Tech 1 Land Factory

The Land Factory should be your default choice on any map that doesn’t have big quantities of water, and if you’re Aeon, you may even give it a try. Since T1 land battles often involve enormous masses of land units, you’ll want a lot of T1 land factories – they’re better than T1 engineers by far.

T1 Land Factory Stats

Armor: 4200hp
Abilities: Upgradeable
Cost
M240 (storage: 100)
E2100 (storage: 500)
T300
Build Rate: 10
Intel
sight: 20 (391m)
Physics
size for adjacency: 16

 

Tech 1 Air Factory

T1 aircraft never go out of style. It’s perfectly feasible as a first factory if you decide to be daring or on larger maps, too. Extra T1 air factories can always be set to build interceptors and bombers until you have the economic prowess to get them to T2.

Air Factory Stats

Armor: 4200hp
Abilities: Upgradeable
Cost:
    M240 (storage: 80)
E2400 (storage: 400)
T400
Build Rate: 10
Intel
sight: 20 (391m)
Physics
size for adjacency: 16

 

Tech 1 Naval Factory

Taking to the seas is expensive, but an early sea advantage can often translate into an unstoppable fleet with ease, so it should be considered. Just be sure to have a Land or Air Factory first so that you can maximize early economy.

T1 Naval Factory Stats

Armor: 4200hp
Abilities: Upgradeable
Cost:
M300 (storage: 100)
E1500 (storage: 500)
T300
Build Rate: 10
Intel
sight: 20 (391m)
Physics
size for adjacency: 16

 

Mass Extractor

The bread and butter of your war machine. Build these as quickly as possible, everywhere you possibly can. Remember to upgrade them later.

Mass Extractor Stats

Armor: 1200hp
Abilities: Upgradeable
Cost:
M36 (+2)
E360 (-2)
T60
Build Rate: 10
Physics:
size for adjacency: 4
Adjacency bonuses
adjacent building size: 4, 8, 12, 16, 20
Mass drain reduction (factories): 10.00%, 5.00%, 3.33%, 2.50%, 2.00%

 

Mass Fabricator

T1 fabricators are quite energy-efficient, and can be used to smooth out your mass troubles quickly. Unfortunately, they’ll explode in a chain reaction, so don’t let a bomber or assault bot get to them.

Mass Fabricator Stats

Armor: 360hp
Cost
M0 (+1)
E1000 (-40)
T125
Physics
size for adjacency: 4
Adjacency Bonuses
adjacent building size: 4, 8, 12, 16, 20
Mass drain reduction (factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50%

Mass Fabricator Weapons

Death Weapon
370 damage
area: 5 (97.7m)

 

Mass Storage

Mass Storage is useless on its own, but the adjacency bonuses make it worth your while to put them around higher-level Mass Extractors. Mass is very swingy at the later stages of the game, and you won’t stall your economy so quickly if you have lots of Mass Storage helping you extract.

Mass Storage Stats

Armor: 1600hp
Cost
M160 (storage: 500)
E1200
T200
Physics
size for adjacency: 4
Adjacency bonuses
   adjacent building size: 4, 8, 12, 16, 20
Mass production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50%

 

Power Generator

Adjacency bonuses makes these the perfect thing to line your factories with. You never want to run out of energy, and these are a good way to make sure you have no idle Engineers in the game’s early stages.

Power Generator Stats

Armor: 720hp
Cost
M75
E750 (+20)
T125
Physics
size for adjacency: 4
Adjacency bonuses
  adjacent building size: 4, 8, 12, 16, 20
Energy drain reduction (maintenance): 6.25%, 3.13%, 2.08%, 1.56%, 1.25%
Energy drain reduction (factories): 6.25%, 3.13%, 2.08%, 1.56%, 1.25% Energy
weapon drain time reduction: 2.50%, 1.25%, 0.83%, 0.63%, 0.50%

Power Generator Weapons

Death Weapon
   250 damage
area: 2 (39.1m)

 

Energy Storage

Unlike mass, energy is easy to produce, so you’re better off just building more power generators with that Engineer – you don’t need an adjacency bonus. The Cybrans have more storage naturally, so they’ll never need one; even if you are building a Scathis, it’s better to have more reactors powering it instead.

Energy Storage Stats

Armor: 1200hp
Cost
M120
E2400 (storage: 2000)
T200
Physics
size for adjacency: 4
Adjacency bonuses
  adjacent building size: 4, 8, 12, 16, 20
Energy production bonus: 12.50%, 6.25%, 4.17%, 3.13%, 2.50%

Energy Storage Weapons

Death Weapon
500 damage
area: 3 (58.6m)

 

HCPP-X1000 – Hydrocarbon Power Plant

These things are invaluable – they’re not a big economic drain, they boost your energy production enough for you to build multiple factories at the T1 level before you’re fully expanded, and they have enough health that a raiding party can’t randomly kill them, unlike T1 Power Generators.

HCPP-X1000 Stats

Armor: 2880hp
Cost
M160
E800 (+100)
T400
Physics
size for adjacency: 12
Adjacency Bonuses
  adjacent building size: 4, 8, 12, 16, 20
Energy drain reduction (maintenance): 12.50%, 12.50%, 12.50%, 12.50%, 12.50%
Energy drain reduction (factories): 12.50%, 12.50%, 12.50%, 12.50%, 12.50%
Energy weapon drain time reduction: 5.00%, 5.00%, 5.00%, 5.00%, 5.00%