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Supreme Ruler Wiki
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Military Facilities
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Military Facilities
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=== Bases === The main purpose of military bases is to reserve and repair units of their respective classes. There are three different types: Barracks for land units, Air-Fields for air units and Sea-Piers for naval units. All three base types can be used to contain the equipment of its respective unit class while that unit is being held in reserve. When you construct a base on an empty hex a military complex hub is automatically constructed too. Bases are constructed as "nodes" that surround the "hub". Likewise, whenever a military factory or "fab" of a certain type is constructed, a corresponding reserve base is constructed as well. By default, Units fabricated at the new fab will automatically be placed into this Reserve base. However if the new production unit has been designated for "auto-deployment" then it will leave the fab and head for its "rally point". If there is no reserve base present, then the newly-fabricated unit will simply deploy into the fab's hex. Bases are also used to hold undeployed units in reserve, where the unit's equipment can be stored with reduced maintenance costs. There is no stacking limit in reserve, so an unlimited number of units can place their equipment into reserve at any appropriate base. Unit Personnel are placed back into the reserve personnel pool when their unit is placed into reserve. One base of each type is assigned as a "Delivery Point" for new units received in diplomatic exchanges. Bases are also repair depots for their respective Units. Damaged units must enter the appropriate base for repair in response to the "Repair" order. The units will then auto-deploy once their repairs are completed. Otherwise, units will remain in reserve until ordered to deploy by you or your Defense Minister. Deploying units will stack up in a barracks hex until a stack of ten units has deployed. Then unless these 10 units move to another hex, the remaining units are stuck in reserve and cannot deploy. If the DM is in control then these units tend to automatically spread out more, making it easier to deploy large numbers. Whenever a base is captured by an enemy it automatically suffers 20% damage. This does not however necessarily place the base out of commission. A base can still function at a level commensurate with its damage. Bases require a certain number of reserve personnel to staff them and new or deactivated bases cannot activate unless sufficient reserves are available. Each base has a set defense value that is the same for ground, air and indirect defense. Air and Naval bases generate supply due to the unique nature of the class of unit that they service. These values are listed in the table below: {| class="wikitable" !Base !Staff !Defense !Supply |- |Barracks |500 |1560 |0 |- |Air-Field |850 |1560 |30% |- |Sea-Pier |1250 |1560 |30% ! |} Bases offer no entrenchment bonuses but they can be supplemented with Fortifications that do. Bases are not dependent upon Military Complexes and can also be constructed on industrial complexes or town/city hexes. However each military fabrication facility is automatically furnished with a Base unit for the purpose of reserving fresh, newly fabricated units. ==== Barracks ==== Barracks bases service land units and are vital to their repair. Barracks should be located near your land borders so that land combat units have a nearby repair facility when defending your border or attacking a neighboring Region. Land units can re-fuel and re-supply from any friendly supplied hex, so it is not necessary for Barracks to generate supplies. If a barracks is captured by an enemy all of the units reserved in the barracks will attempt to deploy, but only the first 10 will succeed - the remainder will be destroyed. Barracks can also be constructed near airfields or sea-piers if these air and sea facilities are to be used as major deployment hubs for land units. For instance, you might want to reserve all of your Marines near a sea-pier for quick amphibious deployment, or Airborne units in a barracks near a handy airfield. ==== Airfields ==== Airfields are special because they service Air Units. Since fixed-wind air units can only land and re-fuel at airfields or aircraft-carriers, airfields are very important. And for the same reasons, airfields are capable of generating supplies (see table above). Only ten aircraft can permanently land, re-fuel and resupply at an airfield at one time. Excess aircraft must circle the field and wait for their turn to land. In this fashion, over 100 aircraft can utilize the same airfield at the same time. If an airfield is deactivated or destroyed then its reserved air units will automatically deploy and fly away to the nearest friendly active airfield. ==== Sea-Piers ==== Sea-piers service naval units and hold them in reserve. Sea-piers are special because they are the only source of supply for non-land hexes. Sea-piers generate supply that then flows along the coast where the sea-pier is located. This supply effect dissipates as the distance increases away from the sea-pier. You should move your naval units close to the sea-pier when re-supplying them for this reason. Naval vessels enter the sea-pier unit to be placed into reserve or for repair. Otherwise the sea-pier is considered to be a land hex, and it is not possible for deployed naval units to move there. Reserved units deployed from the sea-pier depart very slowly and are subject to the 10 units/per stack limit. The first 10 ships to deploy will block other ships from deploying until the sea-pier has been cleared and there is an available slot in the stack. When a sea-pier is captured or destroyed the first 10 navel units in reserve there will deploy, but the remainder will be destroyed ==== Emplacement ==== The official defensive "Emplacement", a sort of mini-Fortification unit was removed from the game. I refer to the following military facilities as "emplacements": ==== Air Defense ==== Air Defense emplacements (AA) and Advanced Laser AA emplacements can both attack enemy aircraft at a base range of 125 km. The air attack values: {| class="wikitable" !Unit !Close !Mid !High Air !Combat Time |- |AD |620 |740 |40 |8 |- |AAD |825 |760 |45 |10 ! |} These air attack values make them more powerful AA than any mobile units in the game. ==== Radar Stations ==== Radar stations lift the fog of war for a distance of 12 hexes (190 km). Advanced Radar stations have a slightly longer range of 225 km and staffs of 500 or 600. These make good border defense emplacements early in the game. ==== Supply Depots ==== Supply depots have a supply ratio of 20% (0.2 out of 1). They require a staff of 750 and have low defensive values (1500). They are used to generate supply in remote areas, or to supplement existing sources of supply. ==== Fortifications ==== Fortifications have a higher defensive value (2160) than other emplacements (900) or bases (1560). Most civilian industrial facilities have the same defensive value as a fortification. Fortifications are defensive structures with no staff but they offer a 100-point entrenchment bonus to units residing in its hex. This would make a fortification a good place to shelter from enemy artillery. Fortifications make good border protection "hard-points" that do not risk reserves or equipment.
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