Reactor
10
20
The Reactor is a portable nuclear power unit that increases available energy.
| Health | 450 |
|---|---|
| Provides energy | 5 |
| Sight range | 8 |
|---|---|
| Building limit | 5 |
Research
10
20
The Reactor is a portable nuclear power unit that increases available energy.
| Health | 450 |
|---|---|
| Provides energy | 5 |
| Sight range | 8 |
|---|---|
| Building limit | 5 |
Research
The Reactor sets the limit for army growth: ore pays for production, while energy determines how many units can be fielded at once. Expanding through several Barracks, Factories, or Heliports therefore requires the energy network to grow in advance. Without it, even a rich economy cannot quickly turn a stockpile of ore into the composition it needs.
To know when to build the next Reactor, you only need to know how much energy each unit requires. Buildings use no energy — the entire supply goes to the army.
| Worker | 1 | Peacemaker | 1 |
| Devastator | 2 | Tank | 2 |
| Lynx | 2 | Wave | 2 |
| Thunder | 2 | Hawk | 2 |
| Balloon | 2 | Titan | 4 |
One important detail: energy is reserved not only by finished units but also by orders waiting in building queues. If Titans are already ordered in two Barracks, there may not be enough spare capacity for a new order, even though those Titans have not appeared on the field yet.
The number of Reactors you need depends on the chosen army. One Titan uses almost the entire output of a basic Reactor, while mass-producing infantry, vehicles, or aircraft quickly consumes the remaining capacity. Prepare a new energy source before starting another production line, not after insufficient energy begins blocking new orders.
Tanks deal increased damage to buildings, so an attacker often focuses fire on Reactors during an assault. Losing several installations at once reduces available energy and disrupts production. Place Reactors inside the protected part of the base and have Workers repair them promptly.
An energy shortage does not shut down the base, but it stops army growth. Here is what happens:


A new Reactor and both upgrades provide energy at different prices: the Reactor itself costs 10 ore for +5 (2 ore per point of energy), Power I costs 10 ore for +2, and Power II costs 12 ore for +2. This leads to a simple investment order:
Because an upgrade fully restores the Reactor’s health, Power I can act as an emergency repair, but the timing is strict. A Tank deals double damage to buildings: 60 damage every 2 seconds, or 30 per second. It destroys an intact 450-health Reactor in about 15 seconds, while Power I takes 20 seconds to research. Starting Power I only after a Tank begins firing is therefore too late. The tactic works if research started before the attack, if the attackers are Peacemakers or Thunders, which do not deal bonus damage to buildings, or if Worker repairs offset enough incoming damage to keep the Reactor alive beyond 20 seconds.
The tactic is highly cost-effective. Power I costs the same 10 ore as a new Reactor; if research finishes in time, the building remains in service and gains a permanent +2 energy instead of forcing you to rebuild and spend another 20 seconds without its output.
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