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Recruiting Office

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ENDEESPT-BRFR
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.

← Buildings Database Open Upgrade Matrix ↓
// RECRUITMENT DOSSIER
Dossier BLDG-A05
Type Manpower Booster
Max Tier Level 5
Max Manpower +250% + 200 / Day
Max Mobilization +100%
Capture Destroyed
Recruiting Office
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
BUILD 00:30:00 // MANPOWER +50% + 50/DAY // MOBILIZATION +10% // HP 10 // MAINTENANCE $100/DAY // 250 SUPPLIES // 250 COMPONENTS // 250 FUEL // 250 ELECTRONICS // $1,350
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%
L2
Expanded Recruiting
Manpower: +75% + 75/day
Mobilization: +25%
L3
Major Mobilization
Manpower: +100% + 100/day
Mobilization: +45%
L4
High-Output Hub
Manpower: +150% + 150/day
Mobilization: +70%
L5
Maximum Network
Manpower: +250% + 200/day
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.
Open Bunkers →
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