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Building tech tree

Linear unlock progression for Theatre Compound structures. Command HQ and Training Yard start at Lv1; read top to bottom for everything else. Later rows need higher prerequisite levels across your base. Your compound only shows pads you can construct or have already built.

How progression works

  • Every structure has a fixed pad on your Theatre Compound. Pads stay hidden until you meet the first-build requirements shown below.
  • Command HQ and Training Yard are pre-built at Lv1 on every new base. The Training Yard recruits operatives and never requires operatives to staff its own upgrades.
  • Command HQ produces capital and boosts other production — upgrade it and add Logistics Yard / Warehouse early to fund the rest of the tree.
  • The first level of a building uses Construct; later levels use Upgrade.
  • Rows are ordered by how far along you need to be — prerequisite building levels count, not just how many structures sit between you and the goal.
  • Some milestones unlock multiple branches at once (e.g. Warehouse Lv3 + Barracks Lv3 gates Armoury; Barracks Lv10 + Training Yard Lv10 + Armoury Lv8 gates Special Ops Compound).

Unlock progression

Command HQ

Max Lv20

Central command; boosts all resource production.

Starting structure (pre-built at Lv1)

Details →

Training Yard

Max Lv20

Unlocks and advances training programs; recruits operatives over time.

Starting structure (pre-built at Lv1)

Details →

Barracks

Max Lv30

Houses personnel and enables unit training.

Requires Command HQ Lv1

Details →

Logistics Yard

Max Lv25

Primary materials production.

Requires Command HQ Lv1

Details →

Warehouse

Max Lv30

Increases storage capacity.

Requires Command HQ Lv1

Details →

Perimeter Wall

Max Lv20

Perimeter defence bonus in combat.

Requires Command HQ Lv3

Details →

Armoury

Max Lv20

Equipment bonus, combat research speed, and combat training speed for eligible units.

Requires Command HQ Lv4 · Warehouse Lv3

Details →

Gatehouse

Max Lv20

Main gate access control (gatehouse).

Requires Perimeter Wall Lv1

Details →

Communications Tower

Max Lv20

Intel production and comms relay.

Requires Command HQ Lv5

Details →

Field Hospital

Max Lv20

Medical support and casualty recovery.

Requires Command HQ Lv5 · Barracks Lv5

Details →

Fuel Depot

Max Lv20

Fuel production for operations and vehicles.

Requires Logistics Yard Lv5

Details →

Resource Extraction Site

Max Lv30

On-site materials extraction.

Requires Command HQ Lv6 · Logistics Yard Lv5

Details →

Watchtower

Max Lv20

Overwatch and perimeter observation.

Requires Perimeter Wall Lv3

Details →

Vehicle Workshop

Max Lv20

Vehicle repair and maintenance.

Requires Logistics Yard Lv6 · Fuel Depot Lv3

Details →

Drone Hangar

Max Lv15

UAS operations and reconnaissance support.

Requires Command HQ Lv8 · Communications Tower Lv5

Details →

Radar Mast

Max Lv15

Area surveillance and early warning.

Requires Communications Tower Lv5

Details →

Helipad

Max Lv10

Rotary-wing landing and rapid deployment.

Requires Command HQ Lv10 · Fuel Depot Lv5

Details →

Motor Pool

Max Lv20

Vehicle dispatch and convoy staging.

Requires Vehicle Workshop Lv3

Details →

Special Operations Compound

Max Lv15

Elite unit staging and advanced operations.

Requires Barracks Lv10 · Training Yard Lv10 · Armoury Lv8

Details →

Hardened Bunker

Max Lv10

Blast-resistant shelter: defence bonus and raid loot protection for warehouse stocks.

Requires Command HQ Lv10 · Perimeter Wall Lv10

Details →

Satellite Uplink

Max Lv10

Strategic SATCOM for theatre-level operations.

Requires Command HQ Lv12 · Communications Tower Lv10 · Radar Mast Lv5

Details →

Building production tables → · Compound scene tiers →

Sarachovia