Before we dive into building strategies properly, there are two basic concepts that must be understood and utilized to achieve prime effects when deciding how your base should be built. Strength in numbers and Multi-purpose nature.
Strength in Numbers
There is no perfect “formula” to use when deciding what to build or how many of each building to have. In fact, you will be reducing the max effect you can achieve by having all possible types built in smaller numbers. You can really only harness the full power of any given building strategy by focusing on one or two types whose functions your base needs the most. Then you would need to max these building types to gain a “strength in numbers” boost and increase your base stats in that area greatly.
As the game advances, we find that certain buildings have a multi-purpose characteristic and help in more ways than one. For example, MASH buildings give “Troop Health” boosts and also provide additional hospital capacity. Another example would be how all Intel Buildings, regardless of type, provide boosts to their specific boosted troop and to operative troops as well.
Understanding the purposes of each building and selecting the ones your base needs the most ultimately determines the outlook of a properly built base.
In this article, we’ll be combining these two concepts and coming up with an efficient building strategy to successfully build a fortress.
Buildings Within Your Walls
There are 14 available plots within the walls of your base that can be used for building barracks, mash, and power plants. It is up to you to decide which of these to build and how many of each you need. Your playstyle will determine which option will work best for you as there are certain distinct boosts that each one can offer you once they are built and leveled up. I have added a chart to show what percentages you can expect to gain from each type of building every 20 levels.
10% Troop Armor
10% Troop Armor Alliance Benefits
2% Troop Health
+3,000 Hospital Capacity
2% Troop Attack
+890 Troop Training Capacity
34% Troop Armor
34% Troop Armor Alliance Benefits
13.14% Troop Health
+7,000 Hospital Capacity
11% Troop Attack
+2,780 Troop Training Capacity
138% Troop Armor
138% Troop Armor Alliance Benefits
31.4% Troop Health
+14,000 Hospital Capacity
43% Troop Attack
+5,450 Troop Training Capacity
4,800% Troop Armor
4,800% Troop Armor Alliance Benefits
1,900% Troop Health
2,700% Base Defending Troop Health
+70,000 Hospital Capacity
1,800% Troop Attack
+58,000 Troop Training Capacity
19,800% Troop Armor
19,800% Troop Armor Alliance Benefits
6,900% Troop Health
8,700% Base Defending Troop Health
+170,000 Hospital Capacity
4,800% Troop Attack
+158,000 Troop Training Capacity
Power Plants are good for producing energy as a resource, but their real superpower is the tremendous amount of Troop Armor they give you. Once again, the boosts from the power plants will work for both attack and defense. Many don’t realize this, but power plants also have an Alliance Troop Armor boost. This boost is used to help out your teammates. For each power plant that you build in your base, your entire alliance gains Additional Troop Armor. Neither Mash nor Barracks provides these extra alliance benefits.
Mashes increase the health of your troops in attack and defense. They also increase your base defending troop health as well once you level it past 60. Another benefit of building mashes is the additional hospital capacity you gain each time they’re leveled up. Between the hospital capacity boosts and the health benefits, mashes are a great choice for players who are focused on defense and expect to be attacked often. The additional hospital capacity from mashes shows up on the “Hospital Capacity” bar when you click on the hospital. Even though it does not add to the hospital capacity for mercenary troops, the boosts are also utilized by mercenary troops and can be maximized to full effect when said troops/mercs are stacked in a certain way. (mercenaries are considered troops themselves, but not all troops are considered mercenaries).
Barracks are very helpful for attack-minded players. Since these buildings increase the overall troop attack, the boosts work for both attack and defense. This building also allows for a greater number of troops to be trained at a time. They’re the preferred option for players focused on attack who can afford to rebuild their troops over and over again. Max building Barracks is beneficial when a player is solely interested in doing the maximum possible damage when attacking.
Buildings Outside Your Walls
When discussing the buildings outside of the walls of your base, I will be referring to the “rural plots” left over after one of each resource building is completed. In the later stages of the game, there will be 25 opportunities to build the intel or ops intel building that will benefit you the most. (Assuming you have unlocked the additional 4 plots) Your play style and budget will also determine the way you build this part of your base.
Are you mostly a defender? What is your ideal spending level? Do you focus on attack and CP? These are all important questions to ask yourself before choosing your buildings outside your wall. Below, we will go over which options are the best fit for each type of player and how you will benefit from them.
There are three regular Intel Agency type buildings that can be built outside the walls of a base, the War Intel (Infantry type), Special Intel (Artillery type), and Tactical Intel (Vehicle type) agency buildings. Regular Intel Agency type buildings all boost Operative troops and Operative mercenaries. They also provide boosts to mercenaries classed as the troop type they’re labeled as. For example, War Intel buildings provide Infantry boosts to Rally Infantry and Airborne Brigade mercenaries. We find a multi-purpose ability with many possible applications in attack and defense here. These Intel buildings are a great choice for both defensive-minded and offensive-minded players alike. They also add relatively low amounts of power to a base as they’re leveled up when compared to Ops Intel buildings and are also far more resource cost-efficient to upgrade.
Ops Intel Agency
Ops Intel buildings were released shortly after regular Intel buildings became available to be built and came with four different options to choose from: Flight Ops (Mercenary Aircrafts), Guard Ops (Mercenary Transporters), Vital Ops (Mercenary Medics) and Grease Ops (Mercenary Mechanics). Ops Intel buildings also boost all Regular and Mercenary Operative Troops but come with distinct unique benefits to the specific mercenaries that they’re labeled to boost. These type buildings are a good option for high budget attackers and control point players who can afford to use/replace and heavily rely on these mercenaries to play. They add a ton of additional power to a base as they are leveled up and they are quite more resource and speedup intensive to upgrade when compared to the regular Intel buildings.
Frequently Asked Questions About Buildings
- As a defense-oriented player, since I need an attack to kill enemy troops, don’t I need all 3 inside buildings? – Yes, troop attack is also very important in defense, but the stats you miss out on when focusing on mash or power plants can be gained from gear/emblem swaps, squad swaps, and reinforcements. The hospital capacity from building mashes, however, cannot.
- How many of each building do I need to have? – Factoring in the “Strength in Numbers” benefit, (after one of each “required buildings” is built) it is best to keep the one or two max buildings that your playstyle demands and outsource the missing stats/boosts elsewhere. This also applies when considering Intel buildings outside the walls of your base. Ultimately, it is far more beneficial to focus on one troop type and max boosting it with regular Intel buildings. Intel buildings would be helpful for players who make use of regular troops more often and would much rather keep their power low. Ops Intels would be helpful for players who rely on and can afford to use and replace said mercenaries.
- My food production isn’t enough to feed my troops, don’t I need to build all farms outside? – Troops do not die when you run out of food, as a result, it’s largely unnecessary to max build farms or any other resource building outside the wall. Only one of each resource building is required for base upgrades. The remaining plots will be best used as a base for Intel buildings, which will eventually become available at the later stages of the game.
- How do I open up the slots with the padlock? – Rural plot shovels are required to unlock all possible slots outside the walls of a base and these can typically be found in the gold store, available for purchase.
Learn more about what the different Buildings can do to help your Base in the following articles;