Garrisons

The in-game icon of a Garrison

Outpost

## General Information

Garrisons are government structures usually used to support allied forces and maintain security. By default, they provide combat support to soldiers within its zone or adjacent ones while blocking off enemy escape routes, but can also be demolished by insurgents (if the zone is under insurgent control). They will also block insurgent camps from spawning in their zones. Unlike other units, they can actually support those demolishing insurgent camps. Garrisons additionally reduce supporters required to stabilize a zone.

The General starts the game with three randomly placed Garrisons.

The Billionaire does not have access to Garrisons.

Soldier Unit can has multi support line from multi garrsions nearby, but they can has only one support combat strength bonus from garrsion. Garrsion support combat strength by **~1.8** times (**~3.6** times if has *"Combat Reinforcements"* initiative)

### Garrison Location AI

Garrison locations are judged by 'an assessment team', aka the AI. The AI prioritises zones adjacent to insurgent-controlled zones, cities and rural zones, and areas where soldiers are in need of assistance. However, the starting Garrison locations are truly random.

### Garrison Cooldown

When building a Garrison, the cooldown of the Garrison will increase. The cooldown has the following formula for calculation:

Cooldown = 30 + (x + 1) \* 40;

* Here, "**x**" represents the number of Garrisons that have been built (this does not apply to any starting Garrisons, save for the one created by the Quartermaster advisor). When a zone is not manually chosen to build a Garrison, once the cooldown reaches 0, "**x**" is increased by 1, the cooldown is reset, and the game calculates the zone to appear the decision to build a Garrison.
* When a zone is manually chosen to build a Garrison, the starting cooldown is increased to 150 instead of 30. Additionally, if the Ability to build a Garrison is used, "**x**" is increased by 1, and the cooldown is reset.
* Engineer advisor reduces the cooldown by 20 turns when the cooldown is reset.
* Rejecting a location will decrease the current cooldown by **55%** and decrease "**x**" by 1.

## Relevant Gameplay Aspects

### Initiatives

* Garrisons - Allows the player to construct Garrisons in zones with full intel.
	+ There is usually a delay between the appearance of relevant prompts.
* Combat Reinforcements - Significantly increases combat bonuses units receive from garrisons.
* Security Checkpoints - Reveals insurgent camps in nearby zones if the player has full intel on them. Otherwise, functions similar to security initiatives by increasing the time required for insurgents to take over a zone.
	+ When purchasing this initiative when a garrison is under attack by the Insurgents, it will boost that zones takeover
* Civil Support - Garrisons now increase support levels in their zones.
* Blockades (Warlord) - Garrisons generate 1$ once in a while each and reduces local support level.

### Player Tactics

* Heavy Fortifications - Garrisons will become invincible, as will all other government structures.
* Trip Wires - When the Garrison is destroyed, it will destroy all insurgents within and around its zone.
* Targeted Construction - Player can manually construct Garrisons in desired locations, if possible.
* Advance Garrisons/Mass Advance Garrisons - Player starts with 2 or 4 extra Garrisons respectively.
* Sniper Support - When an allied military unit is supported by Garrisons and other applicable units, each assisting individual will cause one additional insurgent casualty when they are fleeing provided if the military units win the battle.
* Government Takeover - When an insurgent camp gets destroyed, one Garrison appears in place.
* Overwatch - Insurgents will only attack Garrisons if there is one nearby.

### Map Features

* Inaccessible Terrain - Garrisons can't spawn in remote locations. Doesn't affect Targeted Construction.
* Garrisons Striking - Every relevant regular initiative relevant costs twice as much.
* Concrete Shortage - Garrisons initiatives cannot be funded. Doesn't effect General/Advance Garrisons/Mass Advance Garrisons.
* Weak supply chains - Garrisons spawn differently and will likely appear near allied units.
* Crumbling buildings - All allied structures, including Garrisons, have 30% of their normal health.

### Advisors

* Quartermaster - Start with 1 Garrison in a random zone.
* Engineer - Reduce cooldown for Build Garrisons by 20 turns.
* Defence Minister - Manually choose garrsion locations.

## Sounds

Garrison creation sound effect

Garrison destruction sound effect

## Gallery

An in-game pop-up regarding the Garrison.
## Trivia

* The Garrison's audio assets are reused from the Templar Bases in Plague Inc.