Ashes of the Singularity II
Power Building cap
Refinery Elerite gate
Generators Turinium win
Stops Unpowered region

Regions and Turinium

A region holds many buildings, up to its Power. Cut it off from home and it goes unpowered: no resources and no production. Elerite gates the buildings that need it. Turinium is both the Post-Human material and a points win.

Battlefield crop filed with regions
Store crop used as the region plate, with a faction-color edge.

Power

Many buildings can share one region. The cap is the Power that region generates. Each building has its own Power cost, and regions do not all generate the same amount. Region Power replaced the older slot system. Spend the upgrade on a backline region, or on the front line if you want more pressure. No Power number is published for a named region.

Output

Owning a region pays a baseline of resources. A Quantum Archive multiplies that region's output. Rich ground in the middle of the map is the risk: you have to hold it, or the income never stays yours.

Elerite

The USA, Chinese, NATO, and Russia consortium calls Radioactives Elerite. An Elerite Refinery is the gate: buildings that need Elerite stay locked until at least one refinery is up. It is the second resource, and it shapes the mid and late fight.

Turinium

Turinium is the manufactured computation material the Post-Human Coalition runs on. On the battlefield, ground turns to Turinium or back again as structures fall. A Turinium victory lets a team hold generators and bank points, so the match can end without hunting every opponent. Generator placement and the victory settings decide how long that race runs.

Unpowered region

Regions connect back to your home region by connection lines. An orphaned or isolated region loses power. An unpowered region cannot generate resources and cannot use its production buildings. If a hostile army is reinforcing from one region, assault that region or cut the lines. A factory you pushed forward can go dark the same way.

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Production and reinforcements

Production and reinforcements

Reinforcements for an army that already exists spawn at the production building closest to that army. A new army's units spawn at the building closest to the rally you set. More than one of the same production building speeds that recruitment. On a large map, a new factory in a region you just took shortens the walk, which is the point of pushing production toward Scorched Divide's far regions.

Where the ground changes the rule

Ashfall Caldera

Trenches, gullies, and choke points funnel armies onto a home-base region. The fight is cracking that region, not walking around it.

Scorched Divide

Canyons and cliffs slow a shift into a neighboring region, so the factory closest to the army matters more than it does on a small map.

Streaming economy, headquarters defense, and flanking

Streaming resource consumption

Unlike games that deduct the full price of a unit or structure when ordered, the streaming economy consumes resources continuously as construction and recruitment progress. Commanders can queue multiple units across regional factories and pause or resume queues when income dips after losing a contested region.

Holding a region with HQ upgrades

If an enemy force pushes toward your central base, each faction's headquarters can be upgraded twice to defend its region. The final upgrade tier mounts a heavy anti-armor rail gun on a United Earth Forces HQ, area-of-effect artillery batteries on a Post-Human Coalition Nexus, or Serpentine turrets on a Substrate HQ.

Forward factories vs powerline raids

Building Auxiliary Assemblies, Sky Factories, or Forges in a forward region cuts reinforcement travel time to the front, but exposes those structures to flanking maneuvers. If a fast scout army severs the intermediate region linking that forward factory to home, the entire forward region loses Power and stops producing units.

What each rule changes

Rule Effect Where
Power Caps how many buildings a region can run Every region
Elerite Refinery Unlocks buildings that need Elerite Mid and late game
Turinium generators Holding them banks a points win Victory settings
Unpowered Stops income and production buildings Cut connection lines
Closest factory Reinforcements spawn at the nearest production building Large maps

Sources