From Savage 2 Strategy Wiki
* This article is a stub, it requires additional content and/or editing.
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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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).
|
|
| 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).
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| 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.
|
|
| Requires
| Scar
|
| Cost
| 7500
|
| Type
| Advanced tech
|
| Health
| 5000
|
| Armor
|
|
|