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Buildings Reference

There are five categories of buildings in the game, shown below. Buildings in the same category tend to share the same appearance. The ideal building mix (how many of each letter you have) depends on how far along you are in the game, on the geography, and on the competitive situation. There is no such thing as an non-essential building in Word War III - you just need to know when, where and how many you need of each letter.

Letters Building Category
D,M + C,F,K,L,O Resource extraction + refining
A,B,E,P Finished goods manufacturing
H,I,R,T Service buildings
G,S + U,V,Y Utility buildings
J,N,Z + Q,W,X Military buildings

Resource Extraction and Refining Buildings

The control panel for buildings that make or process materials has some common visual elements that give you a clear picture of what the building is making, how full it is, and how efficient it is at what it does. These elements are shown below.

Factory building control panel and stats

The size of the input and output bins for each building are important factors to consider when constructing industry supply chains and optimizing worker robot counts. For instance, one (1) mine with an output bin capacity of 60 lbs can effectively supply three (3) refiners with an input bin capacity of 20 lbs. Since each robot can carry 10 lbs, there is no point having more than 6 robots for ferrying material from this mine. This important point in mind, here is the list of resource extraction and refining buildings in the game, and their key characteristics.

Letter Description and Notes Inputs/bin size Outputs/bin size Productivity
 D Derrick. Must be built over a tar pit to produce anything. None Oil shale / 60 Bin fills in a minute
 M Mine. Must be built over an ore pit to produce anything. The resource produced depends on the type of ore underneath. None Bauxite / 60
Quartz / 60
Galena / 60
Bin fills in a minute
 C Chemicals lab. Converts oil shale into chemicals. Oil shale / 20 Chemicals / 20 1.0 lbs in ->
0.8 lbs out
 F Furnace. Converts quartz into glass and silicon wafers. Quartz / 20 Glass / 20
Silicon / 20
1.0 lbs in ->
0.8+0.2 lbs out
 K eleKtrolyzer. Converts bauxite into aluminum. Bauxite / 30 Aluminum / 30 1.0 lbs in ->
1.0 lbs out
 L Lead smelter. Converts galena into lead and sulfur. Galena / 20 Lead / 20
Sulfur / 20
1.0 lbs in ->
0.5+0.5 lbs out
 O Oil refinery. Converts oil shale into fuel and lubes. Oil shale / 20 Fuel / 20
Lubes / 20
1.0 lbs in ->
0.7+0.3 lbs out

If there is no factory available to take the refined materials, your robots will carry them to the nearest storage building. Liquid materials (fuel, lubes, chemicals) are stored in "H", all other materials are stored in "T"s. Storage buildings are important service buildings, described further down.

Mines and derricks are perhaps the only non-vital buildings in the game. Your robots can collect the raw resources directly from the pits. Actually, in most cases they do it more efficiently. However, the D and M buildings give you exclusive access to the resource. Therefore, in many scenarios, locking a strategic mine will give you a significant advantage. You can build D and M at locations other than over pits. In this case, they do not produce anything, and use a smaller amount of resources and power than full mines. Please note that you cannot power off such "placeholder" D and M letters - they constitute a small constant burden on your economy.

Finished Goods Manufacturing Buildings

The following buildings manufacture most of the strategic finished materials that your settlement consumes for growth and maintenance.

Letter Description and Notes Inputs/bin size Outputs/bin size Productivity
 A Aluminum mill. Makes parts from aluminum. Aluminum / 20 Parts / 20 1.0 lbs in ->
1.0 lbs out
 B Battery plant. Makes batteries from lead and sulfur. Lead / 20
Sulfur / 20
Batteries / 20 1.0+1.0 lbs in
1.5 lbs out
 E Electronics plant. Makes electronics from glass and silicon. Glass / 20
Silicon / 20
Electronics / 20 0.6+0.4 lbs in
1.0 lbs out
 P Plastics plant. Makes plastics from chemicals. Chemicals / 20 Plastics / 20 1.0 lbs in ->
0.8 lbs out

Finished goods are taken into storage (where they become available for construction) or into the input bins of robot and military factories. When multiple destinations exist for the same material, it is routed based on the priorities set by the player. Materials are not moved to and fro from factories that are powered off.

Service Buildings

Service buildings are absolutely essential. Your settlement cannot function properly even if one type of them is missing! They do not need to be in the first word you build, but please make sure you have at least one of each before you run out of materials.

Letter Description Parameters
 H Hydrocarbon tank. Stores liquid goods such as chemicals, fuel and lubes so that they can be used by your settlement. Each H holds 50 lbs of each liquid goods. Powered on by default.
 I Infirmary. This is where your workers go to recharge once their charge drops below certain threshold set by you. Discharged workers move slowly and are vulnerable. Needs to be powered to work. Control pane shows operating status.
 R Robot factory. Turn it on to make a worker robot (if you have the materials). You can also schedule the making of new workers from the global Play Menu. Makes 1 robot from 10 lbs of parts, batteries, electronics and plastics each. Input bins hold 20 lbs of each material.
 T sTorage for solid goods. Manufactured goods cannot be used until they make into storage, so make sure you have some "T"s. Each T holds 100 lbs of each material.

Do not lose track of overall robot charge, task load, and settlement storage utilization. Remember that worker robots are not automatically made - you need to decide how many you need, and when.

Utility Buildings

Utility buildings generate electricity and improve the productivity and performance of your settlement. You need a lot of electricity. Large settlements need lots of utilities to counter the detrimental effects of inflation.

Letter Description Parameters
 G Generator. Burns diesel fuel to produce about 300kw of power. Each G has an input bin holding 20 lbs of fuel, that will last for about 3 minutes if not re-supplied. The exact amount of power produced depends on repair status and overall inflation.
 S Solar panel. This building is always on. Each S produces about 50kw of power (exact output depends on repair status and overall inflation).
 U indUctor. This giant coil boosts the maximum charge of your robots, enabling them to move faster for longer, and fight better. Inductors need power to run. The first inductor adds +7 units to the maximum robot charge (which is normally 100). Subsequent inductors add 80% less units each. Each inductor needs 50kw of power to run. Click on any U to bring up its control panel, where you can see its total and incremental benefits.
 V Voltage regulator. Boosts your settlement voltage, which increases your destructive power in combat, and helps your factory productivity. The first regulator adds +2 volts to your voltage (which is normally +12V). Subsequent regulators add 75% less volts each. Each regulator needs 50kw of power to run. Click on any V to bring up its control panel, where you can see its total and incremental benefits.
 Y recYcler. Increases factory output (thereby countering inflation). It also allows you to turn back robots into raw materials, thereby helping you recover from a pinch. The first recycler improves factory output by 10%. Subsequent recyclers provide 80% less benefit each. Each recycler needs 50kw of power to run. To recycle robots, click on a powered Y to bring up its control panel, and click the "CALL" button underneath. The closest idle robot will be called to do its ultimate duty...

Power balancing is the art of having enough electricity to meet the changing needs of your settlement. One generator is worth five solar panels, but requires fuel and all its attendant infrastructure to run. One solar panel can just about power up a single refiner and a single factory. One solar panel can power up two infirmaries and one storage unit. It may sound like electricity will be plentiful, but please remember that output drops as inflation rises and maintenance levels decline. Very large or very small settlements are at a real risk of collapsing because of power shortages.

A good general strategy is to build plenty of "S" to meet the baseline demand of your industry, and have enough generators in reserve to power up your military complex during war time.

Military Buildings

There are two types of military buildings - those that make weapons (X,W,Q) and those that take part in combat (J,N,Z). Their role and parameters are as follows:

Letter Description and Notes Inputs/bin size Outputs/bin size Productivity
 X eXplosives mixer. Chemicals / 10
Sulfur / 10
Explosives / 10 2.0+2.0 lbs in
1.0 lbs out
 W Weaponsmith. Makes zapper pistols for your fighters. Parts / 10
Electronics / 10
Batteries / 10
Zapper / 1 unit 10 lbs each in
one zapper out
 Q liQuidator. Makes bombs that your fighters can use to demolish enemy buildings (Ok...we clearly could not make B the right letter for a bomb maker) Parts / 10
Lead / 10
Explosives / 10
Bomb / 1 unit 10 lbs each in
one bomb out

Please note that zappers and bombs are not stored in regular storage. After they are made, they are transported and stored in garriso(N) buildings. Each garrison can hold four zappers and four bombs, and needs to be powered to be considered for weapons storage. Note that weapons cannot be moved between garrisons. Once stored, they need to be used by the local staff. You control how garrisons get staffed and supplied by deciding which ones are powered on or off.

Letter Description Parameters
 J proJector. Shoots beams of charged particles that can destroy enemy buildings at a distance. Quite expensive but worth it. Projector operations are explained in the How to Play military ops page. Each projector needs 200kw of power to charge. It also needs some time to charge and cool off after firing. The chances of success depend on the type of target, distance, and your settlement voltage. Some targets are very hard to destroy with projectors (no surprise, enemy military buildings are usually hardened). Sometimes, the beam can backlash, melting your projector. This is especially likely against hard targets.
 N National Guard GarrisoN. This is the centerpiece of your military. The building makes and houses teams of up to four fighter robots that can be dispatched on different missions. Garrison operations are explained in the How to Play military ops page. Each garrison has space for four fighters, four zappers, and four bombs. It also has storage bins for the materials that go in the making of a fighter. These are the same as a regular robot, plus one zapper. Each garrison requires 15kw of power to operate.
 Z energiZer / Zap tower. Fires beams at enemy robots when they come in range. An energiZer requires about 100kw of power and has a range of about one building tile and half. Nevertheless, in the right place, it can be a very effective combat aid.

Powering up your projectors merely charges them. Do not power up your projectors unless you mean to use them. Their power drain is visible to the enemy, and they may decide to attack you pre-emptively. You cannot store the projector charge for too long anyway, because it start to dissipate if you power the projector down without firing them.

This detail brings up an important strategy point. Ideally, you want to decide when to fight. Ideally, fight when you have a significant advantage. Well... this is the ideal. The AI is a pretty tough opponent, and comes with different personalities. Keep an eye at your opponents letter mix. This will give you a hint at what they plan to do to you. Counter it the best you can, while forging ahead with your own plans. We wish you the best of luck at winning your island from those pesky enemy robots.