+FIELD GUIDE / 02

Every building.
A place in your plan.

Understand minerals, catalyst, supply and the infrastructure behind your army. See what each structure does and what it unlocks.

45 of 45 structures
Colonists001
Command Center
Economy

Command Center

Velitelství
View Command Center

Your headquarters, worker producer and initial mineral drop-off point.

400M30s1200HP
PRODUCESCollector
When to use it

BRING IT WHEN

Keep workers in production and protect at least one completed headquarters.

KEEP IN MIND

Losing your last completed headquarters ends the match. An unfinished replacement does not count.

Full dossier
Colonists003
Vehicle Factory
Production

Vehicle Factory

Továrna vozidel
View Vehicle Factory

The main combat branch, producing Guardian tanks, Spearhead anti-armor vehicles and Arrow anti-air escorts.

175M15s900HP
PRODUCESGuardian, Spearhead, Arrow
When to use it

BRING IT WHEN

Establish a frontline, then add armor specialists when the enemy composition calls for them.

KEEP IN MIND

Needs a clear exit. A second copy adds another queue but does not count as a different branch.

Full dossier
Colonists005
Defense Tower
Defense

Defense Tower

Obranná věž
View Defense Tower

A stationary ground-defense gun that operates independently once completed.

Attacks: Ground only

110M12s500HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Support a defensible entrance or protect a valuable mining route while the army moves.

KEEP IN MIND

Cannot attack aircraft. Siege outranges it, and stationary defense delays mobile forces and expansion.

Full dossier
Colonists006
Light Assembly
Production

Light Assembly

Lehká montovna
View Light Assembly

The light production branch for Trackers, Mechanics and Recyclers.

140M15s900HP
PRODUCESTracker, Mechanic, Recycler
When to use it

BRING IT WHEN

Get early reconnaissance, repair support and later salvage without investing in advanced combat production.

KEEP IN MIND

A Recycler also requires a completed Command Center. Keep room for the production exit.

Full dossier
Colonists007
Special Assembly
ProductionRESEARCH REQUIRED

Special Assembly

Speciální montovna
View Special Assembly

The advanced combat branch for Hammer siege artillery, Disruptor support and Cutter backline firepower.

225M25s900HP25C
PRODUCESHammer, Disruptor, Cutter
When to use it

BRING IT WHEN

Break fortified positions, answer enemy control effects or screen a Cutter behind your tanks after researching Specialized Production.

KEEP IN MIND

Needs a laboratory, HQ Development, the matching technology and catalyst. Protect the investment.

Full dossier
Colonists008
Research Laboratory
Research
View Research Laboratory

Researches the technologies that unlock specialized production, logistics and field engineering.

175M20s900HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Build it when your basic production is established and you are ready to open a new branch.

KEEP IN MIND

Needs HQ Development and catalyst for advanced unlocks. Research requires completed production branches; two identical factories count as one type.

Full dossier
Colonists012
Logistics Depot
ProductionRESEARCH REQUIRED

Logistics Depot

Logistické depo
View Logistics Depot

Produces Transports and Bridgelayers for reinforcement routes and river crossings.

175M22s900HP20C
PRODUCESTransport, Bridgelayer
When to use it

BRING IT WHEN

Research Logistics after HQ Development and light production.

KEEP IN MIND

Needs the specified infrastructure and catalyst. Its units change positioning; neither has a weapon.

Full dossier
Colonists013
Field Workshop
ProductionRESEARCH REQUIRED

Field Workshop

Polní dílna
View Field Workshop

Produces Minelayers and Bulwarks for prepared ground and protected advances.

175M22s900HP20C
PRODUCESMinelayer, Bulwark
When to use it

BRING IT WHEN

Research Field Engineering after opening two different production branches.

KEEP IN MIND

Also requires the Vehicle Factory and laboratory. Mines and shields support an army rather than replacing it.

Full dossier
Colonists014
Airfield
ProductionRESEARCH REQUIRED

Airfield

Letiště
View Airfield

A dedicated aircraft production branch for Hawk fighters and Ember ground-attack planes.

225M25s900HP30C
PRODUCESHawk, Ember, Dropship
When to use it

BRING IT WHEN

Open an air route after completing a laboratory and researching Specialized Production through two different basic branches.

KEEP IN MIND

Has its own paid queue and needs catalyst. Aircraft cannot capture control points; maintain a ground army and anti-air cover.

Full dossier
Colonists015
Anti-air Battery
Defense

Anti-air Battery

Protiletecká baterie
View Anti-air Battery

An independent, long-range anti-air emplacement available without advanced research.

Attacks: Air only

130M15s450HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Cover important infrastructure against aircraft while keeping your mobile army free to move.

KEEP IN MIND

Attacks air only. Ground units and siege can attack it unanswered.

Full dossier
Colonists018
Armory
Research

Armory

Zbrojnice
View Armory

Researches three levels of sustained firepower and armor for your combat units.

175M25s850HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Defend this investment, then turn a surviving mixed army into a stronger counterattack.

KEEP IN MIND

Long, paid research competes with immediate army production and expansion.

Full dossier
Colonists019
Supply Depot
Supply

Supply Depot

Zásobovací sklad
View Supply Depot

Adds five population places when completed; it does not receive harvested cargo.

75M10s500HP
INFRASTRUCTURE+5 supply when complete
When to use it

BRING IT WHEN

Build before workers and paid army queues fill your current supply.

KEEP IN MIND

Destroyed depots remove capacity. Existing units and paid queues survive, but new orders can be blocked.

Full dossier
Colonists020
Drilling Refinery
Economy

Drilling Refinery

Vrtná rafinerie
View Drilling Refinery

Extracts finite catalyst directly at its deposit with up to three assigned workers.

100M12s600HP
INFRASTRUCTURECatalyst deposit + local HQ + workers
When to use it

BRING IT WHEN

Build on a catalyst deposit in a camp with your completed HQ before investing in advanced technology.

KEEP IN MIND

Workers assigned here share the camp mining limit and leave fewer workers on minerals. It is not a mineral drop-off.

Full dossier
Colonists021
Robotic Foundry
ProductionRESEARCH REQUIRED

Robotic Foundry

Robotická slévárna
View Robotic Foundry

An advanced production branch for the Furnace and Operator robots.

225M30s1000HP50C
PRODUCESFurnace, Operator
When to use it

BRING IT WHEN

Invest after a Vehicle Factory, laboratory and Field Engineering when your firing line needs robotic specialists.

KEEP IN MIND

Its development and production cost resources that could otherwise fund your immediate army or expansion.

Full dossier
Colonists030
Proximity Mine
Deployable
View Proximity Mine

A hidden, destructible explosive laid by a Minelayer; it is not a worker-built structure.

20M1.5s40HP
CREATED BYMinelayer
When to use it

BRING IT WHEN

Place on likely approaches and give it time to arm before the enemy arrives.

KEEP IN MIND

Scouts at close range and scans reveal it. It does not block movement and has no friendly fire.

Full dossier
Colonists031
Temporary Bridge
Deployable

Temporary Bridge

Dočasný most
View Temporary Bridge

A destructible crossing created by a Bridgelayer over suitable water.

50M3s350HP
CREATED BYBridgelayer
When to use it

BRING IT WHEN

Cross a narrow river or open an unexpected attack route for your ground army.

KEEP IN MIND

Both sides can cross. The bridge expires; units still on it need an accessible bank when it disappears.

Full dossier
Khars101
Core
Economy

Core

Jádro
View Core

The heart of a Khar base: produces Harvesters and accepts delivered minerals.

425M30s1200HP
PRODUCESHarvester
When to use it

BRING IT WHEN

Grow the economy and keep a completed Core safe throughout the match.

KEEP IN MIND

Losing your last completed headquarters ends the match. A Core under construction cannot prevent defeat.

Full dossier
Khars103
Forming Chamber
Production
View Forming Chamber

The main Khar combat branch, producing Carapaces, Piercers and Stinger anti-air escorts.

135M9s900HP
PRODUCESCarapace, Piercer, Stinger
When to use it

BRING IT WHEN

Build durable close-range fighters and fast armor hunters for your main army.

KEEP IN MIND

Needs direct resonance coverage and room to deploy units. Duplicate chambers do not satisfy a requirement for different branches.

Full dossier
Khars104
Resonance Source
Infrastructure

Resonance Source

Rezonanční zdroj
View Resonance Source

An independent anchor that immediately covers a radius of 640 after completion.

85M6s400HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Place your production inside its direct field; overlap anchors to protect an important position.

KEEP IN MIND

There is no energy budget. Losing the last covering anchor stops dependent buildings and removes their nodes’ supply contribution.

Full dossier
Khars105
Resonance Tower
Defense

Resonance Tower

Rezonanční věž
View Resonance Tower

A stationary ground defense that needs direct coverage from a completed Resonance Source.

Attacks: Ground only

100M12s500HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Cover a mining route or the return path of a small raiding group.

KEEP IN MIND

Cannot attack aircraft. Losing the last covering anchor stops it; siege can attack from farther away.

Full dossier
Khars106
Memory Hall
Production

Memory Hall

Síň paměti
View Memory Hall

The light Khar branch for Prowlers, Connectors and Forming-Chamber-gated Weavers.

125M8s900HP
PRODUCESCarapace, Prowler, Connector, Weaver
When to use it

BRING IT WHEN

Add scouting and recovery; expand into damage-sharing support once your main branch is established.

KEEP IN MIND

Needs direct resonance coverage. Producing a Weaver also requires a completed Forming Chamber.

Full dossier
Khars107
Resonance Chamber
ProductionRESEARCH REQUIRED

Resonance Chamber

Komora rezonance
View Resonance Chamber

The advanced Khar branch for Thunderer siege, Dampener control and Echocaster chain strikes.

220M25s900HP20C
PRODUCESThunderer, Dampener, Echocaster
When to use it

BRING IT WHEN

Combine delayed area damage, slowing fields and protected chain fire to create an opening for your assault.

KEEP IN MIND

Requires Specialized Production and a completed laboratory. Its specialists need careful positioning.

Full dossier
Khars108
Archive
Research

Archive

Archiv
View Archive

The Khar research building for advanced combat, movement and field technologies.

130M12s900HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Unlock the production branches that answer the army or terrain you have scouted.

KEEP IN MIND

Needs direct resonance coverage, HQ Development and the required number of different production branches. Technology alone does not create a producer.

Full dossier
Khars109
Resonance Node
Supply

Resonance Node

Rezonanční uzel
View Resonance Node

Provides tactical auras and 20 physical supply places inside an active own resonance field, capped by command research.

60M10s300HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Combine a completed node with Command Capacity I in the Core before growing beyond the first small group.

KEEP IN MIND

Does not extend the field. Destruction or suppression removes its contribution; command research sets the ceiling and supplies no places alone.

Full dossier
Khars112
Passage Chamber
ProductionRESEARCH REQUIRED

Passage Chamber

Komora průchodů
View Passage Chamber

Produces Tunnelers and Deceivers for alternative routes and deceptive movements.

165M22s900HP15C
PRODUCESTunneler, Deceiver
When to use it

BRING IT WHEN

Research Logistics after HQ Development and build it with a completed Memory Hall and Core.

KEEP IN MIND

Needs direct resonance coverage. Tunnel routes take preparation and decoys do not provide real combat strength.

Full dossier
Khars113
Resonance Forge
ProductionRESEARCH REQUIRED

Resonance Forge

Rezonanční kovárna
View Resonance Forge

Produces Rippers and Retuners to disrupt enemy formations and power connections.

165M22s900HP15C
PRODUCESRipper, Retuner, Prism, Razor
When to use it

BRING IT WHEN

Unlock Field Engineering and use the branch to create an opening before a focused attack.

KEEP IN MIND

Requires the Forming Chamber, laboratory and direct resonance coverage. Pulls and suppression still need an army to exploit them.

Full dossier
Khars114
Air Chamber
ProductionRESEARCH REQUIRED

Air Chamber

Vzdušná komora
View Air Chamber

A separate aerial production branch for Hunter interceptors and Sower ground-attack flyers.

220M25s900HP25C
PRODUCESHunter, Sower
When to use it

BRING IT WHEN

Add air mobility after establishing a production branch, an Archive and Specialized Production.

KEEP IN MIND

Needs direct resonance coverage and its own production investment. Flyers cannot capture control points or use ground transports and tunnels.

Full dossier
Khars115
Air Resonator
Defense

Air Resonator

Vzdušný rezonátor
View Air Resonator

A resonance-dependent anti-air tower that threatens aircraft with delayed area discharges.

Attacks: Air only

120M15s450HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Defend your economy and production against air raids without waiting for an Air Chamber or research.

KEEP IN MIND

Attacks air only and needs direct resonance coverage. Aircraft can evade its delayed blast; ground attacks require other defenders.

Full dossier
Khars118
Attunement Chamber
Research

Attunement Chamber

Síň naladění
View Attunement Chamber

Researches three levels of first-strike power and protection for Khar combat groups.

150M20s850HP
INFRASTRUCTUREDirect resonance coverage
When to use it

BRING IT WHEN

Invest in a stronger prepared assault while keeping pressure on enemy development.

KEEP IN MIND

Needs direct resonance coverage. Research is paid in advance; upgrades do not replace scouting and disengagement.

Full dossier
Khars120
Resonance Extractor
Economy

Resonance Extractor

Rezonanční extraktor
View Resonance Extractor

A worker-operated catalyst extractor built directly on a catalyst deposit.

75M8s600HP
INFRASTRUCTURECatalyst deposit + local HQ + workers
When to use it

BRING IT WHEN

Add it after the first small raid when you are ready to pay for advanced research.

KEEP IN MIND

Requires a local completed HQ and up to three workers. The first basic raid does not need catalyst.

Full dossier
Khars130
Tunnel Mouth
Deployable

Tunnel Mouth

Ústí tunelu
View Tunnel Mouth

One endpoint of a Tunneler’s linked pair. Its transfer ability sends nearby friendly units to the other mouth.

40M4s260HP
CREATED BYTunneler
When to use it

BRING IT WHEN

Select an entrance and use its ability on your nearby squad to transfer it to free ground at the exit.

KEEP IN MIND

An unpaired or destroyed endpoint cannot transfer a squad. Cargo slots limit each transfer.

Full dossier
Srost201
Mother Core
Economy

Mother Core

Mateřské jádro
View Mother Core

The living headquarters: produces Cultivators and receives harvested minerals.

350M30s1650HP
PRODUCESCultivator
When to use it

BRING IT WHEN

Keep worker production moving and protect at least one completed Mother Core.

KEEP IN MIND

Losing your last completed headquarters ends the match. A growing replacement does not count yet.

Full dossier
Srost203
War Hatchery
Production

War Hatchery

Bojová líheň
View War Hatchery

The main ground-combat hatchery for Ridgebacks, Acid Spitters and Spinecasters.

155M15s900HP
PRODUCESRidgeback, Acid Spitter, Spinecaster
When to use it

BRING IT WHEN

Build a frontline, answer enemy armor and add early anti-air without advanced research.

KEEP IN MIND

Needs active connected living substrate and a clear exit. Each hatchery has its own paid production queue.

Full dossier
Srost204
Metabolic Node
Infrastructure

Metabolic Node

Metabolický uzel
View Metabolic Node

Starts an independent living organism: its active radius grows from 96 to 640 over 20 seconds.

100M10s400HP
INFRASTRUCTUREOperates independently
When to use it

BRING IT WHEN

Grow active ground under your first hatchery. At 75% growth the first developed site adds ten supply places.

KEEP IN MIND

Separated developed sites support supply and production. Severing a root immediately stops dependent branches; there is no energy budget.

Full dossier
Srost205
Acid Spire
Defense

Acid Spire

Žíhavá věž
View Acid Spire

A rooted defense organism dependent on active living substrate that attacks ground enemies near your base.

Attacks: Ground only

105M12s500HP
INFRASTRUCTUREActive connected living ground
When to use it

BRING IT WHEN

Protect an entrance or mineral line while the mobile army is away.

KEEP IN MIND

Cannot target aircraft and stops firing outside active living territory. Siege can attack from outside its range.

Full dossier
Srost206
Small Hatchery
Production

Small Hatchery

Malá líheň
View Small Hatchery

A light support branch for Prowlers, Menders and Symbionts.

145M15s900HP
PRODUCESProwler, Mender, Symbiont
When to use it

BRING IT WHEN

Add reconnaissance and recovery early; unlock Symbionts after completing a War Hatchery.

KEEP IN MIND

Needs active connected living substrate and a clear exit. Support organisms need a fighting force around them.

Full dossier
Srost207
Spore Chamber
ProductionRESEARCH REQUIRED

Spore Chamber

Výtrusná komora
View Spore Chamber

An advanced production branch for Sporecasters, Mistweavers and Spewer backline firepower.

230M25s900HP25C
PRODUCESSporecaster, Mistweaver, Spewer
When to use it

BRING IT WHEN

Combine delayed siege impacts, movement control and protected acid salvos when advancing on ground forces.

KEEP IN MIND

Requires Specialized Production and a completed Gene Chamber. Its specialists need vision and protection.

Full dossier
Srost208
Gene Chamber
Research

Gene Chamber

Genová komora
View Gene Chamber

The research organ for Specialized Production, Logistics and Field Engineering.

180M20s900HP
INFRASTRUCTUREActive connected living ground
When to use it

BRING IT WHEN

Develop the technologies needed for advanced hatcheries, aerial forces and field specialists.

KEEP IN MIND

Needs active connected living territory and HQ Development for advanced unlocks. Srost research requires a Growth Node; losing the chamber does not erase completed research.

Full dossier
Srost209
Growth Node
Supply

Growth Node

Růstový uzel
View Growth Node

Gradually extends connected living territory and out-of-combat recovery, and adds supply at separated developed sites.

65M10s300HP
INFRASTRUCTUREActive connected living ground
When to use it

BRING IT WHEN

Let the parent region reach the new node, then expand toward more territory. Separated, developed sites improve hatchery production.

KEEP IN MIND

Sites need 75% growth and 384 world units of separation to add ten supply places each. Cutting a connection immediately removes the branch’s operation, supply and recovery benefits. Overlapping nodes do not multiply recovery.

Full dossier
Srost212
Migration Hatchery
ProductionRESEARCH REQUIRED

Migration Hatchery

Tažná líheň
View Migration Hatchery

A logistics branch that produces Brood Carriers and Burrowers.

170M22s900HP20C
PRODUCESBrood Carrier, Burrower
When to use it

BRING IT WHEN

Evacuate survivors in a Brood Carrier or prepare a short burrow transfer within living territory.

KEEP IN MIND

Requires Logistics, a Small Hatchery and Mother Core. Needs active living substrate and clear production exits.

Full dossier
Srost213
Mutation Chamber
ProductionRESEARCH REQUIRED

Mutation Chamber

Mutační komora
View Mutation Chamber

The field-specialist branch for Grapplers and Parasites.

180M22s900HP20C
PRODUCESGrappler, Parasite, Brood Mother, Morph
When to use it

BRING IT WHEN

Hold enemies inside your spore fields or infect and weaken a dangerous combat unit.

KEEP IN MIND

Requires Field Engineering, a War Hatchery and a Gene Chamber. These specialists depend on careful positioning.

Full dossier
Srost214
Sky Hatchery
ProductionRESEARCH REQUIRED

Sky Hatchery

Nebeská líheň
View Sky Hatchery

A dedicated aerial hatchery for Stinger fighters and Blightwing ground attackers.

215M25s900HP30C
PRODUCESStinger, Blightwing
When to use it

BRING IT WHEN

Open an air route after Specialized Production and combine the two creatures according to the enemy’s targets.

KEEP IN MIND

Needs active living territory and advanced research. Flying units still need protection from fighters and anti-air.

Full dossier
Srost215
Spine Spire
Defense

Spine Spire

Ostnatá věž
View Spine Spire

A living-territory-dependent anti-air defense organism available without advanced research.

Attacks: Air only

125M15s450HP
INFRASTRUCTUREActive connected living ground
When to use it

BRING IT WHEN

Guard important hatcheries and harvesting lines against aircraft.

KEEP IN MIND

Targets aircraft only. Ground attackers and severed roots need a different defensive answer.

Full dossier
Srost218
Adaptation Nest
Research

Adaptation Nest

Adaptační hnízdo
View Adaptation Nest

Researches three levels of biological weapons, shells and recovery for the brood.

190M30s850HP
INFRASTRUCTUREActive connected living ground
When to use it

BRING IT WHEN

Protect it inside your living network and improve the army that holds your expanding territory.

KEEP IN MIND

Needs active connected living territory for research. Upgrades compete with new hatcheries and expansion.

Full dossier
Srost220
Extraction Sac
Economy

Extraction Sac

Extrakční vak
View Extraction Sac

A worker-operated catalyst organ grown directly on a catalyst deposit.

100M12s600HP
INFRASTRUCTURECatalyst deposit + local HQ + workers
When to use it

BRING IT WHEN

Staff it with up to three Cultivators in a camp with a completed Mother Core before advanced research.

KEEP IN MIND

Shares the camp worker limit with minerals. Living territory does not create free resources; this is not a mineral receiver.

Full dossier
COMMANDER’S NOTE

Colonist buildings operate independently. Khars need direct resonance coverage; Srost needs connected living ground. Supply is separate, and paid queues reserve it immediately.

Parameters reflect the current game catalog.
Working balance — values may change.