Recruiting Office
Building Network //
Active:
Recruiting Office
19 Structures // Scroll →
01 Arms Industry
02 Army Base
03 Air Base
04 Naval Base
05 Recruiting Office
06 Bunkers
07 Hospital
08 Secret Lab
09 Annex City
10 Combat Outpost
11 Mercenary Outpost
12 Local Industry
13 Field Hospital
14 Airfield
15 Pontoons
16 Military Logistics
17 Coastal Battery
18 Observation Station
19 Air Defense
[ Building Network ] // 05 Recruiting Office ▼
01 // Arms Industry
←
02 // Army Base
←
03 // Air Base
←
04 // Naval Base
←
05 // Recruiting Office
CURRENT
06 // Bunkers
→
07 // Hospital
→
08 // Secret Lab
→
09 // Annex City
→
10 // Combat Outpost
→
11 // Mercenary Outpost
→
12 // Local Industry
→
13 // Field Hospital
→
14 // Airfield
→
15 // Pontoons
→
16 // Military Logistics
→
17 // Coastal Battery
→
18 // Observation Station
→
19 // Air Defense
→
[ BUILDING DOSSIER // BLDG-A05 ]
// MANPOWER & MOBILIZATION NETWORK
RECRUITING OFFICE
Urban recruitment infrastructure that increases local Manpower generation through both a percentage modifier and a flat daily bonus. Five tiers also accelerate unit mobilization from +10% to +100%, turning developed recruitment cities into high-output deployment hubs.
Max Level
Level 5
Max Manpower
+250% + 200 / Day
Max Mobilization
+100%
Capture Protocol
Destroyed
[ OPERATIONAL BLUEPRINT ]
Recruitment Network
Dual Manpower Scaling
Every level increases Manpower through
both a percentage modifier and a flat daily bonus.
Mobilization Acceleration
Mobilization speed scales from
+10%
at Level 1 to
+100%
at Level 5.
Capture Vulnerability
The supplied dossier states that the
entire Recruiting Office is instantly destroyed
when its city is captured by hostile ground forces.
[ PREREQUISITES MATRIX ]
Recruitment Conditions
01
No Research Requirement
The source lists
no research requirement or prior technology dependency.
02
Day 1
Level 1 can be initialized immediately from
Day 1.
03
Population Priority
The supplied strategy recommends
high-population homeland cities
because their baseline Manpower generation is already stronger.
04
Maximum Structure
Maximum structure level is explicitly listed as
Level 5.
[ RECRUITMENT CONFIGURATOR ]
Select Recruiting Office Level
Switch between all five supplied tiers.
Manpower generation, mobilization speed, structural HP,
daily maintenance, build duration and deployment cost update
directly from the source.
[ ACTIVE RECRUITMENT PROFILE ]
RECRUITING OFFICE // LEVEL 1
ENTRY TIER
Manpower Generation
+50% +50
Percentage + flat per day
Mobilization Speed
+10%
+10% → +100%
Structural HP
10
10 → 30 HP
Maintenance
$100
Per day
Build Time
00:30
Supplied: 00:30:00
[ UPGRADE MATRIX ]
Recruiting Office Level 1–5
| Level | Build Time | Manpower Generation | Mobilization Speed | Structural HP | Maintenance | Supplies | Components | Fuel | Electronics | Money |
|---|---|---|---|---|---|---|---|---|---|---|
| Level 1 | 00:30:00 | +50% + 50 / Day | +10% | 10 HP | $100 / Day | 250 | 250 | 250 | 250 | $1,350 |
| Level 2 | 26:00:00 | +75% + 75 / Day | +25% | 15 HP | $110 / Day | 500 | 750 | 500 | 500 | $2,000 |
| Level 3 | 28:00:00 | +100% + 100 / Day | +45% | 20 HP | $120 / Day | 750 | 1,500 | 750 | 750 | $3,375 |
| Level 4 | 30:00:00 | +150% + 150 / Day | +70% | 25 HP | $130 / Day | 1,000 | 2,000 | 1,000 | 1,000 | $5,000 |
| Level 5 | 32:00:00 | +250% + 200 / Day | +100% MAX | 30 HP | $140 / Day | 1,250 | 2,500 | 1,250 | 1,500 | $6,750 |
[ RECRUITMENT SCALING ]
Five-Tier Enlistment Network
L1
Initial Office
Manpower:
+50% + 50/day
Mobilization: +10%
Mobilization: +10%
L2
Expanded Recruiting
Manpower:
+75% + 75/day
Mobilization: +25%
Mobilization: +25%
L3
Major Mobilization
Manpower:
+100% + 100/day
Mobilization: +45%
Mobilization: +45%
L4
High-Output Hub
Manpower:
+150% + 150/day
Mobilization: +70%
Mobilization: +70%
L5
Maximum Network
Manpower:
+250% + 200/day
Mobilization: +100%
Mobilization: +100%
[ STRATEGIC INTELLIGENCE ]
Recruitment Doctrine
Dual Manpower Scaling
Every tier increases Manpower using both a percentage modifier
and a flat daily amount, culminating at
+250% and +200 Manpower/day.
Mobilization Hub
The listed mobilization modifier scales from
+10%
to
+100%,
making advanced Recruiting Offices major deployment
accelerators.
Homeland Placement
The supplied strategy favors
high-population homeland cities
and highlights defensive protection because capture destroys
the investment.
Capture Protocol // Total Facility Loss
The supplied dossier explicitly states that the entire Recruiting
Office is instantly destroyed when its city is
captured by hostile ground forces. This is presented as a
vulnerability of the structure itself, not merely a temporary
production penalty.
Data Separation // Percentage Manpower ≠ Flat Manpower
The source supplies two separate Manpower effects at every tier:
a percentage modifier and a flat amount per day. These values are
preserved independently rather than being combined into one
synthetic output figure. Mobilization speed, structural HP,
maintenance, build time and deployment cost are separate mechanics.
Source Note // Hero Copy Mismatch
The source correctly identifies this page as
Recruiting Office,
dossier BLDG-A05, and provides a complete
five-level manpower and mobilization progression. Its original
hero paragraph nevertheless describes single-tier aquatic crossing
infrastructure, embarkation and airlift duration. Those statements
conflict with the explicit Recruiting Office blueprint and are not
treated here as Recruiting Office mechanics.
[ RECRUITMENT ARCHITECTURE ]
Five Independent Layers
01
Recruiting Level
02
% Manpower
03
Flat Manpower / Day
04
Mobilization Speed
05
Capture Risk / Cost
[ BUILDING NETWORK // NEXT DOSSIER ]
Bunkers
Recruiting Office manpower and mobilization intelligence is
documented. Continue into defensive city infrastructure with
Bunkers.
