Tiberium Control Network Hub:
Alliances in control of TCN Hubs gain bonus Tiberium production in all alliance bases.
Presumably developed by the Forgotten using stolen Nod and GDI technology, an extensive Tiberium Control Network (TCN) encompasses the zone. Originally used to contain the Tiberium growth, these TCN Hubs can be used to accelerate growth in specific areas.
Crystal Control Network Hub:
Alliances in control of CCN Hubs gain bonus Crystal production in all alliance bases.
Derived from the same technologht as the TCN Hubs, the Crystal Control Network (CCN) is designed to accelerate growth of the blue crystals in specific areas.
Reactor:
Alliances in control of Reactors gain bonus Power production in all alliance bases.
Huge neclear reactors that seem to be of human origin, although some of the technology used is unknown to both GDI and Nod engineers. If the Forgotten built these huge power sources, it remains unknown why they were abandoned and where the Forgotten found the knowledge to build them, As they are still operational, it is easy to feed their additional power supply into the alliance power grid to boost alliance bases.
Tungsten Compound:
Alliances in control of Tungsten Compound fain increased firepower for all offensive infantry.
A tungsten deposit with a compound of complete factory chains to extract the tungsten and process it into ammunition for infantry weaponry. The compounds have clearly been built by the Forgotten, and seem to have been shut down in favor of richer tungsten deposits towards the center of the zone.
Uranium Compound:
Alliances in control of Uranium Compounds gain increased firepower for all offensive units.
A uranium deposit with a compound of complete factory chains to extract the uranium and process it into ammunition for vehicle weaponry. The compounds have clearly been built by the Forgotten, and seem to have been shut down in favor of richer uranium deposits towards the center of the zone.
Resonator Network Tower:
Alliances in control of Resonator Network Towers gain increased durability for all defensive structures, vehicles and units.
Based on GDI technology, these powerful resonators are capable of concentrating sonic waves on exact spots on demand, although it is unclear if the Forgotten are capable of developing GDI technology this far, The towers are connected to form a defensive grid that can be activated on demand. The effect is a shield around the targeted entities that dampens the impact of projectiles or any similar direct attacks. Since the power demand of the grid is tremendous, the Resonator Network is designed to only shield the defenses of alliance bases.
Aircraft Guidance Network Tower:
Alliances in control of Aircraft Guidance Network Towers gain increased firepower for all offensive aircraft.
Radar stations with powerful dishes that help improve coordination of the airspace and allow for much more effective mission control when aircraft are used.
Now all POI's produce bonus resources or firepower, the "POI Bonus". For resources you *only* need a Silo. Suggested it be as high level as possible. Each POI also gives points based on what level that POI is. Add the points you get from all your POI's per type of POI (all the crystals or all the uranium's, not all the POI's your alliance has), and that is what determines your POI Ranking.
The base bonus system is segmented into tiers. Each tier has a range of points required for eligibility of its provided bonus. The total points for a particular POI type determines the bonuses. The range of points required for each tier also increases exponentially. This is another method meant to discourage holding onto POIs lower than a four level range from the highest in possession.
Here are the score range and bonuses:
Score range (Resource/Unit Bonus):
1-3 (1,200/5%)
4-8 (2,000/10%)
9-15 (3,000/14%)
16-26 (4,000/17%)
27-49 (5,500/20%)
50-89 (7,000/23%)
90-159 (8,500/26%)
160-259 (10,000/29%)
260-419 (12,000/32%)
420-749 (15,000/35%)
750-1,299 (18,000/38%)
1,300-1,199 (22,000/41%)
2,200-3,599 (26,000/44%)
3,600-5,699 (30,000/47%)
5,700-9,699 (36,000/50%)
9,700-16.399 (45,000/53%)
16,400-27,999 (60,000/56%)
28,000-43,999 (80,000 58%)
44,000-67,999 (105,000/60%)
68,000-114,999 (135,000/62%)
115,000-189,999 (170,000/64%)
190,000-329,999 (215,000/66%)
330,000-509,999 (270,000/68%)
510,000-799,999 (330,000/70%)
800,000-1,349,999 (400,000/72%)
1,350,000-2,199,999 (480,000/74%)
2,200,000-3,599,999 (580,000/76%)
3,600,000-5,999,999 (700,000/78%)
6,000,000-8,999,999 ( 30,000/80%)
9,000,000-14,999,999 (1,000,000/82%)
15,000,000 - 24,999,999 (1,200,000/84%)
25,000,000 - 41,999,999 (1,450,000/86%)
42,000,000 - 64,999,999 (1,770,000/88%)
65,000,000 - 99,999,999 (2,200,200/90%)
100,000,000 - 164,999,999 (2,700,000/92%)
165,000,000 - 269,999,999 (3,300,000/94%)
270,000,000 - 449,999,999 (4,000,000/96%)
450,000,000 -? (4,800,000/98%)
Ranking Multiplier
The rank multiplier augments the Base bonus based on current score of a particular type and its comparison to the top 40 alliance's scores. It is little more complicated because in some instances a single point can make any POI valuable. The active multiplier is determined by the current score and its comparison to the top 40 alliance's scores for a given bonus type. In general, it is better for alliances to concentrate in keeping POI's within the four level range to provide assurance in retaining significant POI scores. Additionally, it will refrain the alliance from spreading too thin which weakens its defensive capabilities.
Here are is a list of the rank multipliers.
Rank# Multiplier
100%
90%
85%
80%
76%
72%
68%
64%
60%
57%
54%
51%
48%
45%
42%
39%
36%
33%
30%
28%
26%
24%
22%
20%
18%
16%
14%
13%
12%
11%
10%
09%
08%
07%
06%
05%
04%
03%
02%
01%
You can find the alliance's current POI Bonus status for all POI types listed on the "Bonus" tab on the alliance screen.
To get a POI:
First kill all bases touching that POI, then the bases surrounding it out to 3 spaces to guarantee holding it. Forgotten base influence is 3 fields, player base influence is 2 fields so we are at a disadvantage vs forgotten influence. This is why forgotten territory will regrow after you have killed bases and the ruins disappear. The best practice is to kill two of the bases, and then move between the ruins next to the base. This may temporarily "take" the POI, as the ruins still hold influence, and give you some time to clear out the other bases.
Once the POI area is cleared, find the nearest tunnel exit and kill the bases surrounding it. This will allow the tunnel to produce outposts WITHIN your territory and will allow POI holders and defenders to be able to hit outposts while not wasting CP. If you get in the habit of this, it will benefit your whole alliance in the long run, and being on POI duty won't be such a sacrifice.