Building Statistics and Functions (Human Alliance)
Mastering the Human Alliance in Warcraft II: Tides of Darkness hinges on a deep understanding of your structures. Each building serves a crucial purpose, from resource generation to unit production and technological advancement. This section details every Human Alliance building, providing their costs, build times, hit points, and strategic applications.
Town Hall
- Cost: 1200 Gold, 800 Lumber
- Build Time: 200 seconds
- Hit Points: 1500
- Functions:
- Heart of Your Base: The Town Hall is your initial structure and the foundation of your economy. Its destruction means defeat.
- Peasant Production: Produces Peasants, your primary resource gatherers and builders. Prioritize continuous Peasant production early game.
- Resource Drop-off: Peasants deposit Gold and Lumber here. Position it strategically near Gold Mines and Lumber patches.
- Upgrades: Required for building Barracks and Lumber Mill.
- Upgrade to Keep: Can be upgraded to a Keep for 1000 Gold, 500 Lumber (150 seconds, 2000 HP). This unlocks advanced buildings like the Church and Mage Tower.
- Strategy: Always protect your Town Hall. Early expansion to a second Gold Mine should involve building a new Town Hall or upgrading an existing one.
Farm
- Cost: 250 Gold, 200 Lumber
- Build Time: 50 seconds
- Hit Points: 400
- Functions:
- Food Supply: Each Farm provides 4 units of Food, essential for supporting your growing army. Your unit cap is directly tied to your total Food supply.
- Strategy: Build Farms proactively. Don't wait until you're capped on units; anticipate your needs. Spread them out to avoid area-of-effect damage from enemy spells.
Barracks
- Cost: 400 Gold, 200 Lumber
- Build Time: 75 seconds
- Hit Points: 800
- Functions:
- Basic Unit Production: Produces Footmen and Archers, your early-game combat units.
- Required for: Stables.
- Strategy: Build Barracks early to establish a fighting force. Consider multiple Barracks for faster unit production in larger engagements.
Lumber Mill
- Cost: 300 Gold, 200 Lumber
- Build Time: 60 seconds
- Hit Points: 600
- Functions:
- Lumber Drop-off: Peasants can deposit Lumber here, potentially closer to distant lumber patches than the Town Hall.
- Upgrades:
- Wood Cutting: Increases Lumber gathered per trip by 1. (100 Gold, 50 Lumber, 45 seconds)
- Improved Wood Cutting: Further increases Lumber gathered per trip by 1. (200 Gold, 100 Lumber, 60 seconds)
- Strategy: Build a Lumber Mill early to improve your Lumber economy and potentially shorten Peasant travel times. Researching both Wood Cutting upgrades is crucial for sustained resource income.
Scout Tower
- Cost: 100 Gold, 50 Lumber
- Build Time: 30 seconds
- Hit Points: 300
- Functions:
- Vision: Provides a small radius of permanent vision, revealing hidden areas and enemy movements.
- Upgrade to Guard Tower: Can be upgraded to a Guard Tower for 200 Gold, 100 Lumber (45 seconds, 600 HP), which attacks nearby enemies.
- Strategy: Place Scout Towers at strategic choke points, potential enemy attack routes, and around your resource operations for early warning.
Shipyard
- Cost: 400 Gold, 250 Lumber
- Build Time: 75 seconds
- Hit Points: 800
- Functions:
- Naval Production: Produces Human Transport Ships, Destroyers, and Battleships.
- Required for: Foundry.
- Strategy: Essential for maps with water. Build on a coastline. Transport Ships are vital for island hopping or flanking maneuvers. Destroyers and Battleships provide powerful naval combat and bombardment capabilities.
Foundry
- Cost: 500 Gold, 300 Lumber
- Build Time: 90 seconds
- Hit Points: 900
- Functions:
- Naval Upgrades:
- Ship Cannon: Increases the attack range of Destroyers and Battleships. (300 Gold, 150 Lumber, 60 seconds)
- Improved Ship Cannon: Further increases the attack range of Destroyers and Battleships. (400 Gold, 200 Lumber, 75 seconds)
- Ship Armor: Increases the armor of all Human naval units. (250 Gold, 125 Lumber, 50 seconds)
- Improved Ship Armor: Further increases the armor of all Human naval units. (350 Gold, 175 Lumber, 65 seconds)
- Naval Upgrades:
- Strategy: Build a Foundry if you plan to engage in naval warfare. The range upgrades are particularly potent, allowing your ships to out-range enemy defenses.
Stables
- Cost: 600 Gold, 300 Lumber
- Build Time: 100 seconds
- Hit Points: 1000
- Functions:
- Cavalry Production: Produces Knights, powerful melee units with high hit points and damage.
- Strategy: Knights are your mid-to-late game frontline. Build Stables once your economy can support their higher cost.
Church
- Cost: 800 Gold, 400 Lumber
- Build Time: 120 seconds
- Hit Points: 1200
- Functions:
- Priest Production: Produces Priests, support units capable of healing and dispelling magic.
- Upgrades:
- Heal: Allows Priests to heal friendly units. (200 Gold, 100 Lumber, 45 seconds)
- Dispel Magic: Allows Priests to remove magical effects from units. (250 Gold, 125 Lumber, 50 seconds)
- Holy Vision: Increases the vision range of Priests. (150 Gold, 75 Lumber, 30 seconds)
- Strategy: Priests are invaluable for sustaining your army. Research Heal immediately. Dispel Magic is crucial against enemy spellcasters.
Mage Tower
- Cost: 900 Gold, 500 Lumber
- Build Time: 150 seconds
- Hit Points: 1300
- Functions:
- Mage Production: Produces Mages, powerful spellcasters with offensive and defensive abilities.
- Upgrades:
- Flame Strike: Allows Mages to cast a powerful area-of-effect fire spell. (300 Gold, 150 Lumber, 60 seconds)
- Blizzard: Allows Mages to cast a damaging area-of-effect ice spell. (400 Gold, 200 Lumber, 75 seconds)
- Polymorph: Allows Mages to transform enemy units into harmless critters. (350 Gold, 175 Lumber, 65 seconds)
- Invisibility: Allows Mages to render friendly units invisible. (250 Gold, 125 Lumber, 50 seconds)
- Strategy: Mages are game-changers. Flame Strike and Blizzard are excellent for clearing enemy formations. Polymorph can neutralize dangerous units, and Invisibility offers tactical advantages.
Gnomish Inventor
- Cost: 700 Gold, 350 Lumber
- Build Time: 110 seconds
- Hit Points: 1100
- Functions:
- Advanced Unit Production: Produces Gryphon Riders and Gnomish Flying Machines.
- Strategy: Gryphon Riders are your premier air-to-ground combat units. Gnomish Flying Machines provide invaluable scouting and anti-air capabilities.
Gnomish Airfield
- Cost: 600 Gold, 300 Lumber
- Build Time: 100 seconds
- Hit Points: 1000
- Functions:
- Air Unit Upgrades:
- Gryphon Rider Training: Increases the attack damage of Gryphon Riders. (300 Gold, 150 Lumber, 60 seconds)
- Flying Machine Bombs: Allows Gnomish Flying Machines to drop bombs. (250 Gold, 125 Lumber, 50 seconds)
- Air Unit Upgrades:
- Strategy: If you're utilizing air units, the Gnomish Airfield is essential. Gryphon Rider Training significantly boosts their combat effectiveness, and Flying Machine Bombs provide an additional offensive option.
Blacksmith
- Cost: 500 Gold, 250 Lumber
- Build Time: 80 seconds
- Hit Points: 900
- Functions:
- Unit Upgrades:
- Sword Upgrade: Increases the attack damage of Footmen and Knights. (200 Gold, 100 Lumber, 45 seconds)
- Improved Sword Upgrade: Further increases the attack damage of Footmen and Knights. (300 Gold, 150 Lumber, 60 seconds)
- Arrow Upgrade: Increases the attack damage of Archers. (150 Gold, 75 Lumber, 30 seconds)
- Improved Arrow Upgrade: Further increases the attack damage of Archers. (250 Gold, 125 Lumber, 50 seconds)
- Shield Upgrade: Increases the armor of Footmen and Knights. (200 Gold, 100 Lumber, 45 seconds)
- Improved Shield Upgrade: Further increases the armor of Footmen and Knights. (300 Gold, 150 Lumber, 60 seconds)
- Unit Upgrades:
- Strategy: The Blacksmith is crucial for keeping your ground forces competitive. Prioritize upgrades based on your army composition and the enemy's units.
Guard Tower
- Cost: Upgrade from Scout Tower (200 Gold, 100 Lumber)
- Build Time: 45 seconds
- Hit Points: 600
- Functions:
- Defense: Attacks nearby enemy units with arrows.
- Upgrade to Cannon Tower: Can be upgraded to a Cannon Tower for 300 Gold, 150 Lumber (60 seconds, 900 HP), which deals siege damage.
- Strategy: Guard Towers provide basic base defense. Upgrade Scout Towers to Guard Towers in key defensive positions.
Cannon Tower
- Cost: Upgrade from Guard Tower (300 Gold, 150 Lumber)
- Build Time: 60 seconds
- Hit Points: 900
- Functions:
- Siege Defense: Attacks nearby enemy units and buildings with powerful cannonballs, dealing siege damage.
- Strategy: Cannon Towers are excellent for defending against enemy ground pushes and for breaking down enemy siege units. Place them strategically to cover important areas.
Keep
- Cost: Upgrade from Town Hall (1000 Gold, 500 Lumber)
- Build Time: 150 seconds
- Hit Points: 2000
- Functions:
- Advanced Building Unlock: Required for building the Church, Mage Tower, Gnomish Inventor, and Gnomish Airfield.
- Upgrade to Castle: Can be upgraded to a Castle for 1500 Gold, 750 Lumber (200 seconds, 2500 HP).
- Strategy: Upgrading to a Keep is a major tech milestone, unlocking your most powerful units and spells. Do this as soon as your economy allows.
Castle
- Cost: Upgrade from Keep (1500 Gold, 750 Lumber)
- Build Time: 200 seconds
- Hit Points: 2500
- Functions:
- Highest Tier: The ultimate Human Alliance building, providing maximum hit points and serving as a strong defensive anchor.
- Required for: No further buildings, but provides a significant HP boost to your main base.
- Strategy: The Castle is a late-game investment, primarily for increased base durability. It's a strong deterrent to enemy attacks on your main base.