Similar to usual boosts, these are things built on the board to change game play. One possible option is the Missile Silo as discussed in another thread I created:
Missile Silo for firing missiles:
http://vortexwars.com/forum/viewtopic.php?f=8&t=1614
Further options Follow
Barricade
a barricade is basically a tile that cant be crossed unless it is desrtoyed, they dont attack back and require a number of 'hit' to be destroyed, either a number of dice that need to be sent against it, like 20-24 and reduce each time attacked, so you could hit it several times and deplete it. The other option would be an arbitrary number of attacks, say 3-5 before it is destroyed. A broken barricade is immediately captured.
Capital
a capital is a special tile, it is selected at the start of the game in conquer, it is your castle, home world or base camp. If it is lost you lose the game and your holdings are turned neutral. To offset this, Capitals Always have the defense boost applied and create 1 Unit per turn extra no matter what. Capturing an opponents Capital gives you an extra chance to not lose, you can only have one active capital at a time so you don't get extra bonuses but if you take one and yours is taken the other becomes active. If there is more than one possible place to make your new capital it is chosen at random.
Vortex
This is an entity that is created at game start, as far from a placed location as possible or randomly otherwise. It move one space randomly each turn and destroys whatever was there. It has no preference, simply destroying everything in its path. One variant would move the vortex one space per active player -1, so 7 if there are 8 players, 5 spaces if 6 etc. Another variant is to move the Vortex based on the percentage of active players over the number of tiles on the board, which is similar but more fair on different sized boards.
Warp Gates
This is a two part boost used. You place one then the other, if you move attack a Warp gate, all of your guys are on the other gate at the end of your turn. Warp gates can be Keyed so only players that place them can use them, or Open so anyone can.
Just some ideas for innovative game play.