Game: Field commander Author: stastheman E-mail: [email protected] Type of FAQ: Buildings FAQ Table of contents: 1.0) introduction 2.0) Main buildings 2.1) Control rooms 3.0) Legal 4.0) Contact 5.0) Credits 1.0) Introduction Hi, I guess you all know me as stastheman, I was the first to write a Field Commander walkthrough which I'm sure helped you a lot. This an in-depth FAQ about all the Buildings you will capture or have in the game. This FAQ has all the detailed information you need to know about these buildings to win. 2.0) Main buildings name: Headquarters cash per turn:1000 capture points:20 defense adjustement:4 heal per turn:2 description: This building provides the maximum defense offered by buildings. The headquarters does not restrict unit movement. It provides a healthy income to the player. Units re-supply and heal within the headquarters the same as the dense city. And last of all , most missions end and victory is awarded to the opposing force that captures the opposing headquarters. There is only ever one headquarters building per side, per map. name: Sparse city cash per turn:500 capture points:15 defense adjustement:2 heal per turn:1 description: The sparse city provides a small amount of money every turn. They need to be captured to realize the economic benefit. The sparse city adds a small degree of defense to units. Units re-supply if they spend a turn in a player controlled sparse city and heal slightly each turn they remain in a sparse city. name: Dense city cash per turn:1000 capture points:20 defense adjustement:3 heal per turn:2 description: A dense city provides more defense than a sparse city. When captured, a dense city provides a healthy income to the controlling player. A dense city can be attacked to reduce it to a sparse city. Units re-supply if they spend a turn in a p-layer controlled dense city, and heal each turn they remain in a dense city. name: Factory cash per turn:1000 capture points:20 defense adjustement:3 heal per turn:2 description: The factory provides the same level of defense as the dense city. When captured, factories provide a healthy income to the owning player. This building provides the ability to make ground units. Units re-supply and heal the same as the dense city while within a player controlled factory. Units cannot be built if an enemy unit is inside. name: Airport cash per turn:1000 capture points:20 defense adjustement:3 heal per turn:2 description: An airport provides the same level of defense as the dense city. When captured, airports provide a healthy income to the owning player. This building provides the ability to make air units. Units re-supply and heal in a player controlled airport the same as the dense city. Units cannot be built if an enemy unit is inside. name: Seaport cash per turn:1000 capture points:20 defense adjustement:3 heal per turn:2 description: While only naval units and infantry can move into the seaport, the seaport provides the same level of defense as the dense city. When captured, seaports provide a healthy income to the owning player. This building provides the ability to make sea units. Units re-supply and heal in a player controlled seaport the same as the dense city. Units cannot be built if an enemy unit is inside. 2.1) control rooms name: Satellite laser control room cash per turn:N/A turns for reload:4 capture points:30 defense adjustement:2 heal per turn:N/A description: The satellite laser control room allows the player to call in a satellite based laser attack to a specific location on the map. It is a devastating attack that affects all unit types. name: Air strike control room cash per turn:N/A turns for reload:4 capture points:30 defense adjustement:2 heal per turn:N/A description: The air strike control room is used to call in a bomber that will fly to the target area and drop a payload of bombs . An air strike can be called in for any specific location on the map. Trees hit by a direct blast are reduced by one level. Air strikes cause land and sea damage but do not affect air units. name: Concussion blast control room cash per turn:N/A turns for reload:4 capture points:30 defense adjustement:2 heal per turn:N/A description: The concussion blast control room, or "Sun burst", is used to launch a concussion bomb that detonates 2000 feet in the air above the target area and immobilizes all air and infantry units for one round. Ground vehicles and sea units are not affected by this blast. name:EMP blast control room cash per turn:N/A turns for reload:4 capture points:30 defense adjustement:2 heal per turn:N/A description: The EMP blast control room is used to launch a charged electromagnetic mortar that immobilizes all ground vehicles and sea units for one round on impact. Air units and infantry units are not affected by this blast. name: Napalm strike control room cash per turn:N/A turns for reload:4 capture points:30 defense adjustement:2 heal per turn:N/A description: The napalm strike control room launches a cluster of missiles that, on impact, cover the area of effect in napalm that expands for three game turns. The player can call in the napalm strike for any specific location on the map. It is primarily meant to destroy infantry units and trees. Napalm strikes do not affect air units. Any forest space within the radius of effect on any turn is completely destroyed. Ground vehicles cannot drive through napalm and napalm will not expand onto water. 3.0)Legal This FAQ and all of it's components are the sole property of stastheman. This FAQ can only be displayed on the following sites: www.gamefaqs.com www.gamehelpplanet.com If you want to post this guide on your site, please E-mail me first. 4.0) Contact If you have any questions about this FAQ, please E-mail me at: [email protected] 5.0) Credits Whoever made this game: For making this game Me: For being the first to write a guide for this game and also for writing this FAQ. gamefaqs.com: For letting me post this FAQ gamehelpplanet.com: For letting me post this FAQ Copyright 2006 stastheman