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Factory

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T1 FactoryT1 Factories
  Constructs Tech 1 units. Upgradeable.
Storage Image:Energy_icon.png400
Image:Mass_icon.png80
Build Rate Image:Time_icon.png20/s
Intel (Radius) Vision: 20
Build Costs Image:Energy_icon.png-1500 ~ -2400
Image:Mass_icon.png-210 ~ -300
Image:Time_icon.png300
Max Health Image:Health_icon.png4200 ~ 4800
T2 FactoryT2 Factories
  Constructs Tech 2 units. Upgradeable.
Storage Image:Energy_icon.png800
Image:Mass_icon.png160
Build Rate Image:Time_icon.png40/s
Intel (Radius) Vision: 20
Build Costs Image:Energy_icon.png-5400 ~ -11700
Image:Mass_icon.png-630 ~ -1170
Image:Time_icon.png1600 ~ 1800
Max Health

Naval Factory

Image:Health_icon.png8200 ~ 9000
Image:Health_icon.png15000 ~ 18000

T3 FactoryT3 Factories
  Constructs Tech 3 units. Highest tech level available.
Storage Image:Energy_icon.png1600
Image:Mass_icon.png320
Build Rate Image:Time_icon.png60/s
Intel (Radius) Vision: 20
Build Costs Image:Energy_icon.png-23400 ~ -46200
Image:Mass_icon.png-2520 ~ -5400
Image:Time_icon.png7200 ~ 8400
Max Health

Naval Factory

Image:Health_icon.png19000~ 22000
Image:Health_icon.png34000~ 40000

T3 Quantum GatewayT3 Quantum Gateways
UEF T3 Quantum Gateway: QGW R-32Cybran T3 Quantum Gateway: SummonerAeon T3 Quantum Gateway: PortalSeraphim T3 Quantum Gateway: Aezthu-uhthe
  Summons Support Commander(s).
Build Costs Image:Energy_icon.png-30000
Image:Mass_icon.png-3000
Image:Time_icon.png3000
Build Rate Image:Time_icon.png120/s
Max Health Image:Health_icon.png10000
Intel (Radius) Vision: 20

A factory is a unit capable of building mobile units.

Each faction has three types of normal factories, land, air and naval. Quantum gateways also function like factories. There are also several other experimental factories.

Contents

[edit] Factories

[edit] Normal factories

Land, air and naval factories are constructed by engineers, ACUs or SCUs. They always start out as Tech 1 factories, and are capable of building all Tech 1 mobile units of their type (land, air or naval). They can also upgrade to Tech 2.

Once upgraded to Tech 2 a factory can build all Tech 1 or Tech 2 mobile units of their type, or an upgrade to Tech 3. Similarly, Tech 3 factories can build Tech 1, 2 and 3 units of their type. Factories cannot build experimental units

Upgrading a factory changes it's physical appearance. It usually becomes bigger, acquires more health, and an extra build arm.

Higher Tech factories build more quickly than lower Tech factories, and they use resources at a correspondingly higher rate. Tech 2 factories build twice as fast as Tech 1 factories, and Tech 3 factories, three times as fast.


[edit] Quantum gateways

Quantum gateways, though not called factories, function similarly. They consume resources to construct SCUs which construct at Tech 3. They don't have any upgrades, and they can't construct any other units, but otherwise all commands that work with factories also work with quantum gateways. A lot of time and resources are required to build SCU's, however it is usually worth it in the long run if you can get your economy rolling and the Quantum Gateway assisted by T3 engineers and mass producing SCU's.

[edit] Build speeds

All factories build 4 times faster than an engineer of the corresponding tech level. This means it takes no more than 4 engineers (of the corresponding tech) to double a factory's build rate. Because of this, it is much more time and resource efficient to assist a factory, rather than build a new one. The only time this is not true, is once there are too many engineers on the same factory, creating congestion.

The Quantum Gateway has a build rate equal to 2 of the sACUs it produces, or 8 T3 engineers. It is strongly advised that you assist a Gateway, as sACUs otherwise gate in very slowly; the engineers are definitely a better choice as the sACUs are definitely better off being put to a more constructive purpose than merely assisting the Gateway in deploying more.

[edit] Factional differences

Factories of all 4 factions cost the same, build a the same speed and are overall equal. Their Hp differ slightly. The two only notable differences are the naval factory's build layout: While all other faction's naval factories build on the left, the Seraphim naval factory builds on the right. Also, when creating an engineer from an air factory, the factory is stalled while it lowers the unit to ground level.

[edit] Experimental factories

The experimental units, the Fatboy, the Tempest, the Atlantis, the CZAR and to some degree, the Megalith are able to function as factories, as well as act as powerful fighting units. Except for the Megalith, all of these units must be stationary in order to construct units. During the construction, their weapons are also disabled (the Megalith is again an exception to this rule). The Tempest and the Fatboy must also both be surfaced or on land.

[edit] Constructable units

Factories can construct almost each and every unit in this game. The only exceptions are ACUs, experimental units and the UEF T1 Engineering Drones. Except for sACUs, each unit can be built by the corresponding factory type (Land Factory builds land units), provided that factory is at least of the required tech level (a tech 2 factory can build tech 2 units as well as tech 1, but not tech 3).

For a full list of units, see the complete unit list.

Some other units can also construct units these include carriers, and some factory-type experimental units. The units these can construct are on that unit's page.

[edit] See Also

For a list of all factories, see the factories category.

a tech 1 Cybran land factory on Theta Passage
A Cybran tech 3 naval factory puts the finishing touches on a Command class carrier