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
Maximum buildings1
Visibility distance10

Research

ShieldThe Shield increases the Peacemaker’s health supply.
CoolingThe cooling system reduces the Tank’s firing interval from 2 to 1.5 seconds.
OverclockThe Peacemaker has the ability to overclock an energy block. Increases running and shooting speed. Dangerous! Every second unit explodes!
HealAllows the Balloon to heal Workers and infantry on board.

What is the Laboratory?

The Laboratory occupies 2×4 tiles and takes the base’s technology to the next level without producing an army directly. 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. What costs you is not the order but the path to 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 even starts.

Build it when your plan actually needs what it unlocks: the Titan in the Barracks, the Balloon in the Heliport, the Turret against aircraft, or level II–III Armor and Attack upgrades. If the battle comes down to early Peacemaker or Lynx pressure, the ore is better invested in the army — 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 respond to both ground and air targets. The Balloon enables drops and onboard infantry healing, 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.

How to choose a research?

Shield supports an army of Peacemakers, Cooling strengthens Tanks, and Overclock improves existing infantry at the cost of half the squad. Healing helps drops 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. Without it, the Barracks, Factory, and Heliport are stuck at the first level of Armor and Attack: the second and third levels require a built 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 all the building's units — instantly, for existing and new units alike. Costs, research times, and the resulting stats per level are laid out on the Barracks, Factory, and Heliport pages, as well as on the 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 second 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.
HealCosts 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 price

The full set of four researches comes to 55 ore and 190 seconds: Shield, Cooling, and Overclock cost 15 ore and 50 seconds each, while Healing costs 10 ore and 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 has a single level and applies to the whole army: you pay once, it affects all current and future units, and once complete its button disappears from the menu.

Deep inside the base

The Laboratory produces no army and needs no rally point, so there is no reason to keep it at the edge of the base. Its place is deep in the rear, behind the Barracks and Factory: 600 health is less than the Barracks, Heliport and Factory have, and in a breakthrough it falls before they do.

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 shows no Laboratory, the opponent is playing around basic units — you can trade armies more boldly and stop expecting drops in your rear.

A priority target during an assault

In a base breakthrough, 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.

Do researches affect units that already exist?

Yes. Shield, Cooling, and Healing apply immediately to all current and future units. Overclock works differently: once researched, each Peacemaker activates it with its own button.

Are completed researches lost if the Laboratory is destroyed?

No. Completed researches are tied to the player and keep affecting the army. Destroying the Laboratory only blocks new researches and orders — until it is built again.

THE ARMY AWAITS ORDERS

The Laboratory is the smart choice.

PLAY IN YOUR BROWSER

Join us!

© 2026, Honest War. All rights reserved. 12+