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Factory

Ore16 Build time, s30

Factory

The Factory is the production building for ground vehicles. It is built when it becomes clear that infantry cannot manage alone. Requires: Barracks.

Health900
Maximum buildings4
Visibility distance10

Produces

Upgrades

Armor IArmor IIArmor III+10%, +20%, +30% to factory vehicle health.
Attack IAttack IIAttack III+10%, +20%, +30% to factory vehicle base attack.

What is the Factory?

The Factory takes the base into a new stage: vehicles join the infantry, bringing the ability to shift pressure quickly across the map, break fortified positions, and disrupt the enemy’s response. Building it also unlocks further development through the Laboratory and Heliport. Investment in vehicles matters most after scouting reveals the pace and composition the match requires.

What does the Factory unlock?

The Factory is the key to the entire upper part of the tech tree. Until it exists, the only combat unit available is the Peacemaker from the Barracks. As soon as it is complete, the following become available:

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 Factory branches

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 pressure requires more ore and energy prepared in advance.

Tank, Lynx, and Wave: production numbers

The order in which you produce vehicles depends on three numbers: cost, production time, and energy.

UnitOreEnergyTime, s
Lynx10220
Tank13230
Wave16230

All vehicles cost the same energy — 2 each — so the choice comes down to ore and time. The Lynx is the cheapest and 10 seconds faster than the rest: the first machine rolls out of a freshly built Factory just 20 seconds later. The Wave is the most expensive of the three, and it damages only air targets while freezing every troop type except Peacemakers, so producing it before the main army means freezing 16 ore for nothing. Detailed breakdowns with builds are on the Lynx, Tank, and Wave pages.

The production queue and the rally point

Upgrades in the Factory

Armor IArmor IIArmor IIIThe 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 IAttack IIAttack IIIThe 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?

A demolished Factory costs more than 16 ore and 30 seconds for a new building. All that time no Tanks, Lynxes, or Waves come out, while the army at the front takes losses it cannot replace — in the middle of a battle, such a pause often decides the outcome. So start repairs early: a Worker repairs a damaged Factory, and there is no reason to wait until the building is near death.

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 signal a bid for mass vehicles with fast replacement of losses. 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 raids on your economy — and has sacrificed part of their own development for it.

Watching what is built next

Factory + Laboratory means researches, Titans, Balloons, and Turrets are 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. Lynxes are answered by the Devastator, which deals bonus damage to them, and by Gates on the passages to your harvesting. Detailed countermeasures are on the Lynx and Devastator pages.

FAQ about the Factory

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 +10% health to every vehicle at once. While you have few machines, production tempo matters more. Once you have many vehicles, an upgrade strengthens the whole army in one stroke and pays off better.

THE ARMY AWAITS ORDERS

The Factory is for when things get serious.

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