Military System v2

*This article is about the revision to the military system. For the previous system, used from Season 7 to mid-Season 9, see Military System v1.*

The second military system is a revision of the first one, as countries agreed that the previous system doesn't allow for fair battles, as military factories in the Economy System v3 were very expensive and uneconomical for most countries, as they needed workers but they made no money. The system was also unfair as most countries would be fighting countries with far superior technology which made battles very unfair.

In the second military system, countries would purchase specific buildings which can be placed down wherever they like within their nation,, which would allow the use of different military aspects. These building variations do not need to be bought in order, but instead can be bought as and when the player wants. However, the different building classes must be built in order, for example: A barracks has to be buint before a munition facotry can be, etc. The following building types are listed below:

* Barracks
* Munition Factory

* Storage Bunkers

* Potion Brewery
* Chemical Weapon Factory

* Military Airstrip
* Military Airbase

* Military Dockyard
* Dry Docks

### Explanation of Buildings

Without any military equipment production, you are allowed: Unenchanted Iron Tools, Unenchanted Iron Armour, Steak as a food source and cobblestone.

With a **barracks**, you gain access to: Level 3 Enchanted Diamond Armour, Level 3 Enchanted Diamond Tools, Level 1 Enchanted Bow (excluding flame) with Tipped Arrows, A Shield, 5x Wolves, Golden Apples (along with other foods) and cobblestone.

With a **munition factory**, you gain access to: Full Enchanted Netherite Armour, Full Enchanted Netherite Tools, Level 3 Enchanted Bow with Tipped Arrows, A Shield, 20x Wolves, Laser Beam (providing the country has a functional power grid connected to the military factory), Enchanted Golden Apples (along with other foods) and end stone or cobblestone.

With a **storage bunker**, you gain access to dynamite, Industrial TNT, and normal TNT for air-to-ground or sea-to-ground bombing use only.

With a **potion brewery**, you gain access to any drinkable potion from the creative menu. No modded/command based potions may be used.

With a **chemical weapon factory**, you gain access to any splash potion from the creative menu. No modded/command based potions may be used.

With a **military airstrip**, you can build a grass or gravel runway with 3 parking spaces for use of the MC-172 in military operations, such as bombings. Due to the smaller size of a military airstrip, only 8 TNT can be loaded onto a plane for use in bombing runs before it has to return to the airstrip and reload. (You must have storage bunkers to use TNT in planes)

With a **military airbase**, you can build a concrete runway with 5 or more parking spaces for use of the MC-172, Vulkanair or UNU Military plane in military operations and military cargo missions. These airbases have the capacity to load up to 16 TNT onto a plane for use in bombing runs before it has to return to the airbase and reload. (You must have **storage bunkers** to use TNT in planes)

With a **military dockyard**, you can build small to medium military ships that can be deployed for a max of 4 played hours, or 20 total played and unplayed hours, with one TNT canon at the front of the ship. (You must have storage bunkers to use TNT on ships)

With a **dry docks**, you can build large military ships capable of being deployed for a max of 10 played hours, or 40 total played and unplayed hours, with the capabilites to have up to 5 TNT cannons at the front and side of the ship. (You must have storage bunkers to use TNT on ships)

To be able to utilise the military technology you have purchased, a **supply hub** must be built in the same complex or next door to the tech. These supply hubs must be connected to other supply hubs across your country to be able to use your military equipment and resupply across your country.

### Pricing

Pricing is to-be-decided, therefore I have provided a rough guide to what I believe the price should be. Once it has been decided, it will appear in the table below. Workers are listed below, which I believe would be the correct amount of workers for the size of the building, but again: all input is welcome so long as I am not attacked for my decisions (looking at certain people .\_.)