
- The Bunker and the Fortress also count as defensive structures.
- Tobruks come in several different flavours: FT-17 turrets for all, but Asian ones use the Japanese Ha-Go turret.
- Coastal Battery is available only to Major Powers, as well as the Netherlands and Oslo Group.