The Nazi state is highly factional. Hitler encourages his ministers to compete with each other through a faith in social Darwinism. His view that the strongest will rise to the top means a deliberate and constant competition between ministries for contracts, resources and influence. The industrial sector is equally factional, with strong competition between between the great industrial powers. This leads to a chaotic situation with a large number of exclusive contracts awarded to a disperate array of companies. It will take a clear strategic mind to harness this chaotic system and tune the German industrial machine towards a coherent overall strategy.
The command center is the core of your war effort. If is the command and control center that directs the whole battlefield. From here you can construct dozers, build motorised infantry and build supply trucks to send cash to your allies. There can only be one command centre at a time and it cannot be sold, and so it is essential to have spare dozers in case it is lost. The command center coordinates the battle and as such enables the minimap. It also coordinates production of the captured Panzer 38(t)s, Hetzers and special vehicles such as the Wirbelwind.
Barracks train all infantry. They are rallying points and allow for the distribution of supplies, including spare parts and medical supplies. Infantry can enter the barracks to be healed from their wounds while tanks can also return to them for repairs. Since they drain supplies they have a cost to the overall economy. The Axis barracks are able to recruit a large number of specialist infantry right at the start of the war. They have a reletavly simple construction and so can be affordibly relocated to the frontlines.
The air tower co-ordinates all Luftwaffe planes in the region. They can requision fighter patrols, recon sweeps, bombing strikes and interdiction by close air support. Although they do not build any aircraft directly they have a constant drain on the economy, assigning supplies and replacements to the squadrons assisting the forces in their theatre.
Radar must be activated to begin searching for enemy planes. Once activated it will periodically reveal any enemy aircraft allowing for a much more coherent response to enemy air threats. The radar is a vital tool for waging air war and so should be kept well protected. It is vulnerable to enemy attack aircraft and given its pivotal role in air defence will probably be a primary target.
Hanomag make light vehicles. Their works has been given the contract to produce all trucks, APCs and light guns for the Whermacht. While in many ways these vehicles are modest in their combat potential, the flexibility they give is essential in early blitzkrieg offensives.
MAN have a contract to produce main battle tanks. They produce everything from the humble Panzer II and its tank-hunter varient the Marder II to the fearsome Panther tanks. As such the MAN works is a great investment and will be useful right through the war.
Krupp are an industrial company famous for making high grade steel and exceptional artillery. Their famous 88mm FlaK cannon is a fearsome gun, especially in the anti-tank role. They also have the contract to produce the Panzer IV chassis and PaK 40 anti tank gun. The ability to produce 88mm guns is vital in order to be able to defeat heavy enemy armour.
Alkett refit damaged chassis, turning them into useful vehicles again. Their most successful vehicle is the StuG III assault gun. This is a cheap SPG able to punch far above its weight. They are great in a workman role, holding back the hoards of cheap mass produced enemy tanks with their devastating firepower and low cost. Alkett also produce Hummels, Ferdinands and Sturmtigers, all weapons that take existing chassis and turning them into something new and devastating. However their most fearsome creation is the huge and intimidating experimental Maus tank.
Henschel make the legendary Tiger tanks. These are great as a reserve unit but are well served by Panzer IIIs which can give them a screen to operate behind and bait enemy tanks within range of the devastating 88mm gun. Thankfully for the busy commander, Henschel also produce these Panzer IIIs and can also be retooled to produce Panzer Vs, should the flow of these tanks from the other plants prove insufficient.
MNH is set up primarily to produce the Panzer V. It also makes the Jagdpanther varient which mounts an improved 88mm cannon on the cheap Panzer V chassis. This plant is great if the commander wants to press for maximum Panzer V production, but fairly useless if they want a more heavy tank oriented force.
The V1 is the first generation of Vengence weapons designed to retaliate for the enemy's strategic bombing campaigns. They are a simple unmanned flying bomb powered by a pulse jet engine. They lack accuracy but can be used to pelt enemy industrial areas without the risk of loosing valuable pilots to enemy anti aircraft fire and fighters.
The V2 is the second generation of vengence weapons. It is in a league beyond the V1 in terms of technology and in terms of destructive potential. Where the V1 was essentially an unmanned aircraft, the V2 is a true ballistic missile, using rocket engines to blast itself to the edge of space. When it lands it strikes with a huge kinetic force before detonating a massive explosive charge. It is capable of leveling even a command bunker in its massivly destructive wake and is totally unstoppable. There are however a few downsides to the V2, it has a long recharge rate, it is not totally accurate and it places a huge strain on the economy of the player. If strategic bombers begin striking the factories of the player then the V2 sites could be left unpowered and inoperable.
A mine field is a delaying weapon. It is invisible to most units and can be used to create a deadly trap for uncautious enemy armour. While it does no real damage to enemy tanks, the mines will disable any armoured vehicle that rolls over them, blasting off tracks, stunning the crew and generally causing mayhem and confusion. When combined with concealed anti-tank guns they can create deadly kill-zones where disabled enemy tanks are then counter-attacked and destroyed without being able to fire a single shot.
Tank traps are peices of metal welded into self-righting obstacles. They are hard to destroy quickly and are impossible to drive over with a tank. Thus they are a cheap and effective means to block enemy movements. While creating a complete barrier across a large area is too costly to be practical, they are great for blocking off streets or funneling enemy troops into mine fields or concealed defences as they try to bypass them.
These Guard Towers are designed to give an observer good views over the surrounding terrain. They are also equipped with a machinegun and so can give good protection against infantry, especially infiltrators such as partisans who operate without heavy support.
Pillboxes are light concrete bunkers for infantry to hide in. They use camouflage netting to conceal themselves allowing the infantry inside to launch supprise attacks on passing enemy troops from relative safety. While they are concealed to some extent, they will become obvious to anyone who gets close enough, even units who cannot normally detect stealth. Likewise, the concrete will give limited cover to the infantry inside, but they cannot be expected to withstand a sustained assault.
Panthers that are damaged beyond repair often still have a working turret system. By taking this mechanism and mounting it inside a concrete earthworks it is possible to create a very powerful defensive position. While these turrets are static, and so can be bypassed, they are deadly when used in conjunction with minefields and/or choke points to create killing fields. They are able to absorb a lot of punishment and so can be used to block the enemy from making a frontal assault.