The commander’s guide
Factories and tech tiers
Queue ground, air and naval units, keep launch lanes clear, and upgrade your factories and engineers through three tech tiers.
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Factories: ground, air and sea
There are three kinds of factory, and each builds only its own kind of unit, up to its own tier: a tier-one naval yard builds tier-one ships, however far your ground factory has come.
| Factory | Builds | Stands on | Units leave |
|---|---|---|---|
| Factory | engineers, tanks, batteries | open, level ground | rolling out through its door |
| Air factory | aircraft | open, level ground | lifting off its deck |
| Naval yard | ships | open water off the bank | sailing out along its launch lane |
- Ordering. Select a factory: its UNITS tab lists what it can build, with a T1 · T2 · T3 switch. Click a card to queue it, Shift-click for five, right-click a card to remove one, and R repeats every finished unit.
- Rally points follow the factory. Y or a right-click sets one: on land for a ground factory, on open water for a naval yard, anywhere for an air factory. Aircraft attack-move to it as they launch, or go sixty metres ahead of the factory without one, and land there once they have been idle for ten seconds.
- Doors. Tanks roll out through a ground factory’s door, so you cannot build across one of your factories’ door lanes, and a new factory’s door may not face a building. Engineers that help a factory stand beside its door, never in it.
- A factory keeps its doorway clear. If the lane is blocked, it asks the helpers and parked units in the way to step aside. After eight seconds, or at once if it has been walled in, the next unit is set down on open ground beside it instead. Ships and aircraft wait until their launch space is clear.
A waiting factory says why, on a plate under its health bar and in a sentence in its panel:
| Plate | What it means |
|---|---|
| Clearing the door | Your units are being moved out of the doorway. |
| Door blocked | The next unit will be set down beside the door. |
| Door walled in | Something stands in the lane for good; units go beside the factory. |
| No room to roll out | There is no open ground beside it either: move units away. |
| Launch blocked | An air factory’s deck or a naval yard’s lane is crowded: move units away. |

Tech tiers and upgrades
- Nothing above tier one can be built until you upgrade a factory. A ground factory, an air factory and a naval yard all raise your tech.
- For a ground factory, tier two costs 990 matter, 1,800 energy and 72 seconds; tier three 3,520 matter, 6,400 energy and 135 seconds. An air factory costs 1,080 / 1,980 / 80 s and 3,840 / 7,040 / 150 s, a naval yard 1,170 / 2,070 / 88 s and 4,160 / 7,360 / 165 s.
- Select what you want to upgrade and press U: every selected building that can go up a tier starts. Other buildings pay the difference between the tiers.
- A building keeps working at its old tier while it upgrades. A factory holds its queue until it is done.
- An extractor or generator can go to tier three only once at least half of your finished ones of that kind are at tier two, and a factory of any kind only once at least half of your extractors are; the upgrade button says how many more you need. The water defence has one tier only.
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