Nexus: The core of a PHC player. It's destruction means defeat for that player. It is defended by Annihilator Cannon, Neutron Beam, and Atropos missile.
Metal Extractor: Produces 1.75 metal per second and must be built on a metal deposit. Radioactives Extractor: Produces 1.75 radioactive per second and must be built on a radioactives deposit. Quantum Relay: Generates Quanta used to unlock global bonuses or to call down orbital support actions. Amplifier: Place on a power generator to increase the output of all resources in that region by 50%. Only one can be placed on a generator. Refinery: Boosts generator income by 20% when build next to one. Multiple can be built next to the same generator.
Sensor Array: Radar station that detects enemy structures and units at extreme range. Can be upgraded into Kinetic Accelerator. Kinetic Accelerator: Upgrades from the Sensor Array. Provides a bonus to all nearby friendly units and buildings, increasing damage output by 20%. Maintains radar coverage. Smarty System: Cheap, versatile, ground defense system. Can be upgraded into Barrager Turret or Artillery Post. Barrager Turret: Upgrades from the Smarty System. Features armor-penetrating rockets which do moderate damage and can target both land and air opponents. Artillery Post: Upgrades from the Smarty System. Extremely long-range turret that can bombard areas uncovered by radar, but is useless against attackers at close range. Can be upgraded into Nova Turret. Nova Turret: Upgrades from the Artillery Post. Deals heavy damage to shields, does not damage hulls. Sentinel Turret: Medium range turret that has a heavy cannon that is effective against cruisers and dreadnoughts. Can be upgraded into Oblivion Turret or Stasis Hammer. Oblivion Turret: Upgrades from the Sentinel Turret. It fires a single depleted Uranium round that devastates anything it hits with kinetic energy. Stasis Hammer: Stuns enemy units, doesn't deal damage. Constable: Cheap and fragile anti-air turret. Can be upgraded into Falcon Anti-Air or Air Eliminator Turret. Falcon Anti-Air: Upgrades from the Constable. Flak-firing anti-air turret. Air Eliminator Turret: Upgrades from the Constable. Fires a lethal anti-air beam weapon that is capable of destroying most air attackers in a single hit. Drone Bay: Maintains a devastating defensive drone swarm that is effective against frigates and vulnerable to enemy anti-air. Repair Bay: Maintains a potent repair drone swarm that is vulnerable to enemy anti-drone units. Minos Cannon: Anti-dreadnought and anti-juggernaut defense. A heavy railgun that fires rapidly when locked on to a target, but takes a moment to acquire a new target. Emergency Turret: Deployed via orbital ability. Can be upgraded into Shotgun Turret or Machine Gun Turret. Shotgun Turret: Upgrades from Emergency Turret. Deals large damage, but has a short range. Machine Gun Turret: Upgrades from Emergency Turret. Capable of dealing moderate damage to both ground and flying targets. Carving Turret: Strong versus cruisers and dreadnaughts, but overcharged weapons give it a limited life span.
Power Regulator: Unlocks the Repair Bay defensive building and Optimize global ability. Orbital Fabricator: Produces Engineers. Unlocks the Engineer Drop, Call Sentry, Deploy Incursion, and Call Sapper global abilities. Weapons Lab: Unlocks the Hera cruiser,Plasma Storm and Carving Turret global abilities. Orbital Command: Unlocks the Orbital Strike global ability. Orbital Nullifier: Prevents enemy orbital actions nearby. Unlocks the Mobile Nullifier cruiser. Energy Projector: Unlocks the Drone Bay defensive building and Charon cruiser, and Intensive Care and EMP Pulse global abilities.