Broken FrontFIELD MANUAL

Buildings

Six buildings, four levels, one slot each.

BUILDINGUNLOCKSMAX LVL
AIRFIELD COMPLEXAircraft — fighters, recon, helicopters, up to stealth aircraft4
NAVAL BASEShips & submarines — patrol boats up to stealth ships/carriers4
ARMY BASEGround units — infantry up to mechs/robotic vehicles4
RESEARCH LABORATORYResearch Points (its advertised slot/speed effects are currently unwired — see Research)3
INTELLIGENCE CENTERResearch Points3
WEAPONS DEVELOPMENTResearch Points3

WHAT A LEVEL COSTS

Airfield Complex, as a representative example — the other five follow the same steep-scaling shape.

LEVELBUILD TIMECOST
1 — BASIC AIRSTRIP8h15,000 money · 500 manpower · 800 steel · 200 oil
2 — MILITARY AIRBASE16h45,000 money · 1,200 manpower · 2,500 steel · 600 oil · 400 electronics · 100 RP
3 — ADVANCED AIR BASE24h120,000 money · 2,000 manpower · 5,000 steel · 1,200 oil · 1,500 electronics · 300 adv. materials · 400 RP
4 — STRATEGIC AIR COMMAND36h300,000 money · 3,500 manpower · 8,000 steel · 2,000 oil · 4,000 electronics · 1,200 adv. materials · 1,000 RP

SPACE & UPGRADES

Each city has 100 units of building space; every building instance costs a flat 10, so a city holds 10 buildings at a time. Levels must be built in order (level 3 needs level 2 already built). Upgrading replaces the previous level entirely — completing level 2 frees the level-1 slot, so a fully-upgraded building always occupies exactly one slot, never one per level built. Upgrade cost is 70% of the target level's full listed price.

REPAIR & DEMOLITION

Repair costs roughly half the building's original cost, scaled by how damaged it is, and restores instantly to full HP once paid. Demolishing gives a 30% refund of original cost, scaled by current health, and frees its space.

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