Broken FrontFIELD MANUAL

Buildings

Six types, three levels, placed by hand.

BUILDINGWHAT IT DOESPER CITYSLOTS L1/2/3
ARMY BASEGround units; stores missiles and ground ammunition32 / 3 / 4
AIRFIELD COMPLEXAircraft, helicopters, naval drones; stores air-launched missiles32 / 3 / 4
NAVAL BASEShips and submarines — coast only; stores naval missiles and shells32 / 3 / 4
WEAPONS DEVELOPMENTMissile and ammunition production; the main supply depot12 / 3 / 4
RESEARCH LABORATORYResearch slots; +10 RP/h per level12 / 3 / 5
INTELLIGENCE CENTER+5 RP/h per level1—

WHAT A LEVEL COSTS

BUILDINGLEVELTIMECOST
ARMY BASE1 Training Camp1h640 money · 32 manpower · 40 steel · 8 oil
2 Military Base4h2,800 money · 80 manpower · 160 steel · 32 oil · 24 electronics · 6 RP
3 Armored Division HQ8h5,333 money · 96 manpower · 320 steel · 80 oil · 64 electronics · 21 adv. mat. · 27 RP
AIRFIELD1 Basic Airstrip1.5h1,125 money · 38 manpower · 60 steel · 15 oil
2 Military Airbase5h3,600 money · 96 manpower · 200 steel · 48 oil · 32 electronics · 8 RP
3 Advanced Air Base9h8,640 money · 144 manpower · 360 steel · 86 oil · 108 electronics · 22 adv. mat. · 29 RP
NAVAL BASE1 Harbor / Port2h1,333 money · 40 manpower · 80 steel · 20 oil
2 Naval Station6h3,600 money · 90 manpower · 240 steel · 48 oil · 36 electronics · 9 RP
3 Fleet Base10h9,000 money · 125 manpower · 400 steel · 100 oil · 100 electronics · 25 adv. mat. · 30 RP
WEAPONS DEV.1 Armory1.5h1,200 money · 25 manpower · 60 steel · 10 oil · 20 electronics
2 Advanced Weapons5h2,500 money · 25 manpower · 75 steel · 15 oil · 75 electronics · 20 adv. mat. · 12 RP
3 Special Weapons9h4,050 money · 27 manpower · 101 steel · 17 oil · 135 electronics · 51 adv. mat. · 27 RP
RESEARCH LAB1 Basic R&D2h1,500 money · 18 manpower · 48 steel · 6 oil · 30 electronics
2 Advanced Lab7h3,938 money · 32 manpower · 79 steel · 10 oil · 105 electronics · 16 adv. mat. · 10 RP
3 Military Institute12h7,200 money · 36 manpower · 90 steel · 11 oil · 180 electronics · 54 adv. mat. · 29 RP
INTEL CENTER1 Communications Hub2h675 money · 8 manpower · 15 steel · 2 oil · 30 electronics
2 SIGINT Facility6h2,160 money · 14 manpower · 29 steel · 4 oil · 90 electronics · 7 adv. mat. · 11 RP
3 Cyber Command10h3,750 money · 15 manpower · 25 steel · 4 oil · 150 electronics · 20 adv. mat. · 25 RP

PLACEMENT

You place each building on the map in its city. A building reserves the ground its largest level will cover from the start, and nothing may overlap another building or construction site. A Naval Base must sit on the coast, with water right next to the placement point. Army Bases, Airfields and Naval Bases can be built up to three times per city; every other type once. Each city works on one construction or upgrade at a time.

UPGRADES

Levels go in order, and an upgrade costs 70% of the target level's listed price. Upgrading improves a building in place — same spot, same stock. With several bases of one type, you choose which one to upgrade; the city's production slots for that type follow its highest level among them, while their parking adds up.

PARKING LIMITS PRODUCTION

BUILDINGSPOTS AT L1 / L2 / L3
AIRFIELDFighter stands 6 / 10 / 15 · heavy stands 1 / 2 / 4 · helipads 4 / 7 / 10 · drone shelters 4 / 6 / 8
ARMY BASEVehicle bays 8 / 14 / 20 · barracks 6 / 10 / 14
NAVAL BASESmall berths 4 / 6 / 8 · large berths – / 2 / 4 · submarine pens – / 2 / 4

Each unit class needs one spot of its kind. A city can't start another unit if every spot of that kind is taken — counting aircraft based there (even while flying), ground units and ships standing within 1 km of its bases, and units already queued. Parking never stops a unit from moving or landing; it only limits production.

REPAIR & DEMOLITION

Repair costs half the building's original cost, scaled by how damaged it is, and restores it to full HP once paid. Demolishing refunds 30% of original cost, scaled by current health, and cancels any queued upgrade on it. A city that's been captured but not yet annexed can't build, upgrade or produce at all — see Annexation.

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