Reactor
10
20
The Reactor is a portable nuclear power unit that increases available energy.
| Health | 450 |
|---|---|
| Provides energy | 5 |
| Visibility distance | 8 |
|---|---|
| Maximum buildings | 5 |
Research
10
20
The Reactor is a portable nuclear power unit that increases available energy.
| Health | 450 |
|---|---|
| Provides energy | 5 |
| Visibility distance | 8 |
|---|---|
| Maximum buildings | 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 unit orders stop.
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 repair them with Workers in time.
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:
The full health restore on upgrade completion turns Power I into an emergency repair, but on the Reactor this trick works right at the limit. A Tank hits buildings with double damage: 60 per shot every 2 seconds, or 30 health per second. A single Tank takes down an intact Reactor with its 450 health in about 15 seconds — while the research takes 20. The conclusion: starting Power I on an untouched Reactor already under Tank fire is too late. The trick works when the research was running before the attack, when the raid comes from Peacemakers or Thunders without double damage to buildings, or when a repairing Worker absorbs most of the incoming damage and stretches the demolition beyond 20 seconds.
The economics of the trick are excellent, though. Power I costs the same 10 ore as a new Reactor: if the research finishes in time, the building stays in service for the same price and brings a permanent +2 energy — instead of rebuilding a destroyed Reactor from scratch and waiting another 20 seconds without its output.
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