Laboratory
10
20
The Laboratory is a research building that unlocks new capabilities for combat units. Requires: Factory.
| Health | 600 |
|---|---|
| Maximum buildings | 1 |
| Visibility distance | 10 |
|---|
Research
10
20
The Laboratory is a research building that unlocks new capabilities for combat units. Requires: Factory.
| Health | 600 |
|---|---|
| Maximum buildings | 1 |
| Visibility distance | 10 |
|---|
Research
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.
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.
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.
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 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.




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