The hierarchy shows what the basis of the gameplay is, much better than any long winded explanation. The order is sent up a command level, if a large division buys lots of tanks in bulk then the experience gained can be used only to buy extra tanks and so on, extra tanks gained can be passed down the divisions to the front line. Experience cannot travel more than one division upwards, this prevents extortionism from much higher more powerful players who have the power to send the troops into battle that is suicide or making the troops stand before a tribunal for misconduct. Buildings and species structures. All buildings are fully destructible in a realistic manner, supporting beams and small pieces of the structure may be destroyed to differing effects but all effects are done on the fly on the home users computer this will require a large amount of coding but the effect would be a spectacle to see.
All buildings contain a briefcase.
This briefcase contains the central codes which if removed renders the building unusable, but if the briefcase is captured by another side the codes may be decrypted the codes re-encrypted in the species and the plant maybe now used for the capturing species devices, making or training whatever the high command wants to use it for. Buildings require resources and these resources are either supplied through pipe lines or large cargo trucks that often require escort as the cargo trucks contain valuable resources that captured can be used again. Coding Coding of experience is one of the central aspects of the game, as raw encrypted experience is used as common currency and also used to boost skill levels in the augmentation units. But the levels of encoding are crucial to the game. What happened at the time that the experience was gained, either chatting with a senior officer, selecting goals and deciding what the next move is going to be, or fighting on the front line taking fire from an opposing tank.