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Operatives

Operatives are your PMC's personnel pool. They staff compound buildings and crew units. Your Training Yard recruits them passively over time.

How operatives work

  • Operatives crew your units and staff compound buildings. Available = total roster − building staff − unit crews − wounded − training queue crews.
  • Your Training Yard passively recruits operatives over time up to the roster cap. Upgrade it early — it does not consume operatives to staff itself.
  • Most other structures require operatives when built or upgraded. If available operatives go negative, your base is understaffed until you recruit more or reduce commitments.
  • Wounded operatives recover over time at your Field Hospital. Recovery returns personnel to duty without increasing total roster — only the Training Yard recruits new operatives.
  • At Training Yard Lv20 on a fully upgraded compound, roster capacity supports staffing every structure and fielding a substantial offensive force.

Field Hospital & wounded operatives

  • Operatives wounded in combat are not available for buildings, units, or operations until they recover. Wounded personnel remain part of your total roster, but they do not count as available.
  • The Field Hospital treats wounded operatives over time. Higher levels increase treatment capacity, improve recovery speed, and improve the chance that combat casualties become wounded instead of permanent losses.
  • Training Yard recruits new operatives. Field Hospital recovers wounded operatives. These are separate systems.
  • If your base has more wounded than hospital capacity, recovery slows until the backlog is reduced.
  • Destroyed units are still lost as units. The Field Hospital saves personnel, not vehicles, drones, or equipment.

Fully upgraded compound (reference)

Roster cap at max buildings
920
Operatives staffing all structures
473
Surplus for unit crews (approx.)
447
Recruitment at Training Yard max
27/h

Training Yard Lv20 is tuned so a maxed compound can staff every structure and still field a large operational force. The Training Yard itself never consumes operatives to upgrade.

Operatives by Training Yard level

The Training Yard passively recruits operatives up to your roster cap. It never consumes operatives to upgrade. Barracks and other structures add further cap and consume operatives when staffed.

LevelRecruitmentGain / levelRoster cap (TY only)Cap gain / level
Lv13/h+3/h75+35
Lv25/h+2/h110+35
Lv36/h+1/h145+35
Lv47/h+1/h180+35
Lv58/h+1/h215+35
Lv610/h+2/h250+35
Lv711/h+1/h285+35
Lv812/h+1/h320+35
Lv913/h+1/h355+35
Lv1015/h+2/h390+35
Lv1116/h+1/h425+35
Lv1217/h+1/h460+35
Lv1318/h+1/h495+35
Lv1420/h+2/h530+35
Lv1521/h+1/h565+35
Lv1622/h+1/h600+35
Lv1723/h+1/h635+35
Lv1825/h+2/h670+35
Lv1926/h+1/h705+35
Lv2027/h+1/h740+35

Operatives by Barracks level

Barracks expands roster capacity only — recruitment still comes from your Training Yard. Upgrading Barracks also increases operative staffing required for the structure itself.

LevelRoster cap (BR only)Cap gain / level
Lv146+6
Lv252+6
Lv358+6
Lv464+6
Lv570+6
Lv676+6
Lv782+6
Lv888+6
Lv994+6
Lv10100+6
Lv11106+6
Lv12112+6
Lv13118+6
Lv14124+6
Lv15130+6
Lv16136+6
Lv17142+6
Lv18148+6
Lv19154+6
Lv20160+6
Lv21166+6
Lv22172+6
Lv23178+6
Lv24184+6
Lv25190+6
Lv26196+6
Lv27202+6
Lv28208+6
Lv29214+6
Lv30220+6

Field Hospital by level

The Field Hospital recovers wounded operatives and improves combat casualty survival. Recovery rates shown are before world speed multiplier.

LevelCapacityRecoverySurvival
Lv122+1/h46.5%
Lv234+1.75/h48.0%
Lv346+2.5/h49.5%
Lv458+3.25/h51.0%
Lv570+4/h52.5%
Lv682+4.75/h54.0%
Lv794+5.5/h55.5%
Lv8106+6.25/h57.0%
Lv9118+7/h58.5%
Lv10130+7.75/h60.0%
Lv11142+8.5/h61.5%
Lv12154+9.25/h63.0%
Lv13166+10/h64.5%
Lv14178+10.75/h66.0%
Lv15190+11.5/h67.5%
Lv16202+12.25/h69.0%
Lv17214+13/h70.5%
Lv18226+13.75/h72.0%
Lv19238+14.5/h73.5%
Lv20250+15.25/h75.0%

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Sarachovia