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BUILDINGS
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GG1 Germany
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Building:
Minerals: The amount of minerals required to construct the building.
Fuel: The amount of fuel required to construct the building.
Time: The amount of time it takes to construct the building.
Armor: The armor rating of the building.
HP: How much health the building has.
Allows: The units and other buildings that need this as a prerequisite. Stuff
in parenthesis requires something else before you can build it there.
Attack: Attack strength.
AA: Attack strength versus airborne targets.
DR: The damage radius of attack.
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HEADQUARTERS:
Minerals: 300
Fuel: 0
Time: 75
Armor: 2
HP: 2500
Allows: Workers, other buildings.
This building is where you train Workers. It's how you get minerals to build
other buildings and units. It adds ten points to your Supply Rating. When
playing as the Germans, you must place new structures within a circle a set
distance away from the Headquarters.
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SUPPLY STORE:
Minerals: 75
Fuel: 0
Time: 37
Armor: 2
HP: 600
Allows: Increased unit count.
This building adds ten points to your Supply Rating. Remember that you can
never have a Supply Rating higher than 200.
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PUMP JACK:
Minerals: 200
Fuel: 0
Time: 50
Armor: 2
HP: 750
Allows: Collection of fuel.
This is how the Germans get fuel. It will pump out fuel on its own at a rate
of six per time period. Once the oil field runs out, it will continue to pump
out one fuel unit per time period.
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BARRACKS:
Minerals: 100
Fuel: 0
Time: 50
Armor: 2
HP: 1000
Allows: Academy, Soldier, (Flamethrower), (Paratrooper)
This is where you train infantry units. It is also required before you can
build an Academy.
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DEFENSIVE QUARTERS:
Minerals: 100
Fuel: 0
Time: 37
Armor: 2
HP: 1000
Allows: Defensive Towers
This is required before you can build Defensive Towers.
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DEFENSIVE TOWER:
Minerals: 125
Fuel: 0
Time: 50
Armor: 2
HP: 450
Attack: 5
AA: 0
DR: 10
This is a highly effective defensive structure against infantry and light
vehicles. It's most effective when placed in tight groups and in rows along
well-traveled paths.
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ACADEMY:
Minerals: 100
Fuel: 50
Time: 50
Armor: 2
HP: 1000
Allows: Flamethrower, (Paratroopers), allows for Flamethrower Vest upgrade:
FLAMETHROWER VEST:
Minerals: 75
Fuel: 75
Time: 175
This building lets you train Flamethrowers and Paratroopers (once you get an
Airport). The Flamethrower Vest upgrade will add one Armor and ten HP to your
Flamethrower units.
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POWER PLANT:
Minerals: 100
Fuel: 50
Time: 50
Armor: 2
HP: 1000
Allows: Vehicles Factory, (Light Tanks Factory), Laboratory.
This is required before you can build a Vehicles Factory, a Light Tanks
Factory, and a Laboratory.
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VEHICLES FACTORY:
Minerals: 100
Fuel: 100
Time: 50
Armor: 2
HP: 1250
Allows: Light Tanks Factory, Sidecar, can be upgraded to:
MEDIUM SIZED VEHICLES FACTORY:
Minerals: 100
Fuel: 75
Time: 75
Armor: 2
HP: 1500
Allows: SDK 251, SDK 7, Panzerwerfer 42
You build support vehicles from this structure. It is also needed to build a
Light Tanks Factory.
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LIGHT TANKS FACTORY:
Minerals: 200
Fuel: 100
Time: 75
Armor:
HP: 1500
Allows: Panzer II's, can be upgraded to:
MEDIUM SIZED TANKS FACTORY:
Minerals: 150
Fuel: 100
Time: 75
Armor: 2
HP: 2000
Allows: Panzer IV's, Jagdpanzers, can be upgraded to:
HEAVY TANKS FACTORY:
Minerals: 150
Fuel: 150
Time: 75
Armor:
HP:
Allows: Tigers, Leopolds
This is where you build all of your tanks and heavy vehicles.
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LABORATORY:
Minerals: 150
Fuel: 100
Time: 50
Armor: 2
HP: 1000
Allows: Smokescreen, Improved Vehicle Armor, Airport, can be upgraded to both:
RESEARCH LABORATORY:
Minerals: 100
Fuel: 150
Time: 50
Armor: 2
HP: 1300
Allows: Improve Panzerwerfer Energy, Improve Medium Tanks Speed, (Improved
Airport)
MILITARY LABORATORY:
Minerals: 150
Fuel: 100
Time: 50
Armor: 2
HP: 1300
Allows: Improve Sub-Machine Guns, Improve Panzer II Cannon, (Heavy Tanks
Factory)
SMOKESCREEN:
Minerals: 75
Fuel: 75
Time: 100
This allows Panzerwerfer units to deploy a smokescreen. Units inside the smoke
will receive half of the normal damage.
IMPROVED VEHICLE ARMOR:
Minerals: 150
Fuel: 150
Time: 225
This gives anything built from a Vehicles Factory or a Medium Sized Vehicles
Factory an extra Armor point.
IMPROVE PANZERWERFER ENERGY:
Minerals: 75
Fuel: 75
Time: 100
This adds 100 points to your Panzerwerfers' energy.
IMPROVE MEDIUM TANKS SPEED:
Minerals: 150
Fuel: 150
Time: 225
This makes Panzer IV and Jagdpanzer units faster.
IMPROVE SUB-MACHINE GUNS:
Minerals: 75
Fuel: 75
Time: 175
This improves the rate of fire for Soldiers and Paratroopers.
IMPROVE PANZER II CANNON:
Minerals: 100
Fuel: 100
Time: 175
Contrary to what the game manual says, this does not add to your Panzer II's
fire rate. It does, however, add three points to your Panzer II's attack
power.
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AIRPORT:
Minerals: 200
Fuel: 200
Time: 75
Armor: 2
HP: 1500
Allows: Paratroopers, Messerschmitt 109's, Dirigibles, can be upgraded to:
IMPROVED AIRPORT:
Minerals: 100
Fuel: 100
Time: 75
Armor: 2
HP: 2000
Allows: Stuka, Junker 52
This allows you to build aircraft. Since the Germans have no defensive
structure with AntiAircraft capabilities, your only defenses against air units
are SDK 7's and fighters. Remember that you can only have four aircraft on an
Airport at one time. Also, an Airport can hold Paratroopers. Paratroopers can
be loaded onto Junker 52's twelve at a time and dropped anywhere on the map.
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SHIPYARD:
Minerals: 100
Fuel: 100
Time: 50
Armor: 2
HP: 1250
Allows: Troop Transport
This will allow you to build boats to take infantry units over water.
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V2 FACTORY:
Minerals: 700
Fuel: 900
Time: 100
Armor: 2
HP: 1200
Allows: A V2 Rocket to charge.
This building will slowly build up a counter to 200. When it reaches 200, you
can launch a highly destructive V2 Rocket anywhere on the map. The counter
starts over every time you use it. You can build several V2 Factories to use
more than one V2 Rocket in the same attack.
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