UEF 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: 4800hp
Abilities: Upgradeable
Cost: M240, E2100, T300
build rate: 10
storage: M80, E400
Intel
sight: 20 (391m)
Physics
size for adjacency: 16
UEF 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.
T1 Air Factory Stats
Armor: 4800hp
Abilities: Upgradeable
Cost: M240, E2400, T400
build rate: 10
storage: M80, E400
Intel
sight: 20 (391m)
Physics
size for adjacency: 16
UEF 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: 4800hp
Abilities: Upgradeable
Cost: M300, E1500, T300
build rate: 10
storage: M80, E400
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, E1500, T300
income: M +2, E -2
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, E1000, T125
income: M +1, E -40
Physics
size for adjacency: 4
Death Weapon
370 damage
area: 5 (97.7m)
Adjacency Bonuses
adjacent building size
4, 8, 12, 16, 20
Mass drain reduction
(factories): 2.50%, 1.25%, 0.83%, 0.63%, 0.50%
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, T125
income: E +20
Physics
size for adjacency: 4
Death Weapon
250 damage
area: 2 (39.1m)
Adjacency Bonuses
adjacent building size
4, 8, 12, 16, 20Energy 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%
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 E1200, T200
storage: M500
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%
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.
Editor’s notes: I would disagree with the original statement, as having excess energy can prove to be useful. Granted, you may not want to build these for adjacency bonuses alone, but having a large pool of energy to fall back on can be invaluable in keeping shields active or your Overcharge firing in critical situations.
Energy Storage Stats
Armor: 1200hp
Cost: M120, E2400, T200
storage: E2000
Physics
size for adjacency: 4
Death Weapon
500 damage
area: 3 (58.6m)
Adjacency Bonuses
adjacent building size:
4, 8, 12, 16, 20
Energy production bonus:
12.50%, 6.25%, 4.17%, 3.13%, 2.50%
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: 1200hp
Cost: M160, E800, T400
income: E +100
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%