Weapons Factory
Builds ships and defense units and is the base of your military. Each factory has its own orders and its own staff.
The weapons factory is the heart of your Defense. It unlocks from area 4. A holo fence and a gate with a laser grid and a guard surround the hall. When the edge above the gate glows red, the factory is working on an order. Green means it is free.

Inside the open hall assembly arms weld, smoke rises from the chimney. Two hover tanks drive out through the gate and back in, two engineers keep watch on the balcony. An ordered ship grows on the slipway and hovers as soon as it is finished.
The factory window has three tabs:
- Ships: Transmitter, Destroyer and Star Cruiser. The ship grows as a wireframe in the hall while welders put on the hull. More in Fleet and missions.
- Defense: four guns you place within 200 fields around the factory. More in Defense units.
- Staff: soldiers, generals and mechanics.
Own orders per factory
Each weapons factory works through its own order. With two factories you build two things at once. A finished ship waits above its factory until you move it to a free hangar. Until then it only blocks that one factory. A new defense unit is built by the next free factory whose radius it stands in.
Staff
Each factory has its own staff. You set the numbers in the Staff tab with minus and plus.
| Number | Wage per head and day | Effect | |
|---|---|---|---|
| Soldiers | 1 to 20 | 200 $ | fight creatures |
| Generals | up to 3 | 150,000 $ | 25% more punch for the soldiers, shoot hard themselves |
| Mechanics | up to 6 | 40,000 $ | 10% less build time each, repair units |
One soldier always stands at the gate. So every factory has at least one, who comes with the finished factory. You pay the wages continuously like your other running costs. In the accounts they appear under Military.
Repair
When a factory has no order, its mechanics repair damaged and destroyed units within its radius. Each mechanic restores 10% condition per hour, starting with the unit that has the most damage. This costs nothing extra, the wages cover it. Without mechanics you repair by hand and pay for it (Defense units).
Deployment against creatures
When a creature appears within a factory's radius, its soldiers and generals drive to the scene. Factories farther away stay where they are. On top of that, 24 free ground troops always move in. If the giant worm eats soldiers from your factory, they are back after the fight.
Staff does not count against attacks by other commanders. There, units and ships decide (Attacks). Everything about the beasts is in Creatures.
Power and smog
The factory produces a lot of smog and needs 8 MW of power. It is best placed at the edge of an industrial zone, far away from homes.
Frequently asked questions
How many weapons factories may I build?
As many as you like. Each one adds its own order, its own staff and its own radius for units.
Is a general worth it with only a few soldiers?
Generals also shoot, so one always helps. The full effect shows only with many soldiers.
