Buildings

From Savage 2 Strategy Wiki

Jump to: navigation, search
* This article is a stub, it requires additional content and/or editing.

Contents

Buildings in Savage 2

Buildings are very important in the game's strategic part. Very much like in an RTS game, structures are mainly placed by the Commander, although if there is no Commander, players using the Builder class can build structures themselves. Builders can also go near any allied building and help build it faster or repair it if it has been damaged by enemies. Buildings can have many roles, such as serving as a spawn point, enabling tech, and defending other buildings or players.

Human Buildings

Basic Structures

Stronghold
The Command Center and main spawn point of the Legion of Man. Inside, Man tries to find some measure of security, and it's destruction will mean doom for the Legion, along with the lost of the game.

Stronghold
Stronghold
Image:SH_icon.jpg
Requires N/A
Cost N/A
Type Cmd. Center
Health 14000
Armor 85
Steam Mine
Once built on a gold mine, Steam Mines automatically drill underground and haul up gold, adding it to the team gold at the beginning of every interval. So long as at least one Steam Mine is actively collecting gold, the Legion meets its upkeep. They can only be built near the Stronghold or a Garrison.

Steam Mine
Steam Mine
Image:steam_icon.jpg
Requires N/A
Cost 500
Type Gold Mine
Health 2750
Armor 35


Garrison
Once construction is completed on a Garrison, it serves as an additional spawn point for the Legion. It is important to note that the blue circle that appears around a Garrison while choosing where to place one displays its influence over nearby gold mines - make sure at least the outer rim of the circle touches a nearby gold mine so you can build a Steam Mine on it.

Garrison
Garrison
Image:garrison_icon.jpg
Requires N/A
Cost 3500
Type Outpost
Health 4000
Armor 60

Tech Buildings

Armory
Any players on the Legion that spawn after an Armory has been built gain access to their second ranged weapon (chaplains and siege units not included), as well as a number of other abilities. Its destruction will make those above abilities and weapons unavailable. For more information, look at the Player Classes page.

Armory
Armory
Image:armory_icon.jpg
Requires N/A
Cost 8500
Type Tech Bld.
Health 4000
Armor 85


Monastery
Once built, the presence of a Monastery allows players to spawn as Chaplains, as well as permit Scouts to use Stealth, and the construction of Shield Towers. Its destruction will make all these unavailable.

Monastery
Monastery
Image:monastery_icon.jpg
Requires Armory
Cost 9000
Type Tech Bld.
Health 3500
Armor 85


Academy
Within the Academy, men are trained to become strong and skillfull Legionnaires, and such unit is available to players when an Academy has been built. Obviously, it's destruction will disable Legionnaires from the players' unit list.

Academy
Academy
Image:academy_icon.jpg
Requires Monastery
Cost 10000
Type Tech Bld.
Health 5000
Armor 85


Siege Workshop
Once built, the presence of a Siege Workshop allows players to spawn as Steambuchets or Battering Rams, and allows the construction of Cannon Towers. It's destruction will make them unavailable.

Siege Workshop
Siege Workshop
Image:workshop_icon.jpg
Requires Monastery
Cost 8500
Type Tech Bld.
Health 5500
Armor 85


Base Defenses

Arrow Tower
Arrow towers are tall structures which fire arrows at nearby enemies. Their long-ranged attacks allow them to protect a wide area from enemy intrusion. Arrow Towers cannot detect enemies using Stealth/Polymorph, unless there is an Electric Eye/Bat nearby, or the enemy attacks the tower. It will also ignore gadgets (including the dangerous Demo Packs).

Arrow Tower
Arrow Tower
Image:arow_tower_icon.jpg
Requires Armory
Cost 2500
Type Defense
Health 2000
Armor 50
Cannon Tower
Similar to arrow towers, these towers attack nearby enemies with explosive shells. While they have a shorter range than arrow towers, their shells deal much more damage. Cannon Towers cannot detect enemies using Stealth/Polymorph, unless there is an Electric Eye/Bat nearby, or the enemy attacks the tower. It will also ignore gadgets (including the dangerous Demo Packs).

Cannon Tower
Cannon Tower
Image:cannon_tower_icon.jpg
Requires Siege Workshop
Cost 3500
Type Defense
Health 2250
Armor 50
Shield Tower
Any buildings within a close proximity to a Shield Tower receives an additional layer of armor, making it nearly indestructible. This effect does not work if the team fails to meet their upkeep, and Shield towers cannot shield themselves or other shield towers.

Shield Tower
Shield Tower
Image:shield_tower_icon.jpg
Requires Monastery
Cost 4000
Type Defense
Health 2000
Armor 40

Beast Buildings

Basic Structures

Lair
The Commander Center of the Beast Horde, serving as a spawn point. If this building is destroyed, the Horde loses the match.

Lair
Lair
Image:Lair_icon.jpg
Requires N/A
Cost N/A
Type Comm Ctr
Health 14000
Armor 85
Grove Mine
Once built on a gold mine, Grove Mines absorb gold through their roots, adding it to the team gold at the beginning of every interval. So long as at least one Grove Mine is actively collecting gold, the Horde meets its upkeep. They can only be built near the Lair or a Sublair.

Grove Mine
Grove Mine
Image:grove_mine_icon.jpg
Requires N/A
Cost 500
Type Gold Mine
Health 2750
Armor 35
Sublair
Once construction is completed on a Sublair, it serves as an additional spawn point for the Horde. It is important to note that the blue circle that appears around a Sublair while choosing where to place one displays its influence over nearby gold mines - make sure at least the outer rim of the circle touches a nearby gold mine so you can build a Grove Mine on it.

Sublair
Sublair
Image:sublair_icon.jpg
Requires n/a
Cost 3500
Type Outpost
Health 4000
Armor 60

Tech Buildings

Nexus
Any players on the Horde that spawn after a Nexus has been built gain access to their second ranged weapon, as well as a number of other abilities. Its destruction will make the above abilities and weapons unavailable. For more information, look at the Player Classes page.

Nexus
Nexus
Image:nexus_icon.jpg
Requires n/a
Cost 8500
Type Tech Bldg
Health 4000
Armor 85
Sanctuary
Once built, the presence of a Sanctuary allows players to spawn as Shaman, as well as permit Shapeshifters to use Polymorph. Its destruction will make Shaman and Polymorph unavailable.

Sanctuary
Sanctuary
Image:sanctuary_icon.jpg
Requires Nexus
Cost 9000
Type Tech Bldg
Health 3500
Armor 85
Predator Den
Once built, the presence of a Predator Den allows players to spawn as Predators. Its destruction will make them unavailable.

Predator Den
Predator Den
Image:den_icon.jpg
Requires Sanctuary
Cost 10000
Type Tech Bldg
Health 5000
Armor 85
Charm Shrine
Once built, the presence of a Charm Shrine allows players to spawn as Tempests or Behemoths. Its destruction will make them unavailable.

Charm Shrine
Charm Shrine
Image:charm_shrine_icon.jpg
Requires Sanctuary
Cost 8500
Type Tech Bldg
Health 5500
Armor 85

Base Defenses

Strata Spire
Strata spires are tall structures which fire ice bolts at nearby enemies. Their long-ranged attacks allow them to protect a wide area from enemy intrusion.

Strata Spire
Strata Spire
Image:strata_spire_icon.jpg
Requires Nexus
Cost 2000
Type Defense
Health 2000
Armor 50
Static Charge Spire
Similar to strata spires, these spires attack nearby enemies with lightning. While they have much shorter range than strata spires, their lightning strikes deal much more damage.

Static Charge Spire
Static Charge Spire
Image:static_spire_icon.jpg
Requires Charm Shrine
Cost
Type Defense
Health 2250
Armor 50
Chloro Spire
Any buildings within a close proximity to a Chloro Spire is constantly healed for free at a fast rate. If a building was already damaged when construction on a chloro spire was finished, the chloro spire will accept that value as the building's max; repair it further to raise the chloro spire's accepted value for that building's max. Chloro spires cannot heal themselves or other chloro spires. This effect does not work if the team fails to meet their upkeep.

Chloro Spire
Chloro Spire
Image:chloro_spire_icon.jpg
Requires Sanctuary
Cost
Type Defense
Health 2000
Armor 40

Hell Shrine

A Hell shrine is a building that can only be build upon a scar and allows access to hellbourne units for anyone on that team who uses it.

  • Sometimes also referred to as a Sacrificial Shrine, as you sacrifice your current unit (along with the requisite amount of souls) to become a hellbourne unit.

    Hell Shrine
    Hell Shrine
Image:hellshrine_icon.jpg
Requires Scar
Cost 7500
Type Advanced tech
Health 5000
Armor
Personal tools