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.

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.

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, which are the main source of your income. You can sell Resources at a set price, but this price cannot be changed. These buildings will produce up to the max storage capacity, which depends on their respective Storages.

Solar Generator
This is your power source for the Resource Buildings. Without it, Resources wouldn't be produced, and you wouldn't get income. Mainly, this is what players would attack first, since destroying this will lessen your chances of fighting back.

Trithium Refinery
This will be your main source of income throughout the game, as that it produces 'Trithium', a Resource that can be sold at 5 units for $1. It may not seem like much in the beginning, but you'll be able to produce in the hundreds of thousands of it when you upgrade it into the higher levels.

Mining Platform

 * Research Requirements: Level 1 Intelligence
 * Must have $15,000 ready and wait 1 hour, 20 minutes for activation.

Your second source of income, which produces 'Ore' every hour, but by activation. This means that you need to activate the building via 'Start Mining' button. The Ore produced can be sold at 15 units for $1, so it small compared to the Trithium Refinery.

Fuel Refinery
This produces Fuel, which is used for your units for traveling to other bases. Without this, your units would just sit in your base and you wouldn't be able to build bases. Not highly recommended to build, but useful nonetheless.

Storage Buildings
These buildings, as implied by their names, store their respective Resources. Without them, your income would be minimal, so upgrade these buildings as soon as possible.

Trithium Storage

 * Research Requirements: Level 3 Trithium Refinery
 * Must have $6,000 ready and wait 3 minutes for activation.

This stores the Trithium produced from the Trithium Refinery. It increases the limit, by each level, an additional 60,000 units, or about $4,000 extra, so upgrade this building early to get a high income. However, it must cooperate with the Trithium Refinery to produce to that max capacity, so around every 3 levels of the Trithium Refinery, upgrade this building for best production.

Ore Storage

 * Research Requirements: Level 1 Intelligence
 * Must have $7,000 ready and wait 1 hour, 55 minutes for activation.

This stores the Ore produced from the Mining Platform. Although it has a max upgrade to Level 2, it is worth it to have some extra income. Not highly recommended, but worth it to upgrade.

Fuel Storage

 * Research Requirements: Level 3 Trithium Refinery
 * Must have $8,000 ready and wait 3 minutes for activation.

This stores the Fuel produced from the Fuel Refinery. It increases the maximum your base can produce by an extra 20,000 units. If you move your units around by attacking or if you need a new base, then this would be valuable to you, as that it increases the area you explore and how far your units can travel. Highly reccomended for either purpose.

Defensive Buildings
Defensive buildings help protect your buildings from attacks, or help null the effects of attacks. These buildings are completely optional, but it's reccomended to have them, generally.

Defense Field

 * Research Requirements: Level 3 Trithium Refinery
 * Must have $5,000 ready and wait 5 minutes for activation.

This is, by far, the second most valuable building in the game. It protects your buildings from an extra 50% of damage, meaning that it will reduce the amount of damage you take from incoming attacks. Reccomended to build very early into the game.

Sensor Array

 * Research Requirements: Level 1 Intelligence
 * Must have $8,000 ready and wait 30 minutes for activation.

A minor building, as that it 'jams' Stealth Generators on the same level, revealing what the player's units and the amount of Trithium he/she has. If you need to attack a person who has the generator, then this recommended.

Stealth Generator

 * Research Requirements: Level 1 Intelligence
 * Must have $10,000 ready and wait 40 minutes for activation.

A minor building, as that it camouflages the player's stats on the 'Exploration' screen, specifically the number of units and the amount of Trithium. This could make the attacking player unsure about attacking, which would then make the attacker not attack you. Recommended for defensive players.

Anti-Air Turret

 * Research Requirements: Level 2 Intelligence
 * Must have $3,000 ready and wait 1 hour for activation.

An impressive building, as that it destroys ALL of the Bombers attacking the base. A downside is that it's very easy to destroy, as that it has low HP. Recommended to build very early, as that very experienced players may attack with Bombers.

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 Requirements: Level 4 Intelligence
 * Must have $60,000 ready and wait 10 hours for activation.

Minor to build, as that it detects incoming attacks to your base. It's useless to build if you have an attacker right next to you, but it's best for you when you're in a remote area. Not highly reccomended, but worth to build in specific locations.

Transnet Tower

 * Research Requirements: Level 4 Intelligence
 * Must have $65,000 ready and wait 3 hours for activation.

Another impressive building, as that it reduces the amount of Fuel your units use when traveling between your bases, not when attacking other bases. Recommended to build, since this means you can move units more frequently.