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Alliance Structure: -Last Updated 2-7-2002
Alliance buildings will be familiar to any War2 player, and will feature many buildings from Warcraft 2 as well as a similar tech-tree. Again there is a central building that controls the tech-tree, the Town Hall, which can be upgraded to a Keep, then to Castle, to give the player access to more advanced units.
Constructed out of granite and wood, alliance structures are corporeal and can be destroyed. Buildings are build by peasants and can be repaired by Acolytes, Peons and Peasants. Human towers have stayed virtually untouched since Warcraft 2, and again consist of the Scout Tower, which can be upgrades into two forms that have attack capability.
Human Cottage
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Allows: None
Tech-path: No Requirements
Related Images: [1]
Cottages will function in the same way as Farms did in Warcraft 2. All units will have a 'unit space' requirement to reflect the amount of room and resources they take up. A player must maintain enough cottages to ensure all his troops are well cared for. If there are not enough cottages, a player cannot train or produce units.
Properties:
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Provides Supply: Cottages act like farms in Warcraft 2. |
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Human Town Hall:
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Allows: Peasants, Barracks
Tech-path: No Requirements
Related Images: [1]
The Town Hall serves as the center of the community and commerce for any outpost or town of the Alliance. As the chief source of economy in any settlement, these sites are equipped with all necessary tools to process gold ore that are scattered across the various mines of Azeroth. As such, they are a necessity for the construction of any other structure and the training of the alliance work force.
Town halls in the game act much the same as in Warcraft 2, and will be the heart of any outpost. They provide the income and peasants that are essential for a base to grow. Once the barracks is constructed, the Town Hall can be upgraded into a keep.
Special Commands:
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Train Peasant: The Town hall can train Peasants. |
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Upgrade to Keep: (Requires Garrison) The Town hall can be upgraded to a Keep. |
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Hire Hero: The Town Hall allows the player to hire his first hero. |
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Human Keep:
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Allows: Workshop
Tech-path: Town Hall - Barracks - Keep
Related Images: [1]
In large well-defended settlements, the keep replaces the Town Hall as the center of commerce, where Peasants deliver shipments of gold for processing. The keep is also a military structure protected by high granite walls, making it much more difficult to destroy than the Town Hall.
Keeps in the game act much the same as in Warcraft 2. They retain all functions of the Town hall and allows more advanced structures to be built.
Special Commands:
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Train Peasant: The Keep can train Peasants. |
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Upgrade to Castle: The Keep can be upgraded to a Castle. |
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Hire Second Hero: The keep allows the player to have two heroes. |
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Human Castle:
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Allows: Gryphon Aviary, Arcane Sanctum
Tech-path: Keep - Workshop - Castle
Related Images: [1]
The Castle is the center of the alliance's largest cities. Only by constructing the castle, will the player have access to the most power units in the alliance arsenal. Castle's will have the same role in Warcraft 3 as they did in Warcraft 2.
Special Commands:
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Train Peasant: The Keep can train Peasants. |
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Hire Third Hero: The Castle allows the player to have three heroes. |
Stats:
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Human Garrison:
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Allows: Keep
Tech-path: Town Hall - Garrison
The Barracks has become a necessity for any human town after the invasion of the Horde, and even more so with the invasion of the Burning Legion and the Scourge. Fostering good will and unity between all races of the alliance, it is a place where veterans and new recruits ago alike to share tales of battle. It was Lothar's dream to see the races living as brother's a wish that is now reality, at least within the compound.
Special Commands:
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Train Footman: The Garrison can train Footmen. |
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Train Rifleman: (Requires Workshop) The Garrison can train Rifleman. |
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Train Knight: (Requires Unknown) The Garrison can train Knights. |
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Armory:
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Allows: Unknown
Tech-path: Garrison - Armory
Armories are an important part of many settlements dependent on military protection. While the metals they forge are a vital component in the construction of advanced buildings, they are especially known for their skill at the construction of weapons and armor. The skilled Dwarven smith that work here are renowned for producing some of the finest quality weapons on Azeroth.
In the game, armories will function similar to how the Blacksmith did in Warcraft 2. They will allow you to upgrade the weapon and armor of your troops. It is also likely that many of the 'combat moves' certain units can perform will be researched here.
Special Commands:
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Upgrade Melee Weapons: Increases the damage melee units will deal. |
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Upgrade Missile Weapons: Increases the damage missile units will deal. |
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Upgrade Armor: Increases the defense of armored units. |
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Dwarven Workshop
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Allows: Gyrocopter
Tech-path: Unknown
Related Images: [1]
Belching out black smoke, the workshop is a place where silence ceases to exist. Explosions happen often, but few are fatal. In its monstrous steel plated walls, Dwarves are busy with the construction of powerful weapons of war. While many such contraptions have a nasty tendency to explode, though the carnage they deal more than compensates for this annoying hassle. The workshop provides the alliance with a technological edge.
Special Commands:
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Build Gyrocopter: Gyrocopter provide light air support. |
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Train Mortar Team: Dwarven Mortar Teams provide artillery support. |
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Build Steam Tank: The Factory can produce the Steam Tank. |
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Mage Tower:
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Allows: Elven Priest
Tech-path: Keep - Mage Tower
Related Images: [1]
Designed in a conjoint effort by the mages of Lordaeron and the Elven refugees in homage of the ravaged Quel'thalas, the Mage Tower is the center of all things arcane. Spellcastersfrom all around Azeorth travel to such sites to study and practice their art, developing powerful spells and invocations. Elves also frequent the place, loosing themselves in the revelations of power in order to forget the sorrows of their lost homeland.
Special Commands:
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Train Mage-Priest: The Ivory Tower can train Elven Mage Priests. |
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Train Sorceress: (Requires Arcane Sanctum) The Ivory Tower can train Elven Mage Priests. |
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Arcane Sanctum:
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Allows: Sorceress
Tech-path: Mage Tower - Castle - Arcane Sanctum
The arcane sanctum provides a library for all things magical. It is required for any human city that wishes to house powerful spellcasters. Without it, mages cannot advance beyond basic powers.
Special Commands:
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Research Dispel Magic: Allows Elven Mage Priests to cast dispel magic. |
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Research Inner Fire: Allows Elven Mage Priests to cast dispel magic. |
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Research Slow: Allows the Sorceress to cast Slow. |
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Research Invisibility: Allows the Sorceress to cast Invisibility. |
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Research Polymorph: Allows the Sorceress to cast Polymorph. |
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Research True Sight: Once Researched, allow human towers will be able to detect invisible units. |
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Gryphon Aviary
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Allows: Heroes
Tech-path: Castle - Gryphon Aviary
Related Images: [1]
The Gryphon Aviary functions much as it did in Warcraft 2, it allows the construction of Gryphons.
Special Commands:
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Train Gryphon Rider: Produces a Gryphon Rider ready for battle. |
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Altar of Kings
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Allows: Heroes
Tech-path: Town Hall - Altar of Kings
Related Images: [1]
Constructed from polished granite, the Altar of Kings is built as a tribute to all those heroes who sacrificed themselves on the battlefield. They are the place to turn to resurrect a hero you've lost.
Special Commands:
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Ressurect Hero: All heroes who've died in battle will be listed at the Altar of Kings. For a price depending on the hero's class and level, the player can choose to resurrect a hero that was previously killed. The cost will not be cheap. |
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Human Scout Tower:
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Allows: Guard Tower
Tech-path: Town Hall - Scout Tower
Scout Towers are tall sturdy structures constructed to guard the borders of many outposts. From these sites, the elves of the alliance can spot enemy troops from high above, negating any chance of surprise attacks. Their presence in the wilderness assures the swift deployment of alliance troops to confront any invasion. Enchanted with the ability to detect concealed units by the elves within, Scout Tower's are essential for any alliance intelligence.
Special Commands:
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Upgrade to Guard Tower: In times of danger, scout towers can be upgraded to host archers. |
Passive Abilities:
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Detector: This building can detected cloaked units after the appropriate technology has been researched at the inner sanctum. |
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Human Guard Tower:
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Allows: None
Tech-path: Barracks and Scout Tower - Guard Tower
In areas of trouble, Scout towers may be upgraded and manned by diligent archers. These fortresses of stone are built around the perimeters of any important city, providing solid defense against both ground and air.
Passive Abilities:
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Detector: This building can detected cloaked units after the appropriate technology has been researched at the inner sanctum. |
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Human Cannon Tower:
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Allows: None
Tech-path: Barracks and Scout Tower - Guard Tower
Cannon Towers are the most powerful of the alliance's static defenses. They have great range, and deal great damage, but cannot fire at units which are too near.
Passive Abilities:
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Detector: This building can detected cloaked units after the appropriate technology has been researched at the inner sanctum. |
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