Facilities, also known as Bases, are the biggest capture points on hexes. In order to capture a base, an empire must capture and hold the multiple control points that are located on the inside and the outside of the facility itself, until their empires domination meter is full. Once that empire's meter is full, that empire owns that facility. The defending empire's domination meter, for obvious reasons, increases faster than the attackers.
There are several types of bases on Auraxis. They greatly differ from one another, since they are of different sizes and structures so more diverse tactics are used for each one.
- Main article: Bio-Lab
Biolabs are gigantic, dome shaped facilities with a shield barrier around the top keeping aircraft out. It also stands high up on leg-like pillars, so fighting may also take place under the facility itself. Inside the dome there are many small buildings which have been consumed by artificially grown plants and a mini desert biome. Outside, around the Bio-Lab, there are small collections of buildings which hold control points. Taking these control points will not just increase your empire Influence
meter, but it will also grant you access to a teleporter which takes you into the Bio-Lab itself, so capturing these can make assaulting a Bio-Lab much easier. Taking control of a Bio Lab will grant a minor health regeneration boost to all members of the owning Empire.
 Tech Plant
- Main article: Tech Plant
A Tech Plant is a very large facility, made up of various buildings, including one massive one, from which vehicles are spawned. The tech lab has 3 main entrances, 2 on the bottom, and 1 on the top balcony. These entrances are protected by force fields, preventing any enemy soldier from walking into the facility. Ownership over this facility will allow you to spawn Galaxies and Main Battle Tanks at Tower Outposts, making Tech Plants required for a strong offensive front.
 Amp Station
- Main article: Amp Station
Amp Stations are bases made up of many different buildings, some of which have control points inside of them. There are walls around the base, but they don't fully enclose the base. On the outside of the base there are also control points, so the defenders should defend those as well as the ones inside of the bases walls. The biggest building in the Amp station is the building in the center, inside of which spawning tubes and consoles are located. Capturing an Amp Station will drastically increase the length of fire a Phalanx turret belonging to the owning Empire can maintain before it overheats, making Amp Stations vital for defense.
- The bases have rocket engines on their sides, and seem to have been ruggedized for atmospheric re-entry and thrusted landing, indicating that they most likely were dropped from orbit during colonization.
- Terran BL-4 Crash Site on Esamir is a crashed Bio-Lab. There is also a buried Amp Station on Esamir.