The Center is the main building on the battlefield. Workers deliver harvested ore here, and new Workers are trained inside. A Center provides 5 energy, like a basic Reactor. Build new Centers as close to ore deposits as possible.
| Health | 1200 |
| Provides energy | 5 |
| Building limit | 4 |
Produces
What is the Center?
The Center ties the entire base economy together: Workers bring ore here, new Workers are produced here, and the building itself increases available energy. The player starts each match with one Center—the toughest building in the game. It has no upgrades of its own, so economic development depends on the number and placement of Centers and on how Workers are distributed among deposits.
Production queue and rally point
The Worker is the only unit produced at the Center: it costs 5 ore and 1 energy and takes 10 seconds to produce. The Center follows the same queue rules as every other production building:
- A queue of up to 5 orders. A single Center can hold no more than five orders at a time. They are completed in sequence, one after another.
- Canceling refunds the ore. A queued order can be canceled at any moment — the ore spent on it comes back in full. To cancel, swipe the order off the button or tap it in the queue.
- A new Worker heads for the ore. It automatically leaves the Center for the nearest ore node, so there is no need to direct each Worker manually. If the Center has a rally point, the Worker goes there instead.
- A Worker queue can block your army. Queued orders already count toward energy consumption, so a long line of cheap Workers can prevent you from ordering a unit in the Barracks or Factory. When energy is at its limit, keep the Worker queue short.
Workers and harvesting rate
Choose the number of Workers at each deposit according to the route length and number of ore nodes. Too many Workers create a queue at the Center, while too few leave some nodes idle. After building a new Center, transfer some Workers to it so the investment starts generating income sooner.
Protecting the economy
Lynxes hunt Workers, while Tanks are especially dangerous to buildings. Gates and Devastators contain early ground breakthroughs, a Turret covers the base against a lone Thunder, and Workers repair a damaged Center. Defenses must protect both the building and the routes Workers use to return to it.
Repairing the Center
A Worker can repair any building, and an idle Worker automatically begins repairing a damaged Center. Repair speed is tied to build time: fully restoring the Center takes the same 80 seconds as constructing it. With 1200 health and a Worker on standby, the Center holds up under fire longer than the attacker expects.
Losing the Center is not defeat
Destroying the Center does not end the battle by itself: defeat comes only when a team has no buildings left. But the economy freezes: without a Center there is nowhere to deliver harvested ore. As long as at least one Worker survives and you have 25 ore in reserve, the Center can be rebuilt and harvesting restored.
Expanding the economy
Placing a new Center
For efficient harvesting, place the Center as close to the ore as possible and preferably opposite the middle of the deposit to shorten Worker travel. Building a separate Center for a single ore node is usually inefficient.
Additional energy capacity
If no unclaimed deposits remain, an additional Center can still increase available energy. This is an expensive way to expand the army, so it is justified only with a strong economy and surplus ore.
Maximum energy is 65, provided by four Centers and five fully upgraded Reactors.
The four-tile rule: where the Center can go
The Center occupies a 4×4-tile footprint and requires no other buildings to construct. But a special rule applies when choosing the spot:
- At least 4 tiles from the ore. Other buildings only need a 1-tile gap. So for the Center, “as close to the ore as possible” means the edge of those four tiles — it cannot get any closer.
- A 4×4 footprint. The Barracks, Factory, and Heliport take up just as much, so on a cramped base the Center competes with production buildings for flat ground near the ore.
- Sight range of 15. Among buildings, only the Turret sees farther. A new Center provides useful visibility around an expansion.
A new harvesting base, step by step
- Scout an unclaimed ore deposit and save up 25 ore for construction.
- Send a Worker on its way early, without waiting for the full amount: crossing the map takes time, and it is better to have the Worker waiting at the site when the required ore becomes available.
- Pick the spot: at least 4 tiles from the ore and a flat 4×4 area.
- Protect the Center throughout its 80-second construction period — this is when it is most vulnerable. An unfinished Center does not accept ore and remains an easy target, so it is best to start construction while the enemy army is tied up elsewhere.
- Transfer some Workers from the starting base to the new Center or produce them there; the Worker page lists recommended counts for different numbers of ore nodes.
- Fortify the new base before the first raid: a Gate and Devastators against a ground breakthrough, a Turret against aircraft.
Can you demolish your own Center, and why would you?
Yes, demolition takes 20 seconds and costs no ore. It has one purpose — freeing up space once the base is fully built: a Center at a depleted deposit occupies a 4×4 footprint that could go to other buildings. It also frees a slot in the four-Center limit for a new harvesting base.
Can you deliver ore to an unfinished Center?
No. A Worker carrying ore can deliver it only to a completed Center, so the new base earns no income during the entire 80-second construction period.
How does the Center differ from the Reactor as an energy source?
Both provide 5 energy, but building a Center for energy alone is noticeably more expensive than placing a Reactor, and the Center has no energy upgrades. A comparison with the Power I and Power II upgrades is on the Reactor page.
Join us!