Act of Aggression/Cartel Structures

Cartel's structures are divided into two tiers: Private Military and Black Ops. Private Military structures do not cost power and generate lower-tier units, while the Black Ops structures unlock the true power of the Cartel. Most Black Ops structures require power.

HQ
The HQ is the structure that works on constructing all the others. It also is able to produce Recon K-MAXes to search for resources and scout enemy positions.

The HQ also generates 30 credits per second, ensuring you will never really run out of resources. It also stores 1500 units of aluminum, rare earth, or a combination of each. Ensure your HQ remains protected, as it is not only expensive but losing it results in losing all the resources stored at it as well.

The HQ can build all other structures, and can be built in turn by another Headquarters or a Vehicles Bay.

Refinery
Building refineries is key to extracting resources. It also produces K-MAX drones to ferry the produced resources to the nearest Headquarters, Extension Module, or Rare Earth Extension Module for usage in other buildings.

The refinery automatically extracts from one resource node at a time, regardless of the number of resource nodes within its reach. The only way to improve this gathering rate (short of upgrades) is by the double refinery strategy. Resources extracted by the refinery are unusable until carried back to the drop off point by the K-MAX.

The Refinery extracts at a rate of 14 units per second on a single node, which can be easily identified by having an extractor on it. The extractor itself is indestructible and only shows which of the oil or aluminum nodes the refinery is extracting from. The refinery extracts oil and aluminum at the same rate.

When upgraded with the Rare Earth Exploitation Module, which must be researched for every refinery, the Refinery will extract 6 units of rare earth per second and keep it in its stores.

The Stealth Module upgrade makes the refinery invisible, allowing you to mine in relative peace. Opponents who have scouted early, however, can guess where your refineries are by finding the map's resources. Additionally, K-MAX helicopters are not stealthed, allowing opponents to follow the K-MAX to the refinery.

Barracks
The Barracks' role is to create infantry units. While extremely cheap, infantry are not the most durable of units and are easily killed by anti-infantry vehicles. Their biggest strength are the large numbers they can be deployed in, swarming larger enemy tanks with large volleys of missiles. They are even more dangerous when fortified in buildings.

Cartel Barracks are unique in that they can be built anywhere on the map. Players who put an Accelerator next to them can then not only produce large quantities of infantry at the back of an enemy's base, they can also make the barracks invisible. This is a costly investment, however.

The Cartel Barracks also doubles as the Cartel's detention center for captured enemies. Enemy pilots and wounded infantry can be captured by the Contractor, Punisher, and Vanguard units. Each Barracks can hold five detainees and will produce 4 credits per second for each detainee. Once filled, however, the Barracks can release its prisoners in exchange for the Aluminum Module upgrade. This upgrade releases all the Barracks' prisoners and prevents it from holding any more prisoners, and instead has the Barracks produce 10 aluminum per second.

The Ransom Network upgrade doubles the amount of money gained by the Barracks that researches it, while the Medical Subcontractors upgrade heals nearby infantry.

Extension Module
The Extension Module stores aluminum or rare earth for the Cartel. The Extension Module has a massive build radius around it, allowing other base structures to be expanded outwards. It can also support other structures that require support, such as Tokamak Generators.

Artillery Turret
The Artillery Turret is a powerful long distance anti infantry and anti vehicle turret that shells opponents relentlessly. Though it packs a considerable punch and can easily defeat small raiding parties, the Artillery Turret is weak in close quarters and tends to explode violently when destroyed. It can be tough to destroy early-game, but can be destroyed with impunity by more advanced units.

The Artillery Turret cannot be built on its own. The structure becomes independent of the building it is attached to once constructed, and will continue to function even if the paent structure is destroyed. However, it still must be constructed next one of the following buildings: The Artillery Crew Bonus upgrade is researched for every artillery turret built, and improves the rate of fire and range of the turret.
 * Extension Module (not the Rare Earth Extension Module)
 * HQ
 * Refinery
 * Repair Center
 * Barracks
 * Vehicles Bay
 * Another Artillery Turret

Vehicles Bay
The Vehicles Bay produces the Cartel's light vehicles, including the durable SuperHind helicopter.

Building one is necessary to construct the Repair Center.

Repair Center
The Repair Center holds most of the Cartel's basic unit upgrades, including the ZAB Napalm Bomb upgrade for SuperHinds, the missile targeting upgrade for the Otomatic, and the Smoke Rockets for the Scorpio. The biggest benefit the Repair Center gives, however, is the ability to construct BREM-80Us, which can repair the Cartel's vehicles in the field.

The Repair Center cannot be built on its own, and must be constructed next to one of the following buildings. However, once built, the Repair Center works independently of its parent structure and will continue to function without it. Structures that the Repair Center may be built next to include:
 * HQ
 * Vehicles Bay
 * Helipad
 * Prototypes Bay

Tokamak Generator
The Tokamak Generator is a powerful electric generator that uses magnets to confine plasma. This generator is very explosive and must be built cautiously; upon destruction it explodes with power slightly less than the American Peacekeeper superweapon.

To complicate matters with regards to the construction of the Tokamak Generator, the structure cannot be built on its own. However, once built, the generator works independently of its parent structure and will continue to function without it. Structures that the Tokamak Generator may be built next to include:
 * HQ
 * Extension Module
 * Rare Earth Extension Module
 * Prototypes Bay
 * Helipad
 * Stealth Lab
 * Skyguard Turret
 * Air Control Center
 * THOR Control Center