Laboratory
10
20
The Laboratory is a research building that unlocks new capabilities for combat units. Requires: Factory.
| Health | 600 |
|---|---|
| Building limit | 1 |
| Sight range | 10 |
|---|
Research
10
20
The Laboratory is a research building that unlocks new capabilities for combat units. Requires: Factory.
| Health | 600 |
|---|---|
| Building limit | 1 |
| Sight range | 10 |
|---|
Research
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.
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.
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.
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 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.




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.
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.
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.
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.
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.
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