What is the Factory?
The Factory moves the base into a new stage: vehicles join the infantry, making it possible to move forces quickly across the map, break fortified positions, and disrupt the enemy’s response. Building it also unlocks further development through the Laboratory and Heliport. Vehicle production matters most once scouting reveals the pace and army composition needed for the match.
What does the Factory unlock?
The Factory unlocks the rest of the tech tree. Until it is built, the only combat unit available is the Peacemaker from the Barracks. Once the Factory is complete, the following become available:
- The Laboratory. Requires a completed Factory. Costs 10 ore and takes 20 seconds to build. It unlocks the Titan, Balloon, Turret, and the Shield, Cooling, Overclock, and Healing upgrades.
- The Heliport. Also requires a Factory. Costs 15 ore and takes 30 seconds to build—and gives the base access to the Thunder and Hawk. The Balloon also requires a Laboratory.
- The Devastator in the Barracks. Devastator production unlocks only after the Factory is built.
- The first upgrade levels in the Barracks and Heliport. Armor I and Attack I for infantry and aircraft require a completed Factory. The second and third levels also require a Laboratory.
That is why even players who do not plan to fight with vehicles build a Factory: without it there are no aircraft, no Laboratory, and no Devastators.
Three vehicle roles
The Lynx scouts the map, hunts Workers, and attacks groups of ground targets with area damage. The Tank is slower but deals powerful burst damage and is especially useful when assaulting the enemy base. The Wave does not replace the main army, but its freeze prevents the most dangerous part of the enemy force from responding.
One Factory or several?
One Factory supports flexible adaptation: after scouting, you can change the production order of Tanks, Lynxes, and Waves. Two Factories can quickly assemble several Lynxes or replace vehicle losses, while a hidden Factory near the opponent shortens the route to their economy. This strategy requires you to prepare additional ore and sufficient energy capacity in advance.
Tank, Lynx, and Wave: production numbers
The order in which you produce vehicles depends on three numbers: cost, production time, and energy.
| Unit | Ore | Energy | Time, s |
| Lynx | 10 | 2 | 20 |
| Tank | 13 | 2 | 30 |
| Wave | 16 | 2 | 30 |
All vehicles cost the same energy—2 each—so the choice comes down to ore and time. The Lynx is the cheapest and takes 10 seconds less to produce than the others: the first one can leave a newly built Factory after just 20 seconds. The Wave is the most expensive of the three, and it damages only air targets while freezing every unit except Peacemakers, so producing it before the main army ties up 16 ore without providing enough combat power. Detailed production strategies are available on the Lynx, Tank, and Wave pages.
The production queue and the rally point
- A queue of up to 5 orders. One Factory can hold no more than five orders at a time. They are completed sequentially, one after another. The queue rules are the same for every production building.
- Canceling refunds the ore. An order in the queue can be canceled at any moment — the ore spent on it is fully refunded. To cancel, swipe the order off the button or tap it in the queue.
- The queue reserves energy. Every Factory order reserves 2 energy before the machine even reaches the field — a long queue can block orders in the Barracks and Heliport.
- The rally point. Like other buildings, the Factory can be given a point on the map where vehicles head as soon as they are produced. A rally point near the front line saves you from moving every new vehicle manually.
- The queue is a draft, not a verdict. If scouting reveals aircraft, remove the Tanks from the queue, reclaim the ore, and produce Waves. Reordering the queue provides the most value at the Factory because its three vehicles counter different threats.
- One long assembly line is slower than two short ones. Five Tanks in a single Factory means 150 seconds of sequential production. Two Factories produce the same series almost twice as fast, and the extra cost is only 16 ore for the second building.
- Repair is cheaper than replacement. A Worker repairs damaged Tanks, Lynxes, and Waves. Returning a battered machine to service is better than paying 10–16 ore and waiting for a new one from the queue.
Upgrades in the Factory
Armor I
Armor II
Armor III
The three levels progressively increase the base health of Tanks, Lynxes, and Waves by 10%, 20%, and 30%. The upgrades cost 10, 20, and 30 ore and take 40, 60, and 80 seconds to research. The second and third levels require a Laboratory.
Attack I
Attack II
Attack III
The three levels progressively increase the base damage of Tanks, Lynxes, and Waves by 10%, 20%, and 30%. The upgrades cost 10, 20, and 30 ore and take 40, 60, and 80 seconds to research. The second and third levels require a Laboratory.
What does it cost to lose it?
Losing a Factory costs more than the 16 ore and 30 seconds needed to replace it. During that time, no Tanks, Lynxes, or Waves are produced, while the army at the front takes losses it cannot replace; in the middle of a battle, that pause can decide the outcome. Start repairs early instead of waiting until the building is close to destruction.
Scout the enemy base
An early Factory almost always means Lynxes: they take 20 seconds to produce and will be the first to head for your Workers. Two Factories indicate plans to build a large vehicle force and replace losses quickly. That economy demands Reactors and ore, which means the enemy army is smaller right now than it could be. A hidden Factory found near your own base means the opponent is preparing close-range vehicle attacks on your economy—and has sacrificed part of their own development to do so.
Watch what the opponent builds next
Factory + Laboratory means new research, Titans, Balloons, and Turrets may be coming. Factory + Heliport means aircraft: the Thunder and Hawk. If nothing new appears for a long time after the Factory, the opponent is stockpiling vehicles. Counter Lynxes with Devastators, which deal bonus damage to them, and Gates on the approaches to your mining operation. Detailed countermeasures are on the Lynx and Devastator pages.
What do you need to build a Factory?
A completed Barracks, 16 ore, and a free Worker. Construction takes 30 seconds, and the limit is 4 Factories.
Do you need to research Armor and Attack in each Factory separately?
No. An upgrade is paid for once and applies to all vehicles at once — both those already produced and new ones, whichever Factory they come from.
Do Barracks upgrades affect Factory vehicles?
No. The Barracks Armor and Attack upgrades strengthen infantry only. Tanks, Lynxes, and Waves have their own upgrade lines, researched in the Factory itself.
Which is the better investment: a second Factory or upgrades?
They serve different goals. A second Factory for 16 ore doubles production speed, while Armor I for 10 ore gives every vehicle +10% health. When you have only a few vehicles, production speed matters more. Once you have a large vehicle force, an upgrade strengthens the entire army at once and provides better value.
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