Buildings
Every district is built from 12 buildings. Campaign HQ builds and upgrades everything (and each level speeds up all construction); the rest produce, store, recruit or defend. Tap any of them to see its shape by level, costs, build times and requirements.
The core
Campaign HQ runs the show: it caps how high everything else can go and speeds up all construction.
Production
This is where the economy comes from: Cash, Pork and Spin, plus access to the market.
The Grift
Max 30The Cash producer. The higher it is, the more Cash per hour the district generates.
The Grassroots
Max 30The Pork producer: the rank-and-file that keeps the machine running.
The Spin Factory
Max 30The Spin Factory: produces Spin, the media resource.
The War Chest
Max 30Unlocks The Exchange, the game's market. Its level sets how many haulers you have available to move and trade resources.
Capacity
How much you can store and how much population you can sustain.
Military
Recruitment, research, defense and the conquest factory.
The Field Office
Max 25The barracks: recruits infantry and the common units. Its level unlocks better units and speeds up recruitment.
The Motor Pool
Max 15The workshop: builds the vehicles (Bulldozer, Rally Bus and Water Cannon).
The Think Tank
Max 20The academy: you research (unlock) units before you can recruit them. It's also a prerequisite for The Machine.
The Bunker
Max 20The district's shield: it MULTIPLIES the defense of your whole garrison (a maxed Bunker more than doubles it). Goons tear it down by knocking off effective levels. It's also your stash: it hides a FIXED amount of each resource from looting and spying (the enemy only sees and takes the surplus; troops are always visible).
The Machine
Max 4Builds the Ward Boss, the only conquest unit. It's expensive and very slow to build: the endgame investment.