====Location Types==== For all location types the rule is that they can not be repaired by engineers. Repair is automatic for all location types. ===Towns=== Towns are your core assets and usually, at least in the random games, they always are on VP hexes. Towns, unlike the specialized factories, can construct anything you wish, even up to a level some raw materials and oil. ==City== Is a production site, an airbase and a port. Its structural points can be reduced to zero, but it can never be destroyed. ==Capitol== Just like a regular city, but has a higher number of VP points, at least in the random games. Also its production is much higher then a regular town. Your capitol is therefor very valuable. ===Resources=== At start of the game level I resources will be present on the map. These will be upgradeable by engineers at a cost in raw materials, Political points and Engineer points to level II and later to level III resource sites. Level II upgrades are smart to make since they will greatly increase the output. Level III upgrades should only be made if you really need the extra resource production since the upgrade is quite expensive. ==Raw Level I,II,III== Automatically produces raw materials for your regime. They can suffer full structural dammage, but they cannot be destroyed. ==Oil Level I,II,III== Automatically produces oil for your regime. They can suffer full structural dammage, but they cannot be destroyed. ===Factories=== Can be constructed by engineers for a cost in raw materials, Political points and Engineer points. Factories can only be constructed if they are at least 3 hexes away from the closest other factory. This rule is in effect to put a cap on the number of factories a player can build. Factories when conquered will switch from people at the end of a turn. ==Aircraft Factory== Can produce all types of aircraft. It can be destroyed. It also acts as an airfield. ==Tank Factory== Can produce all types of tanks. It can be destroyed. ==Gun Factory== Can produce all types of guns. It can be destroyed. ==Shipyard== Can produce all types of ships and submarines. It can be destroyed. It also acts as a port. ===Fortifications=== Can be constructed by engineers for a cost in raw materials, Political points and Engineer points. They can be build on all landscapes except high mountains, swamp, urban and suburban. Fortifications provide higher auto-entrenchment, max entrenchment and combat modifiers for the hex. The bonusses the fortifications give come on top of the bonusses the landscape of the hex already gives. ==Fortification== The normal type of fortification. It can be destroyed. ==Fortress== The superior and more costly form of fortification. It can be destroyed. ==Cheap Fortification== Only available with fortification theory. Its much cheaper to build then the regular fortification but slightly less sturdy and durable. It can be destroyed. ==Super Fortress== Only available with fortification theory. Its more expensive in supply points to build then the regular fortress but is more sturdy and durable. It can be destroyed. ===Makeshift=== Can be constructed by engineers for a cost in raw materials, Political points and Engineer points. ==Airfield== Allows your aircraft to operate from the hex in question. It can be destroyed. ==Port== Allows ships to dock and receive supplies. It can be destroyed. ===Miscellaneous=== These location types only are placed on the map in rare cases. Like in the random games when you open a crate you can find such a location type. ==Mercenary Base== Provides a steady stream of mercenaries to the HQ controlling it. It can be destroyed. ==Research Laboratory== Provides a steady stream of political points to the regime controlling it. It can be destroyed.