Mechanics page
NationCraft Online improvements
Improvements are where your nation starts specializing. Instead of guessing from a flat table, use this page to see what each structure actually changes and when each tier becomes worth the slot.
Air Defense Network
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 36 ticks, 100 labor start.
- Damage reduction: 15%
- Armor bonus: +3
- Defense buffer bonus: +2
Tier 2
Nation era, 72 ticks, 150 labor start.
- Damage reduction: 25%
- Armor bonus: +6
- Defense buffer bonus: +3
Tier 3
Power era, 96 ticks, 200 labor start.
- Damage reduction: 35%
- Armor bonus: +10
- Defense buffer bonus: +5
Airbase
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 24 ticks, 60 labor start.
- Command cap bonus at this tier: +6
Tier 2
State era, 48 ticks, 100 labor start.
- Command cap bonus at this tier: +12
Tier 3
Nation era, 96 ticks, 150 labor start.
- Command cap bonus at this tier: +18
Army Base
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 24 ticks, 60 labor start.
- Command cap bonus at this tier: +10
Tier 2
State era, 48 ticks, 100 labor start.
- Command cap bonus at this tier: +20
Tier 3
Nation era, 96 ticks, 150 labor start.
- Command cap bonus at this tier: +30
Civil Administration
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 18 ticks, 30 labor start.
- Labor cap bonus: +10
- Labor start discount at this tier: 5%
Tier 2
State era, 36 ticks, 60 labor start.
- Labor cap bonus: +20
- Labor start discount at this tier: 8%
Tier 3
Power era, 72 ticks, 100 labor start.
- Labor cap bonus: +30
- Labor start discount at this tier: 10%
Civil Defense Shelters
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Nation era, 48 ticks, 100 labor start.
- Nuke unit-loss reduction: 25%
- Nuke contamination magnitude reduction: 20%
- Defense buffer bonus: +3
Tier 2
Power era, 96 ticks, 150 labor start.
- Nuke unit-loss reduction: 40%
- Nuke contamination magnitude reduction: 35%
- Defense buffer bonus: +5
Tier 3
Legacy era, 144 ticks, 200 labor start.
- Nuke unit-loss reduction: 55%
- Nuke contamination magnitude reduction: 50%
- Defense buffer bonus: +8
Commercial Hub
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 18 ticks, 30 labor start.
- Cash output per tick: 1200
Tier 2
State era, 32 ticks, 60 labor start.
- Cash output per tick: 3000
Tier 3
Nation era, 60 ticks, 100 labor start.
- Cash output per tick: 7500
Electronics Plant
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Nation era, 20 ticks, 60 labor start.
- Electronics output per tick: 4
Tier 2
Power era, 36 ticks, 60 labor start.
- Electronics output per tick: 10
Tier 3
Legacy era, 72 ticks, 100 labor start.
- Electronics output per tick: 22
Farm
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 14 ticks, 30 labor start.
- Food output per tick: 24
Tier 2
State era, 26 ticks, 60 labor start.
- Food output per tick: 55
Tier 3
Nation era, 48 ticks, 100 labor start.
- Food output per tick: 120
Financial Center
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 32 ticks, 60 labor start.
- Market order slot bonus: +1
Tier 2
Nation era, 60 ticks, 100 labor start.
- Market order slot bonus: +2
Tier 3
Legacy era, 60 ticks, 100 labor start.
- Market order slot bonus: +3
Fortifications Grid
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 20 ticks, 60 labor start.
- Damage reduction: 10%
- Armor bonus: +2
- Defense buffer bonus: +2
Tier 2
State era, 40 ticks, 100 labor start.
- Damage reduction: 20%
- Armor bonus: +4
- Defense buffer bonus: +3
Tier 3
Power era, 80 ticks, 150 labor start.
- Damage reduction: 30%
- Armor bonus: +7
- Defense buffer bonus: +5
Logistics Hub
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 20 ticks, 60 labor start.
- Storage bonus: +5%
- Upkeep reduction: 3%
- Market fee reduction: 0.10%
Tier 2
State era, 36 ticks, 60 labor start.
- Storage bonus: +10%
- Upkeep reduction: 6%
- Market fee reduction: 0.20%
Tier 3
Power era, 72 ticks, 100 labor start.
- Storage bonus: +15%
- Upkeep reduction: 10%
- Market fee reduction: 0.35%
Mine
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 14 ticks, 30 labor start.
- Ore output per tick: 18
Tier 2
State era, 26 ticks, 60 labor start.
- Ore output per tick: 42
Tier 3
Nation era, 48 ticks, 100 labor start.
- Ore output per tick: 90
Missile Command
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 36 ticks, 100 labor start.
- Missile stockpile cap at this tier: 5
Tier 2
Nation era, 72 ticks, 150 labor start.
- Missile stockpile cap at this tier: 8
Tier 3
Power era, 96 ticks, 200 labor start.
- Missile stockpile cap at this tier: 10
Munitions Factory
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Nation era, 20 ticks, 60 labor start.
- Munitions output per tick: 5
Tier 2
Power era, 36 ticks, 60 labor start.
- Munitions output per tick: 12
Tier 3
Legacy era, 72 ticks, 100 labor start.
- Munitions output per tick: 28
Naval Defense Coastal
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 20 ticks, 60 labor start.
- Damage reduction: 10%
- Armor bonus: +2
- Defense buffer bonus: +2
- Blockade penalty reduction: 15%
Tier 2
State era, 40 ticks, 100 labor start.
- Damage reduction: 20%
- Armor bonus: +4
- Defense buffer bonus: +3
- Blockade penalty reduction: 25%
Tier 3
Power era, 80 ticks, 150 labor start.
- Damage reduction: 30%
- Armor bonus: +7
- Defense buffer bonus: +5
- Blockade penalty reduction: 35%
Naval Yard
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 24 ticks, 60 labor start.
- Command cap bonus at this tier: +6
Tier 2
State era, 48 ticks, 100 labor start.
- Command cap bonus at this tier: +12
Tier 3
Nation era, 96 ticks, 150 labor start.
- Command cap bonus at this tier: +18
Oil Well
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 14 ticks, 30 labor start.
- Oil output per tick: 16
Tier 2
State era, 26 ticks, 60 labor start.
- Oil output per tick: 38
Tier 3
Nation era, 48 ticks, 100 labor start.
- Oil output per tick: 80
Power Plant
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 18 ticks, 30 labor start.
- Converts 10 Oil -> 18 Energy per tick
Tier 2
State era, 32 ticks, 60 labor start.
- Converts 20 Oil -> 42 Energy per tick
Tier 3
Nation era, 60 ticks, 100 labor start.
- Converts 36 Oil -> 96 Energy per tick
Refinery
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 20 ticks, 60 labor start.
- Fuel output per tick: 6
Tier 2
Nation era, 36 ticks, 60 labor start.
- Fuel output per tick: 14
Tier 3
Power era, 72 ticks, 100 labor start.
- Fuel output per tick: 32
Special Forces Command
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 24 ticks, 60 labor start.
- Command cap bonus at this tier: +8
Tier 2
State era, 48 ticks, 100 labor start.
- Command cap bonus at this tier: +16
Tier 3
Nation era, 96 ticks, 150 labor start.
- Command cap bonus at this tier: +24
Steel Mill
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 20 ticks, 60 labor start.
- Steel output per tick: 8
Tier 2
Nation era, 36 ticks, 60 labor start.
- Steel output per tick: 18
Tier 3
Power era, 72 ticks, 100 labor start.
- Steel output per tick: 40
University Complex
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
Settlement era, 24 ticks, 60 labor start.
- No direct per-tier runtime modifier in current implementation (used for progression gating).
Tier 2
State era, 48 ticks, 100 labor start.
- No direct per-tier runtime modifier in current implementation (used for progression gating).
Tier 3
Nation era, 96 ticks, 150 labor start.
- No direct per-tier runtime modifier in current implementation (used for progression gating).
Uranium Facility
Each tier shifts the role of this structure. Read the exact effects first, then decide whether the slot is solving production, logistics, command pressure, or survivability.
Tier 1
State era, 26 ticks, 60 labor start.
- Uranium output per tick: 9
Tier 2
Nation era, 48 ticks, 100 labor start.
- Uranium output per tick: 20
Tier 3
Power era, 48 ticks, 100 labor start.
- Uranium output per tick: 20