Military campaign construction

As part of any semi mobile campaign, Keys are expected to build the facilities and buildings necessary to maintain and supply an army. As such, they learn to build together or on their own, and to use the specific tools of the trade.
=== Autoconstruction ===
Once researched, soldiers can autoconstruct buildings, meaning that they do not require to oversee construction of the building. Once the building is finished the soldier no longer requires the soldier to personally manage the building. However the more complex buildings such as company headquarters and central armories will always require an on site manager
=== Deconstruction ===
Once researched, soldiers can deconstruct buildings to obtain a percentage of the used materials as salvage.
=== Buildings ===
The buildings below are the basic buildings the Keys learn to build from intensive drill exercises.
Company headquarters
The command center of any S.T.A.M.P. mobile operation
* Can move
* Can process lumber directly from trees to rebuild itself
* Can impale units
* Store resources
* Can fire projectiles at the enemy
* Issues the call to arms, battle stations, and back to work orders via a bell system
Central Armory
Centralized stocking and distribution center for equipment in a S.T.A.M.P. army
Armory Annex
Blacksmith
Ammo dump
Vehicule bay
Refueling station: Can move
Repair bay
Automine
Charcoal plant
Power outlet
Housing building (house, apartment building, apartment complex)
Farming cooperatives (farmhouse, farm cooperative, agribusiness)
Bunker: Can move
Stables
Bestiary
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Category:Military
Category:Warfare
Category:Unfinished articles
Category:Dalmer