PLAY IN YOUR BROWSER Buildings / Laboratory

Laboratory

Ore10 Build time, s20

Laboratory

The Laboratory is a research building that unlocks new capabilities for combat units. Requires: Factory.

Health600
Building limit1
Sight range10

Research

ShieldShield increases the Peacemaker’s maximum health.
CoolingThe cooling system reduces the Tank’s firing interval from 2 to 1.5 seconds.
OverclockOverclocking the Peacemaker’s power unit increases its movement speed and rate of fire. Warning: every other Peacemaker explodes.
HealingAllows the Balloon to heal Workers and infantry units on board.

What is the Laboratory?

The Laboratory occupies 2×4 tiles and takes the base’s technology to the next level without producing units itself. It unlocks new combat and defensive options and gives existing units additional ways to become stronger. It marks the transition from a simple composition to an army tailored to a specific plan and opponent.

When should you build the Laboratory?

The Laboratory itself is cheap: 10 ore and 20 seconds to build. The expensive part is reaching it: first you need a Barracks (12 ore, 30 seconds), then a Factory (16 ore, 30 seconds). The full Barracks → Factory → Laboratory chain costs 38 ore before the first research project even starts.

Build it when your plan needs what it unlocks: the Titan in the Barracks, the Balloon in the Heliport, the Turret against aircraft, or level II and III Armor and Attack upgrades. If the battle is being decided by early Peacemaker or Lynx pressure, invest the ore in the army and return to the Laboratory once the economy stabilizes.

The limit is one Laboratory — it is the only building with such a restriction. All Laboratory research goes through that single building.

New units and defense

The Titan strengthens direct combat and can engage both ground and air targets. The Balloon enables airborne troop transport and healing for infantry on board, while the Turret creates reliable anti-air defense. These options become especially important when basic units are no longer enough against the opponent’s composition.

Which research project should you choose?

Shield supports an army of Peacemakers, Cooling strengthens Tanks, and Overclock strengthens the surviving Peacemakers at the cost of half the Peacemaker squad. Healing supports transported troops by preserving Workers and experienced Peacemakers, Devastators, and Titans. Research the option that strengthens the core of the current composition first.

The key to level II and III upgrades

The Laboratory matters for more than its own research projects. Without it, the Barracks, Factory, and Heliport are limited to Armor I and Attack I; the second and third levels require a completed Laboratory. In effect, one 10-ore building unlocks six upgrade paths at once: Armor and Attack in each of the three production buildings.

Each level adds 10% to the base health or damage of every unit produced by that building, affecting existing and new units immediately. Costs, research times, and resulting stats are listed on the Barracks, Factory, Heliport, and unit pages.

Laboratory research

ShieldCosts 15 ore and takes 50 seconds to research. Increases Peacemaker health from 98 to 150, a gain of 52. Once complete, the Peacemaker is shown with a shield.
CoolingCosts 15 ore and takes 50 seconds to research. Reduces the Tank’s firing interval from 2 to 1.5 seconds and changes its appearance.
OverclockCosts 15 ore and takes 50 seconds to research. Every other Peacemaker explodes, while survivors gain +1 movement speed (3 → 4), +100% rate of fire (interval 1 → 0.5 seconds), −20% base health before the Shield bonus, and +0.1 unit size (0.4 → 0.5). The squad spreads out more, so Lynx area attacks hit fewer targets. An overclocked Peacemaker still uses one energy and becomes stronger than a regular one, but remains weaker than two regular Peacemakers. The research is most useful with a strong economy, when improving the quality of the existing army matters more.
HealingCosts 10 ore and takes 40 seconds to research. Once complete, the Balloon restores the health of Workers, Peacemakers, Devastators, and Titans on board. This preserves experienced infantry after battle and returns it to the army without Worker repairs.

The research queue and its cost

The full set of four research projects costs 55 ore and takes 190 seconds: Shield, Cooling, and Overclock each cost 15 ore and take 50 seconds, while Healing costs 10 ore and takes 40 seconds.

The Laboratory queue holds up to five orders, and they are completed one at a time. “Research everything” means more than three minutes of waiting, during which the boost you need may arrive too late. A canceled order refunds its ore, so you can reshuffle queue priorities without losses.

Each research project has a single level and applies globally: you pay once, it affects all current and future units of the relevant type, and its button disappears from the menu when completed.

Deep inside the base

The Laboratory produces no units and needs no rally point, so keep it deep inside the base behind the Barracks and Factory. With 600 health, it is less durable than the Barracks, Heliport, or Factory and will fall sooner during a breakthrough.

No Laboratory, no research

Losing the Laboratory is not an option: until the single Laboratory is rebuilt, new research is unavailable. A free Worker repairs a damaged Laboratory on its own, and a full repair takes the same 20 seconds as construction — until it is completely destroyed, it can always be saved.

What does scouting tell you?

A Laboratory appearing at the enemy base signals a change of plan: Titans, Balloons carrying troops, Turrets, and second-level upgrades may soon follow. The reverse is also true: if scouting reveals no Laboratory, the opponent is relying on basic units, so you can take engagements more confidently and stop expecting airborne landings behind your lines.

A priority target during an assault

During an assault on the enemy base, the Laboratory is the most rewarding target: Tanks with their double damage to buildings tear it down faster than any production building. With the Laboratory lost, the opponent cannot order Titans, Balloons, or Turrets until it is rebuilt—a cheap target with expensive consequences for them.

Laboratory FAQ

Does the Laboratory use energy?

No. The Laboratory neither produces nor consumes energy — Reactors are only needed for the army.

Does research affect units that already exist?

Yes. Shield affects all current and future Peacemakers, Cooling affects all current and future Tanks, and Healing enables every current and future Balloon to heal eligible passengers. Overclock works differently: once researched, each Peacemaker activates it with its own button.

Is completed research lost if the Laboratory is destroyed?

No. Completed research remains tied to the player and continues to affect the army. Destroying the Laboratory blocks only new research projects and orders that require it until the building is rebuilt.

THE ARMY AWAITS ORDERS

The Laboratory is the smart choice.

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