The commander’s guide

Engineers and buildings

Build, assist, repair and reclaim with engineers. Compare every structure’s cost and role, and use adjacency bonuses.

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Engineers and building

Engineers by tier
EngineerMatter / energy / timeHealthBuild power
T155 / 100 / 8 s3201
T2140 / 260 / 14 s6502
T3300 / 600 / 22 s1,1004

Adjacency. Buildings whose foundations stand within six metres help each other, 12.5% per neighbour for up to four neighbours: a matter storage next to an extractor raises its matter, an energy storage next to a generator raises its energy, a generator next to anything that uses energy lowers its upkeep, and a generator next to a factory of any kind speeds up production.

Two Moonveil engineers feed fabrication beams into a radar building under construction
Engineers turn a plan into a building. Nearby helpers can join the same job. Open 4K view.

Every structure

Learn them by sight. Explore the building field guide: every faction’s buildings in 4K, intact and after battle.

Costs are matter / energy / build time at tier one, or at tier two for the last four, which cannot be built lower. Each tier up costs four times (tier two) or twelve times (tier three) as much, and build time grows with the tier. Factories have 1,800 health per tier.

Structures, their tier-one cost and what they do
StructureCostWhat it does
Extractor80 / 160 / 10 s+4 matter a second on a crystal deposit, −3 energy
Generator60 / 0 / 8 s+20 energy a second
Matter storage100 / 120 / 10 s+500 matter capacity
Energy storage80 / 100 / 10 s+1,500 energy capacity
Factory220 / 400 / 18 sbuilds engineers, tanks and batteries, up to its own tier
Air factory240 / 440 / 20 slaunches aircraft, up to its own tier; it has no door to keep clear
Naval yard260 / 460 / 22 sbuilds ships, up to its own tier; it floats on open water and needs a clear launch lane
Radar90 / 200 / 12 slifts the fog within 900, 2,000 or 3,300 metres by tier
Shield180 / 500 / 15 sa dome of 45, 90 or 135 metres over friendly units and buildings
Repair depot140 / 240 / 14 srepairs vehicles that dock, with an aura of 90 to 270 metres
Point defence120 / 180 / 12 sa turret with a range of 260 to 380 metres
Anti-air100 / 200 / 12 stracks aircraft only, at 280 to 400 metres
Water defence140 / 220 / 14 stier one onlya floating torpedo turret: 300 metres, ships only, full power needed
Drone catcher90 / 180 / 12 stier one onlya pulse every six seconds that stops an airborne drone within 160 metres, moving and firing, for three seconds; drones only, full power needed
Barricade12 / 18 / 3 sa wall of 1,500 health per tier
Refuelling station180 / 320 / 18 srefuels idle aircraft parked over it: 2, 4 or 6 landing bays by tier, full power needed
Fabricator200 / 500 / 20 sturns energy into matter
Command relay160 / 300 / 16 snearby weapons reload 10, 20 or 30% faster
Artillery320 / 640 / 24 sat tier 2fires across 650 metres, 950 at tier three with siege rockets
Engineering hub480 / 720 / 28 sat tier 2helps build one nearby job
Interceptor560 / 1,040 / 30 sat tier 2shoots down rockets and missiles
Radar disruptor500 / 800 / 60 stier two onlyJam radar blanks enemy radar within 500 metres for five minutes, then it recharges for five; 30 energy a second

In the build menu the fabricator sits beside the extractor, the air factory and naval yard beside the factory, the water defence and drone catcher with the defences, the refuelling station first in the SUPPORT tab and the radar disruptor beside the radar. A refuelling station keeps a wide square of open, level ground for itself, whatever its tier. Water cards appear on maps with water; Amber Hollow is a dry valley. You can have up to 512 structures and 3,000 units, and a factory queues up to 30 orders.

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