Military Headquarters: Difference between revisions
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A military headquarters establishes the presence of a [[Military_Base|military base]], similar to the way a [[capitol]] building establishes a [[city]]. A significant difference is that the entire [[world]] becomes | A military headquarters establishes the presence of a [[Military_Base|military base]], similar to the way a [[capitol]] building establishes a [[city]]. A significant difference is that the entire [[world]] becomes part of the military base, without the need for claiming jurisdiction areas like cities. | ||
All other [[Military_Building|military building]]s require that a military headquarters exist on the world before they can be built. | All other [[Military_Building|military building]]s require that a military headquarters exist on the world before they can be built. | ||
Revision as of 14:31, 26 June 2018
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A military headquarters establishes the presence of a military base, similar to the way a capitol building establishes a city. A significant difference is that the entire world becomes part of the military base, without the need for claiming jurisdiction areas like cities.
All other military buildings require that a military headquarters exist on the world before they can be built.
Base Management
When in the chain of command of a base, it is possible to control the manufacturing of all military buildings from the military headquarters building. This is done using the City (F10) window while standing at the military headquarters building's plot.

This window displays all of the buildings, with their location, distance from you, quality level, and name. By selecting a building, a traditional City window appears in the lower half allowing you to run/change any of the manufacturing processes of that building, including construction.
The refresh button in the top-right corner of the window updates the list.
