Whiteout Survival Facilities
Facilities are buildings on the world map that give a bonus to every member of the alliance that holds them. There are 8 types and four levels, from Construction and Tech Facilities to Defense, Weapons and Expedition Facilities. To take one, your alliance must connect territory to it and hold it without a break for a set time. Held facilities get a 3-day protection period, then a 24-hour window when rivals can take them back. Checked in November 2026.
What Facilities Are
Facilities are high-tech buildings spread around Sunfire Castle. They are not owned by one player. The alliance that controls a facility gives its buff to every member, so one good capture helps the whole roster. Taking a facility also gives a one-time reward the first time you control it.
Facility battles are separate from the fight for Sunfire Castle, and from the Fortresses and Strongholds. Those run on their own schedule, covered in the Fortress Battle guide. Facilities are an ongoing fight over the map, and they depend on how far your alliance banners reach.
Facilities List: Types and Bonuses
The buffs fall into two groups. Growth facilities speed up your city: construction, research, training and gathering, plus resource production. Combat facilities raise troop attack, troop defense and march speed. Each type exists only at certain levels, and the bonus gets bigger with the level.
| Facility | Level | Bonus |
|---|---|---|
| Construction Facility | 1 | +5% Construction Speed |
| Construction Facility | 3 | +8% Construction Speed |
| Tech Facility | 1 | +5% Research Speed |
| Tech Facility | 3 | +8% Research Speed |
| Gathering Facility | 1 | +5% Resource Gathering Speed |
| Production Facility | 1 | +5% Resource Production |
| Training Facility | 2 | +5% Training Speed |
| Defense Facility | 2 | +5% Troops Defense |
| Defense Facility | 4 | +8% Troops Defense |
| Weapons Facility | 2 | +5% Troops Attack |
| Weapons Facility | 4 | +8% Troops Attack |
| Expedition Facility | 3 | +15% March Speed |
The table lists each level at which a type shows up on the map. Construction and Tech Facilities come at levels 1 and 3, and Defense and Weapons Facilities at levels 2 and 4. The Expedition Facility is a level 3 building with a 15% March Speed bonus, the biggest single number in the list.
How Facility Bonuses Stack
Two facilities of the same type at the same level do not stack. A second Construction Facility of level 1 adds nothing. Facilities of the same type at different levels do stack, and different types always add together, so the best setup is one of every type at the highest level you can hold.
How to Capture a Facility
- Connect your territory. Facilities can be attacked only when they are next to your alliance territory. Use banners to extend it. A distant facility cannot be attacked even when nobody holds it.
- Send troops in. Move a garrison into the facility, then keep reinforcing it.
- Hold it without a break. Your alliance must stay in control for the capture time. If a rival forces you out, the timer is lost.
- Claim the reward. The first control of a facility gives a reward and the bonus starts at once.
The hold time depends on the level, and guides give slightly different timers, so the table shows a range for each level.
| Facility level | Uninterrupted hold needed |
|---|---|
| 1 | between 15 and 30 minutes |
| 2 | between 20 and 30 minutes |
| 3 | between 25 and 30 minutes |
| 4 | between 25 and 30 minutes |
Level-specific lists give 15 minutes at level 1, then 20, 25 and 30 at levels 2 to 4. Others use a flat 25 or 30 minutes for every level. Treat 15 to 30 minutes as the planning range and read the timer in the facility window before you commit troops.
Protection and Vulnerability Cycle
A captured facility is safe at first. It has a 3-day protection period, during which nobody can capture it. When the period ends, a 24-hour challenge window opens. In that window the facility is vulnerable, its bonuses are switched off, and an adjacent rival alliance can try to take it.
If nobody completes a capture before the window closes, the previous owner keeps the facility and the protection period starts again. If a rival finishes the capture, the facility changes hands and the new owner begins its own protection. Scout the target before its challenge window opens, so you know what garrison you face.
The video explains how facilities on the map lead to fights between alliances, how the capture works and how alliances agree on who holds which facility.
Troop Losses in Facility Battles
Losses depend on the facility level. At levels 1 to 3, troops that lose are severely injured, and they return after healing. No troops die from the facility rule. That makes the lower levels a good place for an alliance to practice coordination, since their capture timer is shorter and a bad battle costs only healing time.
Level 4 is different. Some troops in a lost battle die permanently, and healing cannot bring them back. Weapons Facility level 4 is listed at 10% expected losses. For Defense Facility level 4, lists give 10% or 0%, so assume the higher figure when you plan.
Facility Battle Tips
- Plan the territory first. Put your Alliance HQ near several facilities so one banner network can reach more than one target. The alliance guide explains HQ placement.
- Practice on levels 1 to 3. The hold time is shorter and losses are injuries only.
- Scout before the window opens. Know the garrison before you send rally troops.
- Garrison and reinforce. A facility can be recaptured, so it needs defenders and reinforcements after you take it.
- Skip duplicates. A second facility of the same type and level gives no extra buff.
- Use strong troop setups. The troop ratio guide covers the mix that works in alliance battles.
Frequently Asked Questions
What are facilities in Whiteout Survival?
Facilities are alliance buildings on the world map around Sunfire Castle. When an alliance controls one, every member gets its passive buff, such as faster construction or research, or higher troop attack and defense. There are 8 types, and a higher level gives a stronger bonus. Your alliance territory must reach the facility before you can fight for it.
How long does it take to capture a facility?
You have to keep troops inside without being pushed out. Level-specific lists give 15 minutes at level 1, 20 at level 2, 25 at level 3 and 30 at level 4, while other lists give a flat 25 or 30 minutes. Plan for 15 to 30 minutes of uninterrupted occupation and check the facility window for the exact timer.
Do facility buffs stack?
Two facilities of the same type and the same level do not stack, so a second copy adds nothing. Facilities of the same type at different levels do stack, and facilities of different types always add together. That is why a duplicate Construction Facility of the same level is not worth a battle, but a higher level one may be.
What happens after an alliance captures a facility?
The first capture gives a one-time reward, and the facility enters a 3-day protection period. After that a 24-hour challenge window opens, the facility bonuses are switched off, and an adjacent rival alliance can try to take it. If nobody finishes a capture in that window, the previous owner keeps it and protection starts again.
Do I lose troops in a facility battle?
At levels 1 to 3 your troops are severely injured and return after healing, with no deaths from the facility rule. At level 4 some troops in a lost battle die for good. Weapons Facility level 4 is listed at 10% expected losses, and Defense Facility level 4 is listed at 10% or 0%, so budget troops and Infirmary space for both.
Read Next
Extend your territory with the alliance banner guide, learn ranks and technology in the alliance guide, or prepare for the other map fights in the Fortress Battle guide. More map and city topics are listed under Guides.