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BARRACKS

Each tier of the barracks can train a new tier of troops, all barracks can also train all previous tiers of troops.


Martial Hall (Tier 1)Edit

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The martial hall is the basic cambat training building for our fledgling colony. We can train basic militia units here and over time can upgrade it into more advanced forms.

  • Cost: 25BIO 25MINERAL 25MECH
  • Colonists Required: 3
  • Build Time: 10s
  • Items Required: none
  • Health: 400
  • Armor Strength: 2


Simple Barracks (Tier 2)Edit

Trainingquaters

Training Quaters

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  • Cost: 55BIO 25MINERAL 25MECH
  • Colonists Required: 16
  • Build Time: ?
  • Items Required:  2 Tank Rounds, 2 Acquire
  • Health: 680
  • Armor Strength: 6

Militia Barracks (Tier 3)Edit

Militia Barracks

Militia Barracks

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  • Cost: 120BIO 60MINERAL 60MECH
  • Colonists Required: 40
  • Build Time: 1:06:40
  • Items Required: 2 Tank Rounds, 2 Blasting Caps
  • Health: 1000
  • Armor Strength: 10


Militia Garrison (Tier 4)Edit

Militia Garrison

Militia Garrison

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  • Cost: 230BIO 120MINERAL 120MECH
  • Colonists Required: 57
  • Build Time: 2h 18m 20s
  • Items Required: 3 Blasting Caps, 3 Metal Tubes
  • Health: 1720
  • Armor Strength: 12


Fortified Barracks (Tier 5)Edit

Fortified Barracks

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  • Cost: 400BIO 200MINERAL 200MECH
  • Colonists Required: 76
  • Build Time: 4h 10m
  • Items Required: 2 Blasting Caps, 2 Tank Rounds
  • Health: 2900
  • Armor Strength: 17


Advanced Garrison (Tier 6)Edit

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An advanced garrison represents the pinnacle of the wasteland garrison design. The types of troops we can train with such a building will allow us to dominate the wasteland!

  • Cost: 650BIO 325MINERAL 325MECH
  • Colonists Required: 97
  • Build Time: 06:23:20 (6 hours 23 mintues 20 seconds)
  • Items Required: 2 Tank Rounds, 2 Blasting Caps
  • Health: 5000
  • Armor Strength: 24


Military Headquarters (Tier 7)Edit

Military Headquarters

Our forces are moving past being just a militia, and are becoming a fully-functional army. They will need an appropriate structure for their expanding role.

  • Cost: 1100BIO 550MINERAL 550MECH
  • Colonists Required: 110
  • Build Time: 09:10:00 (9 hours 10 minutes)
  • Items Required: 3 Blasting Caps, 3 Metal Tubes
  • Health: 6600
  • Armor Strength: 34


Colonial Army Barracks (Tier 8)Edit

Colonial Army Barracks

The time has come to fully assemble the militia into a formal army. To do that we need a proper army barracks.

  • Cost: 2200BIO 1100MINERAL 1100MECH
  • Colonists Required: 120
  • Build Time: 13:53:20 (13 hours 53 minutes 20 seconds)
  • Items Required: 6 Blasting Caps, 6 Metal Tubes, 25 Electric Wires
  • Health: 9800
  • Armor Strength: 47


Colonial Army HQ (Tier 9)Edit

Colonial Army HQ

As the possibility of expanding into new territory grows we should shift the barracks into a Battalion HQ to better coordinate with any satellite locations.

  • Costs: 3300BIO 2200MINERAL 2200MECH
  • Colonists Required: 135
  • Build Time: 16:40:00 (16 hours 40 minutes)
  • Items Required: 3 Metal Tubes, 3 Blasting Caps, 30 Nuclear Fuel
  • Health: 14800
  • Armor Strength: 66


Central Command (Tier 10)Edit

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The Specter of war is looming. We may be called to fight on several fronts, and we need a central command to do that.

  • Cost: 5000BIO 3500MINERAL 3500MECH
  • Colonists Required: 150
  • Build Time: 20:50:00 (20 hour 50 minutes)
  • Health: 22200
  • Armor Strength: 82


Advanced Central Command (Tier 11)Edit

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The Specter of war is looming. We may be called to fight on several fronts, and we need a central command to do that.

  • Cost: 6000BIO 4200MINERAL 4200MECH
  • Colonists Required: 175
  • Build Time: ?
  • Health: 33300
  • Armor Strength: 125
  • Training: ?


Advanced Central Command (Tier 12)Edit

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The Specter of war is looming. We may be called to fight on several fronts, and we need a central command to do that.

  • Cost: 6000BIO 4200MINERAL 4200MECH
  • Colonists Required: 175
  • Build Time: 21:00:00 (21 hours)
  • Health: 33300
  • Armor Strength: 125
  • Training: ?

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