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Theatre Compound progression

Your base page shows a single compound scene image that advances when milestone buildings reach required levels. For first-build unlock order see the building tech tree. Mechanical building levels and per-building art bands are separate from the whole-base scene tier. Full design: docs/theatre-compound-building-progression.md

Compound scene tiers

  • Starter Camp

    Default — lightly developed starter FOB (Command HQ level 1+)

    /assets/base/compound-starter-camp.png

  • Established Outpost

    Command HQ, Barracks, Warehouse, and Logistics Yard each at level 5+

    /assets/base/compound-established-outpost.png

  • Operational FOB

    HQ, Barracks, Logistics Yard at 10+; Training Yard 8+; Fuel Depot, Field Hospital, and Motor Pool built

    /assets/base/compound-operational-fob.png

  • Hardened Base

    HQ 15+; Perimeter Wall, Checkpoint, Watchtower, Communications Tower at 10+; Radar Mast and Special Ops Compound built

    /assets/base/compound-hardened-base.png

  • Theatre Headquarters

    HQ, Barracks, Logistics, Warehouse at 20+; Perimeter Wall, Checkpoint, Watchtower at 15+; Satellite Uplink, Drone Hangar, Helipad, and Special Ops built

    /assets/base/compound-theatre-headquarters.png

Defence strength in combat

When your base is attacked, garrison unit defence is multiplied by total defence strength (%). Bonuses stack additively: garrison base + perimeter wall + gatehouse + watchtower + hardened bunker. At max tuning defaults, a Lv20 wall adds +120%.

  • Garrison base: 100%
  • Perimeter wall: +6% per level
  • Gatehouse: +2.5% per level (access control)
  • Watchtower: +3% per level (overwatch)
  • Hardened bunker: +5% defence per level; shelters 20–70% of warehouse capacity from raids (see Raids & loot)

Staff can tune these values in Admin → World Config.

Building visuals at peak level

Each compound structure has six visual stages in its sprite set. Reference art below shows the fully upgraded (stage 6) appearance — the same images used on your base when viewing a building pad or detail page.

  • Command HQ

    Central command node

    Max Lv20

  • Communications Tower

    Command & control

    Max Lv20

  • Radar Mast

    Threat detection

    Max Lv15

  • Barracks

    Infantry training

    Max Lv30

  • Training Yard

    Operative recruitment

    Max Lv20

  • Special Operations Compound

    Elite unit training

    Max Lv15

  • Field Hospital

    Medical recovery

    Max Lv20

  • Logistics Yard

    Supply throughput

    Max Lv25

  • Warehouse

    Storage capacity

    Max Lv30

  • Fuel Depot

    Fuel reserves

    Max Lv20

  • Resource Extraction Site

    Local resource harvest

    Max Lv30

  • Armoury

    Weapons & munitions

    Max Lv20

  • Vehicle Workshop

    Vehicle maintenance

    Max Lv20

  • Motor Pool

    Vehicle capacity

    Max Lv20

  • Drone Hangar

    UAS operations

    Max Lv15

  • Helipad

    Air mobility

    Max Lv10

  • Perimeter Wall

    Compound perimeter

    Max Lv20

  • Watchtower

    Perimeter overwatch

    Max Lv20

  • Gatehouse

    Access control

    Max Lv20

  • Hardened Bunker

    Last-resort shelter

    Max Lv10

Per-building art bands

Individual buildings map mechanical level to five visual bands (01, 05, 10, 15, 20) proportionally within each building's max level. A Barracks at level 30 uses the same top band as Command HQ at level 20, but the mechanical effects differ.

Building reference →

Sarachovia