The most important strategic decision in WWII-War of Supremacy is how to best utilise your territory. That means what buildings to build on your limited portion of land. These are the buildings you can build. Note that commercial zones, universities, intelligence centers, and boot camps all work every turn regardless of what you are doing that turn as long as you aren't maxed out on educated civilians, platoons, or agents. For research centers or government centers to be used, you need to have the scientists or politicians for them to employ, and you need to spend turns at the respective Research and Government Centers page under the Territory Tab. During turns you are attacking, building, or doing anything else those buildings do nothing. The same is true for factories, however when producing weapons all three types of factories are used at once. It never makes sense to have both Government centers and research centers at the same time, or either type of center and any factories at the same time. Note however, that most players get a large number of politicians early and then get a large number of scientists while the are using their politicians to get laws so the moment they are finished getting laws they will already have a large number of scientists ready for to research techs.
Also note that forts are generally only good for players who have a decent defense(since even a 100% bonus to a weak defense usually still gets you a weak defense). If a player wants to use forts, he should play all his turns in quick rushes and fort at the very end. When he comes back later and plays his turns he simply demolishes his forts and puts the land back into productive buildings. That way for 90% of your turns you don't have any of your land tied up in forts which are useless unless you are attacked just then, but if it only takes you ten minutes to play your 150 turns, during the 47 hours and 50 minutes until you next play, you will benefit from the defensive bonus of the forts all the while you aren't actually spending any turns. It is never a good idea to be doing things like research or weapons production while any of your land is tied up in forts, it is a waste.
(
P) = Passive, affects results of the use of each turn.
(
A) = Active, requiring turn input.
| Building Type | Sq km required per building | Purpose |
| Residential Zone (P) | 1 | Houses 1000 Population, 1100 with Zoning Permits |
| Commercial Zone (P) | 1 | Employs 800 employable uneducated citizens, and 250 managers if available. |
| University (P) | 2 | Generates 10 Educated Civilians per turn. |
| Intelligence Center (P) | 3 | Trains Agents(with no intel techs, you need 5 agencies to train 1 agent per turn) |
| Boot Camp (P) | 3 | Trains Platoons each turn. |
| Research Center (A) | 2 | Employs 1000 Scientists |
| Government Center (A) | 2 | Employs 1500 Politicians |
| Tank Factory(Ground Factory) (A) | 5 | Employs 300 Engineers, produces tanks or artillery when actively used. |
| Plane Factory(Air Factory) (A) | 5 | Employs 300 Engineers, produces fighters or bombers when actively used. |
| Shipyard(Naval Factory) (A) | 5 | Employs 300 Engineers, produces destroyers or u-boats when actively used. |
| Fortification(Fort) (P) | 2 | For every percentage point of a territory that is forts, the territories overall defense is increased by 1%. On a territory with 2000 land, 1000 forts generates a 100% bonus. On a territory with 4000 land 1000 forts generates a 50% bonus. |