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.