Buildings

Buildings within a sanctuary can be divided into two types -- the kind that you can upgrade, and the kind you can't. Buildings which are upgradeable will be your primary focus as you work toward growing more powerful. It costs varying amounts of Resources (food, wood, steel, and/or gas) to upgrade buildings as well as time. These costs increase dramatically as the level of the buildings get higher.

When you first start playing the game, your sanctuary territory is limited, with certain territories opening up as you progress. When these territories open up, you are given the ability to add resource buildings and farms. One thing that you are *not told* early in the game, however, is that you will not ever have enough land to install *all* of the possible resource buildings. You will have to make a choice. If you decide you've made the wrong choice later on, you'll have to tear down the building(s) that you don't want -- at a cost -- and build the buildings you do want. See below for more information.

There are only 9 non-upgradeable buildings in the sanctuary which we will cover below.

### Upgradeable Buildings

#### Main Buildings

Headquarters -- This is your main building. No building can be a higher level than this building, so to keep progressing, you need to keep upgrading it. It will require you to upgrade other buildings, and it gets expensive very quickly, so this will take time, but it's key to progressing.

Hall of War -- This is where you can set your Troop Formation sets, reinforce allies and join rally attacks. Leveling the building up increases your rally size.

Trading Post -- The Trading Post is a building which will allow you to transport resources to someone in your alliance. There are several ways in which to initiate a transfer, but what makes the Trading Post convenient is that you don't need to know a person's specific coordinates to send them resources. You can look them up directly from the building and ship off the resources. All resources are taxed. The higher the building level, the lower the tax. Click on the link at the beginning of this paragraph to go to the specific page about the Trading Post. There you will find more details, including what the tax is for each level.

#### Resource Buildings

The resource buildings are:

* Farms -- where food is produced. Increasing the level increases the amount of food produced.
* Lumber Mills -- where lumber is produced. Increasing the level increases the amount of lumber produced.
* Virology Lab -- where Antiserum is produced. Increasing the level increases the amount of antiserum produced.
* Bootcamps -- used to improve training speed and quantity of your Troop buildings (see above). Increasing the level increases both the number of troops which can be trained (i.e., increases your training cap), and increases the training speed by a small amount (0.5% per bootcamp per level increased).
* Infirmaries -- where your wounded troops (including vehicles) are healed. Increasing the level increases the capacity. This is very important because wounded units who cannot make it into the infirmary die, which means you have to spend the time and resources to create new ones. If you are in a good alliance that has an Alliance Infirmary, any wounded units which cannot fit into your own infirmary can go to the Alliance infirmary, thereby avoiding death. There is, apparently, an order of priority when it comes to taking in casualties. The first to have priority are Fighters, followed by Riders, then Shooters, and finally Vehicles.
* Steel Plants -- where steel is produced. Increasing the level increases the amount of steel produced.
* Gas Fields -- where gas is produced. Increasing the level increases the amount of gas produced.

### Non-upgradeable Buildings

* Arena
* Campaign (plane)
* Bank -- The Bank allows you to deposit between 1,000-1,500 diamonds. It has four different interest-generating programs. For a 1-day deposit, you will get 7% interest on the amount you deposited. For the 7-day deposit, you also get 7% interest. For the 14-day deposit, you get 20% interest, and for the 30-day deposit, you get 50% interest in return. Early withdrawal is possible, but you lose all the possible interest you would have gained, so you end up with just your principal back.
* Mystery Shop -- Has various items for sale, usually speed-ups. However, one of the more useful sale items is the conversion of resources. Often the shop offers to give you X amount of one resource for X amount of another resource, or will even give you X amount of one resource for less-than-X amount of that same resource. The real benefit of this exchange, especially when it comes to food, is that when the exchange is made, the shop sends you the resource into your bag and not into your warehouse. This provides a more secure place for those resources. Food won't get eaten by your troops, and enemies can't plunder your bag.
* Noah's Tavern -- Noah's Tavern is a place where players can obtain 2-star, 3-star, 4-star, and 5-star hero frags.
* Parade Grounds -- The Parade Grounds gives you an overview of your Troops and your Traps. It also gives you the Hourly Food Cost of your troops.
* Pit -- The Pit is a special resource gathering spot where Rare Earth crystals are mined. It has an exchange shop associated with it with various valuable items for trade: Module material, EVA material, Mark of Glory, wood, steel, gas, and the hero McCarty frags. Unlike all other resource spots, the Pit does not take up a marching queue. It is a virtual environment down there, so if your team gets into a battle with an opponent and loses, you may lose a portion of your crystals, but you won't lose any actual heroes. So, you will incur no actual losses other than not gaining as many crystals as you normally would have gathered.
* Radio
* SWP Lab