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.
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.
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