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    Human Building List by RCarlos

    Version: 1.0 | Updated: 01/15/99 | Printable Version | Search Guide | Bookmark Guide

    Human Building Listing - Version 1.0
    By Roland Carlos
    FongSucks@hotmail.com
    
    ---------------
    Version Updates
    
    1.0 - January 15, 1999: Descriptions added.
    0.5 - January 13, 1999: First release of guide. Basic stats included, 
    descriptions soon to be included.
    
    ------------
    Little Intro
    As the First War was finished, the Human lands in the south lay in ruins. The
    powers of the Azerothians were not enough to protect their lands. While 
    planning new strategies to get back the lands of the South, new buildings 
    were devised. Their new allies, the Dwarves and Elves also brought some of
    their building plans over for use by the Alliance. Peasants work hard in the
    creation of these buildings.
    
    Explanations:
    Visual Range - How far the building can see
    HP - How much damage it can take
    Build Time - How much time it takes to build
    Gold Cost - How much gold it costs to build this building
    Lumber Cost - How much lumber it costs to build this building
    Oil Cost - How much oil it costs to build this building
    Armor - How much protection this building has
    Requirements - What, if anything, is needed to build this building
    Options - The options this building has (Requirements listed)
    (GUARD & CANNON TOWER ONLY)
    Basic Damage - The damage that is done that is affected by armor
    Piercing Damage - The damage that is done regardless of any factors
    Effective Damage - The least damage done to the most
    Attack Range - How far it can attack
    
    ---------
    Town Hall
    
    Visual Range: 4
    HP: 1,200
    Build Time: 255
    Gold Cost: 1,200
    Lumber Cost: 800
    Armor: 20
    Requirements: None
    
    The Town Hall provides 5 supply points.
    
    Options:
    Train Peasant
    Upgrade to Keep (Requires Barracks)
    
    The Town Hall is the most important building of all, because without it, you
    would not be able to collect gold, a important resource. The Town Hall is the
    only place where you get build Peasants. The Town Hall should be guarded all 
    the time by other units and also should be at the center of your town. Make 
    sure that the Town Hall is placed as close as possible to the closest Gold 
    Mine and that you have two by the time you need to upgrade one since
    upgrading makes the Town Hall not be able to make Peasants.
    
    ----
    Keep
    
    Visual Range: 6
    HP: 1,400
    Build Time: 200
    Gold Cost: 2,000
    Lumber Cost: 1,000
    Oil Cost: 200
    Armor: 20
    Requirements: Barracks
    
    The Keep makes every gold returned by a Peasant have a +10 bonus.
    
    Options:
    Train Peasant
    Upgrade to Castle (Requires Lumber Mill, Blacksmith, Stables)
    
    The Keep is just like the Town Hall, except stronger and a better visual
    range. You should only make Keeps in developed cities, not unguarded or wild
    expansions.
    
    ------
    Castle
    
    Visual Range: 9
    HP: 1,600
    Build Time: 200
    Gold Cost: 2,500
    Lumber Cost: 1,200
    Oil Cost: 500
    Armor: 20
    Requirements: Lumber Mill, Blacksmith, Stables
    
    The Keep makes every gold returned by a Peasant have a +20 bonus.
    
    Options:
    Train Peasant
    
    The final level of the Town Hall, it is the strongest and the one with the
    most vision. You should only build Castles at major cities, like your first
    city.
    
    ----
    Farm
    
    Visual Range: 3
    HP: 400
    Build Time: 100
    Gold Cost: 500
    Lumber Cost: 250
    Armor: 20
    Requirements: None
    
    The Farm provides 5 supply points.
    
    You build farms so you gain supply units to build units. You can use farms
    to block up choke points or to use as cover for towers. Use make sure you
    have a surplus so when you lose farms, you don't lose the ability to make
    units.
    
    --------
    Barracks
    
    Visual Range: 3
    HP: 800
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 450
    Armor: 20
    Requirements: None
    
    Options:
    Train Footman
    Train Archer (Requires Lumber Mill)
    Train Ranger (Overrides Archer, Requires Keep, Lumber Mill, Ranger Upgrade)
    Build Ballista (Requires Lumber Mill, Blacksmith)
    Train Knight (Requires Stables)
    Train Paladin (Overrides Knight, Requires Stables, Church, Paladin Upgrade)
    
    The Barracks is where you can make the basic fighting units. You will only
    be able to make the Footman at first, but after you build the right 
    buildings, you can make the more advanced fighting units. Footmen are good
    in early attacking, but knights and archers should be used as the game goes
    on.
    
    -----------------
    Elven Lumber Mill
    
    Visual Range: 3
    HP: 600
    Build Time: 150
    Gold Cost: 600
    Lumber Cost: 450
    Armor: 20
    Requirements: None
    
    The Elven Lumber Mill makes every lumber returned by a Peasant have a +25 
    bonus.
    
    Options:
    Upgrade Arrows 1 (Damage +1, Build Time: 200, Gold: 300, Lumber: 300)
    Upgrade Arrows 2 (Damage +1, Build Time: 250, Gold: 900, Lumber: 500)
    Elven Ranger Training (Requires Keep, Build Time: 250, Gold: 1,500)
    Scouting Research (Sight +9, Build Time: 250, Gold: 1,500)
    Longbow Research (Range +1, Build Time: 250, Gold: 2,000)
    Marksmanship Research (Damage +3, Build Time: 250, Gold: 2,500)
    
    The Lumber Mill should be built near trees that are far away from your Town
    Hall, but still in your city. Peasants will bring their lumber to the Lumber
    Mill instead of the Town Hall if the Mill is closer. Also, the Lumber Mill
    is a requirement for many of the advanced buildings and it also has some
    good Archer upgrades.
    
    ----------
    Blacksmith
    
    Visual Range: 3
    HP: 775
    Build Time: 200
    Gold Cost: 800
    Lumber Cost: 450
    Oil Cost: 100
    Armor: 20
    Requirements: None
    
    Options:
    Upgrade Swords 1 (Damage +2, Build Time: 200, Gold: 800)
    Upgrade Swords 2 (Damage +2, Build Time: 250, Gold: 2,400)
    Upgrade Shields 1 (Armor +2, Build Time: 200, Gold: 300, Lumber: 300)
    Upgrade Shields 2 (Armor +2, Build Time: 250, Gold: 900, Lumber: 500)
    Upgrade Ballista 1 (Damage +15, Build Time: 250, Gold: 1,500)
    Upgrade Ballista 2 (Damage +15, Build Time: 250, Gold: 4,000)
    
    The Blacksmith is built for upgrades for your Footmen, Knights, and Archers.
    Very important, since as the game goes on, the Level of your fighters counts
    a lot between winning and losing. Make sure to upgrade when resources and
    time allow.
    
    -----------
    Scout Tower
    
    Visual Range: 9
    HP: 100
    Build Time: 60
    Gold Cost: 550
    Lumber Cost: 200
    Armor: 20
    Requirements: None
    
    Options:
    Upgrade to Guard Tower (Requires Lumber Mill)
    Upgrade to Cannon Tower (Requires Blacksmith)
    
    You should only build Scout Towers so you can upgrade them. Building just
    Scout Towers is a waste of resources and space. All they can do is see far,
    and that isnt a good reason to build them.
    
    -----------
    Guard Tower
    
    Visual Range: 9
    HP: 130
    Build Time: 140
    Gold Cost: 500
    Lumber Cost: 150
    Armor: 20
    Requirements: Lumber Mill
    Basic Damage: 4
    Piercing Damage: 12
    Effective Damage: 6-16
    Attack Range: 6
    
    Guard Towers are good for defending since they do not do splash damage and
    that they can attack air units. The range is good too, but not as much as a
    Ballista/Catapult. Their HP total is lower than a Cannon Tower though.
    
    ------------
    Cannon Tower
    
    Visual Range: 9
    HP: 160
    Build Time: 190
    Gold Cost: 1,000
    Lumber Cost: 300
    Armor: 20
    Requirements: Blacksmith
    Basic Damage: 50
    Piercing Damage: 0
    Effective Damage: 10-50
    Attack Range: 7
    
    Cannon Towers are good since they do a lot more damage than a Guard Tower.
    However, it does splash damage so it can hurt units that are near the blast
    (even allies). The range is still not longer than that of a 
    Ballista/Catapult and it cannot attack air units.
    
    -------
    Stables
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 300
    Armor: 20
    Requirements: Keep
    
    Build the Stables as soon as you make the Keep so you can build Knights.
    Knights are very important in the ground fight.
    
    ------
    Church
    
    Visual Range: 3
    HP: 700
    Build Time: 175
    Gold Cost: 900
    Lumber Cost: 500
    Armor: 20
    Requirements: Castle
    
    Options:
    Paladin Training (Build Time: 250, Gold: 1,000)
    Research Healing (Build Time: 200, Gold: 1,000)
    Reserach Exorcism (Build Time: 200, Gold: 2,000)
    
    The Church should be built as soon as you make the Castle. The ability to 
    have Paladin is very important. The spells they have can change the flow of
    battle to your advantage due to the spells the Paladin have.
    
    ----------------
    Gnomish Inventor
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 400
    Armor: 20
    Requirements: Keep
    
    Options:
    Build Flying Machine
    Train Dwarven Demolition Squad
    
    The Gnomish Inventor is important since you can make the flying scout as well
    as the suicide bomber. Both are fun to use and deploy and the bomber can 
    wreck havoc on enemy buildings.
    
    ----------
    Mage Tower
    
    Visual Range: 3
    HP: 500
    Build Time: 125
    Gold Cost: 1,000
    Lumber Cost: 200
    Armor: 20
    Requirements: Castle
    
    Options:
    Train Mage
    Research Slow (Build Time: 100, Gold: 500)
    Research Flame Shield (Build Time: 100, Gold: 1,000)
    Research Invisibility (Build Time: 200, Gold: 2,500)
    Research Polymorph (Build Time: 200, Gold: 2,000)
    Research Blizzard (Build Time: 200, Gold: 2,000)
    
    The Mage Tower is very important to you at the Castle Stage. The battle will
    go from the ground to air and magic. Whoever gets Magic first and uses it
    well will most likely win the war.
    
    --------------
    Gryphon Aviary
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 400
    Armor: 20
    Requirements: Castle
    
    Options:
    Train Gryphon Rider
    
    The second part of the Castle battles are the Air. The Gryphon Riders are 
    slow to build and expensive, but when made, are a powerful ally. Make sure
    not to lose this building.
    
    --------
    Shipyard
    
    Visual Range: 3
    HP: 1,100
    Build Time: 200
    Gold Cost: 800
    Lumber Cost: 450
    Armor: 20
    Requirements: Lumber Mill
    
    Options:
    Build Oil Tanker
    Build Destroyer
    Build Transport (Requires Foundry)
    Build Battleship (Requires Foundry)
    Build Gnomish Submarine (Requires Gnomish Inventor)
    
    You will only build Shipyards if needed. On island map, power over the seas
    is critcal. Also note this is where Oil Tankers will return Oil so build it
    close to Oil spots until a Refinery can be built. Build as many of these
    across the shore as possible so you can build as many ships as possible.
    
    -------
    Foundry
    
    Visual Range: 3
    HP: 750
    Build Time: 175
    Gold Cost: 700
    Lumber Cost: 400
    Oil Cost: 400
    Armor: 20
    Requirements: Shipyard
    
    Options:
    Upgrade Ship Cannons 1 (Damage +5, Build Time: 200, Gold: 700, Lumber: 100, 
    Oil: 1,000)
    Upgrade Ship Cannons 2 (Damage +5, Build Time: 250, Gold: 2,000, Lumber: 250,
    Oil: 3,000)
    Upgrade Ship Armor 1 (Armor +5, Build Time: 200, Gold: 500, Lumber: 500)
    Upgrade Ship Armor 2 (Armor +5, Build Time: 250, Gold: 1,500, Lumber: 900)
    
    The Foundry is important since you can upgrade your ships and make the
    advanced ships. Build the Foundry as soon as Oil allows.
    
    ------------
    Oil Refinery
    
    Visual Range: 3
    HP: 600
    Build Time: 225
    Gold Cost: 800
    Lumber Cost: 350
    Oil Cost: 200
    Armor: 20
    Requirements: Shipyard
    
    The Oil Refinery makes every oil barrel brought back by a Oil Tanker have a
    +25 bonus.
    
    The Oil Refinery should be built at far away Oil Spots so your Oil Tankers
    will not have to go far to return oil.
    
    ------------
    Oil Platform
    
    Visual Range: 3
    HP: 650
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 450
    Armor: 20
    Requirements: Oil Tanker
    
    Protect these as much as you can. Damage done to these cannot be healed, so
    if your Oil Platform is at red, decide if it is worth the risk of protecting.
    
    ----------
    Disclaimer
    
    This guide can and should be given out as long as it is not altered in any 
    way. The guide's purpose is to help people play Warcraft 2 and that is its 
    only purpose. This guide cannot be used in any commerically such as, but not 
    limited to, Magazines, Books, Guides, without first contacting the author for
    his consent. Credit must given if you take information from this guide.
    
    Warcraft 2 is a trademark of Blizzard Inc., copyright 1996.  
    All other trademarks copyright their respective owners.
    
    Copyright Roland Carlos 1999