Your base
Your base is three hexagons meeting at a point, with your Headquarters on the one spot that touches all three. Each hexagon can be given a role, and the whole base can be shielded. This page covers both. What you build on it is Buildings.
Lobes and roles
The three hexagons are named by where they sit: south, north-west and north-east. You give each one a job, and no two share a job. Open BASE ROLES to see and change them.
| Mark | Role | The panel calls it |
|---|---|---|
| ◆ | Resource | Gathering and production. |
| ▣ | Defensive | Holding ground when the base is hit. |
| ▲ | Offensive | Mustering and marching out. |
Setting and changing them
- The first time is free, and sets all three at once.
- After that, a change is a swap. You pick two hexagons and they trade roles; the third is untouched. You cannot give one hexagon a new role on its own, because every role is always in use exactly once.
- A swap costs War Bonds, or patience. The sooner you want it, the more it costs; wait a full day and it is free. The panel quotes the options. A change under way cannot be cancelled, and you cannot start another until it lands.
- Not while you are under attack. Roles are fixed from the moment a raid is launched at you until it is settled — and a raid meets the roles your base had when it set out, so a last-minute swap would not have helped anyway.
- An attacker never sees your roles — not when choosing a hexagon, and not in their report afterwards.
What sits where
- Your Headquarters takes no role. It stands on all three hexagons at once, on the one seat that shares them evenly, and a raid on any hexagon does not count against it.
- A building across two hexagons is shared. It takes neither role, and a raid on either hexagon reaches it. New buildings cannot be placed across a join — the reserved ground runs along them — so this only applies to one that was standing there before.
What a role does today
A raid that wins breaches the hexagon it was aimed at, and what that costs you depends on the role the hexagon had when the raid set out. That is the only thing a role does at present, and of those costs only one is applied today:
- Offensive breached: you cannot launch a raid for 4 hours. A second breach of the same hexagon pushes the end later; it does not add a second four hours.
Shields
A shield holds every raid on your base. A raid can still be launched at a shielded base and still marches, but when it arrives it is turned away: nothing is taken, nobody is lost on either side, and no hexagon is breached. That includes a raid that was already on its way when the shield went up — what counts is whether you are shielded when it arrives. A shield never hides your base; others still see it.
There are two kinds, and they look exactly the same.
The shield you buy
- Bought from the shield panel, with War Bonds, by the term. The panel is the only place its prices and terms are quoted — a price printed here would be a second source of truth for money.
- Shields stack by extending the one you have, never a second one, up to a total the panel states.
- It shows as a SHIELD chip with a countdown at the top of your screen, a dome over your base in the base view and on the sector map — for everyone — and SHIELDED in the panel with the hours you hold.
Recruit protection
- Every new player starts with it, free, and it lasts until you reach level 10. It ends at a level, not a time.
- It looks identical to a bought shield — the same chip, the same dome, to you and to everyone else. Only the readout differs: the chip reads SHIELD · TO LV 10, and the panel reads RECRUIT PROTECTION · Ends at Level 10, with how many levels you have to go.
Launching a raid ends your shield the moment the raid sets out, and the raid panel makes you tick a box to say you understand first. A bought shield's remaining hours are not refunded. Recruit protection does not come back.