ZeldereX Online/Buildings

There are several buildings that you can build initially, but more are available when you research them. However, researched buildings must meet the requirements before they can be researched.

Factories and Forges
These are well known to produce "Units", the army of your base. They are movable, and most can be equipped with "Components," to enhance your units. The higher level the unit the more component slots it can hold, boiling down to the level - 1 components on a given unit.

Each level of the factories can produce one more Unit, which are stronger, but are more expensive than their predecessor.

Land Factory
This is the most basic out of all of the Factories. It produces Land Units, which are balanced units. In other words, they have even stats, and a fairly good price tag. It's also a good introductory factory for new players. Land units have the best starting Cost/HP ratio of all non-Defense units.
 * Starting build Cost / Time: $5,000 / 20 minutes

Air Factory

 * Research Cost / Time: $1,000 / 3 minutes
 * Research Requirements: Level 5 Trithium Refinery
 * Starting build Cost / Time: $5,000 / 20 minutes

A slightly more advanced Factory than the Land Factory. It produces Air Units, which are cheap, but they sacrifice their stats, meaning low points and easier to kill. The scout is the most economical unit in the game. Best recommended for Reconnaissance Missions (gather stats of other players).

Hovercraft Factory

 * Research Cost / Time: $1,500 / 6 minutes
 * Research Requirements: Level 6 Trithium Refinery
 * Starting build Cost / Time: $5,000 / 20 minutes

An advanced factory which produces Hover Units. They are focused on stats, meaning they are harder to kill, but are the most expensive of the three units. These use the most fuel and are also the slowest units in the game. Best used for attacking and defending bases. Hover units also are the best units for stealing Trithium, their cargo holds are over twice the size of an equivalent level unit. They also have the highest base cost/damage ratio of all non-defense units.

Repair Facility

 * Research Cost / Time: $2,000 / 50 minutes
 * Research Requirements: Level 1 Intelligence.
 * Build Cost / Time: $8,000 / 45 minutes

Repairs one damage to any damaged buildings in your base every minute. This is a valuable building to have early in the game or if you are being repetitively attacked by small to moderate forces.

Research Center


This is where you will do any researches for new Buildings, Components, Colonization or anything else you need to research. You increase your Intelligence hear as well as one of the researches under the Other category. Buildings, once researched from here, can for ever be built in any of your bases.

A list of all researches are here.

Resource Buildings
Resource Buildings, such as the Trithium Refinery and Mining Platform, produce Resources every minute which are the main source of your income. You can sell those at a set price from each building. These buildings will produce up to the max storage capacity for that resource, which depends on their respective Storages. However, you can hold unlimited amounts of resources in a base. This means you can, for example, send fuel from all your bases to one base and pool up large quantities of fuel. The base you pool to would most likely not be producing since it would have more fuel then its storage capacity.

Solar Generator

 * Starting build Cost / Time: $500 / 1 minute

This is your power source for the Resource Buildings. Without it, Resources wouldn't be produced, and you wouldn't get income. Each level of this building will provide two power to each of your resource buildings. Resource buildings consume one power per level. You will want to try and keep your Solar Generator at a level approximately 1/2 that of your highest level resource building.

Trithium Refinery

 * Starting build Cost / Time: $1500 / 3 minutes

This will be your main source of income throughout the game. It produces 'Trithium', a Resource that can be sold at 5 units for $1. Each level adds 15 Trithium per minute to your production. Trithium can be stolen from you by other players, so it would be a good idea to convert it to cash when ever you can.

Mining Platform

 * Research Cost / Time: $15,000 / 1 hour, 20 minutes
 * Research Requirements: Level 1 Intelligence
 * Starting build Cost / Time: $1,500 / 5 minutes

Your second source of income, which produces Ore every minute for one hour at a time. It produces more cash for less starting money then the Trithium Refinery, but needs to be manual activated every hour. The Ore produced can be sold at 15 units for $1. Each level of this building produces 250 Ore per minute.

Fuel Refinery

 * Starting build Cost / Time: $2,500 / 4 minutes

This is the building that allows you to interact with other players and colonize new bases. It produces Fuel every minute. Each level of this building produces 18 fuel a minute. Fuel is used to explore the area around you to find new bases, Attack other players bases, send resources between your own bases, transfer units between your bases and for Colonization.

Storage Buildings
These buildings increase the production capacity of your resource buildings. If you can not be online very often it is highly recommended that you increase the level of your storages to minimize wasted time. Once your storage is full, you will stop producing resources of that type.

Trithium Storage

 * Research Cost / Time: $6,000 / 3 minutes
 * Research Requirements: Level 3 Trithium Refinery
 * Starting build Cost / Time: $10,000 / 10 minutes

This stores the Trithium produced from the Trithium Refinery. Each level of this building will increase your production capacity by 60,000 Trithium. You will want to minimize or eliminate any stopping of production, so try out and see what level storage will work with how often you can get on. For a base line, see how many hours it would take for your Trithium Refinery to produce up to capacity. Then conceder if you could be online before that happens.

Ore Storage

 * Research Cost / Time: $7,000 / 1 hour, 55 minutes
 * Research Requirements: Level 1 Intelligence
 * Starting build Cost / Time: $15,000 / 5 minutes

This stores the Ore produced from the Mining Platform. Each level of this building will increase production capacity by 15,000 Ore (one Mining Platform level). If you can be on regularly (or can purchase the auto-mine specials) this is a very handy building to have. You will want to keep it at a level so that an hours worth of mining can fit in it.

Fuel Storage

 * Research Cost / Time: $8,000 / 3 minutes
 * Research Requirements: Level 3 Trithium Refinery
 * Starting build Cost / Time: $15,000 / 15 minutes

This stores the Fuel produced from the Fuel Refinery. Each level of this building will increase your production capacity by 20,000 Fuel. If you are pooling your fuel into one base it would be recommended to build this up in the bases feeding, not the base receiving. You will want to minimize or eliminate any stopping of production, so try out and see what level storage will work with how often you can get on. For a base line, see how many hours it would take for your Fuel Refinery to produce up to capacity. Then conceder if you could be online before that happens.

Defensive Buildings
Defensive buildings help protect your buildings from extra damage and help stop or detect enemy units. They are good buildings to have even if you don't plan on attacking anyone, since you never know when/if you will be attacked.

Defense Field

 * Research Cost / Time: $5,000 / 5 minutes
 * Research Requirements: Level 3 Trithium Refinery
 * Starting building Cost / Time: $40,000 / 40 minutes

This building reduces the amount of damage that is dealt to your bases buildings. By just having it (at any level) you prevent a 50% boost to building damage from being added to enemy units damage. Additionally for each level past level one of this building, it will reduce building damage by 1%. It is required to have before researching Colonization. If you are being attacked or farmed for Trithium in your Homebase it would be a good idea to build this to lower the repair bill. This building can not be destroyed once built in your Homebase

Sensor Array

 * Research Cost / Time: $8,000 / 30 minutes
 * Research Requirements: Level 1 Intelligence
 * Starting building Cost / Time: $8,000 / 5 minutes

This building is used to view the number of Units and amount of Trithium in bases that have a Stealth Generator. In order to overcome the effect of the Stealth Generator you need to have a Sensor Array at least equal to the level of the Stealth Generator. Defense units never show in the unit count of a base.

Stealth Generator

 * Research Cost / Time: $10,000 / 40 minutes
 * Research Requirements: Level 1 Intelligence
 * Starting building Cost / Time: $8,000 / 5 minutes

Building this building hides the number of units you have in the base and the amount of Trithium you have. The effect can be seen through by a player with an equal level or higher Sensor Array. Defense units are always hidden.

Anti-Air Turret

 * Research Cost / Time: $3,000 / 1 hour
 * Research Requirements: Level 2 Intelligence
 * Build Cost / Time: $20,000 / 2 hours

This building is your only defense against enemy Bomber units. Any Bombers sent to attack a base with an Anti-Air Turret in it will be destroyed upon arrival. The Anti-Air Turret does not affect Air units build from the Air Factory. This building can not be destroyed once built in your Homebase

Shield Emitter

 * Research Cost / Time: $35,000 / 8 Hours
 * Research Requirements: Level 5 Intelligence
 * Starting building Cost / Time: $15,000 / 25 minutes

By building this building you force enemy attackers to damage it or nothing else. It fully shields all other buildings in your base from harm, but leaves itself open to attack. If you have an Anti-Air Turret in your base and this building, they would have to destroy this building and then the Anti-Air Turret before sending bombers in. Leveling up this building just adds more HP and makes it harder for the attacker to damage the rest of your buildings.

Uncategorized Buildings (Misc.)
As the name implies, these buildings cannot be categorized into the above categories, as that their functions cannot be associated with any of the above buildings. Thus, they are placed in this category.

Radar Station

 * Research Cost / Time: $60,000 / 10 hours
 * Research Requirements: Level 4 Intelligence
 * Starting build Cost / Time: $2,000 / 20 minutes

This building detects enemy forces on the way to your base and tells you how long till they arrive, the size of the force and who sent them from where. Each level increases the range that it can detect by 4m.

Transnet Tower

 * Research Cost / Time: $65,000 / 3 hours
 * Research Requirements: Level 4 Intelligence
 * Starting build Cost / Time: $4,000 / 15 minutes

This building reduces the fuel cost of sending units and shipments between your bases with transit towers by a certain percent. It does not affect the fuel costs of attacking other players bases. Each level further reduces the fuel cost.

Bomber Runway

 * Research Cost / Time: $15,000 / 2 hours
 * Research Requirements: Level 5 Air Factory and Level 3 Intelligence.
 * Starting build Cost / Time: $35,000 / 12 hours

An advanced Factory, as that it produces Bombers, special units that are able to destroy Buildings in a base with ease. Bombers do a direct 200 damage to a building of your choice, compared to regular units which do 10% their attack value. However, they can be very easily shot down by the Anti-Air Turret.