wiki / Economy / EN
Matter and Energy
The resources that keep construction, research and weapons working.
Matter builds and upgrades your installation. Energy pays for construction work, research and tower fire. The command base produces both; economic structures expand the supply and storage network.
A standard campaign starts with a level-1 base at 1,000 HP and 1,000 Energy. Starting Matter depends on the campaign tier. Solar Panels generate Energy, Matter Extractors produce Matter in cycles, and the two storage buildings expand their respective capacity.
Wrecks are recoverable value
Defeating a reward-eligible machine grants score and Commander experience immediately. Its Matter remains in the wreck until a construction drone reclaims it. A full store does not remove the earned experience or score, but it prevents further Matter recovery until capacity opens.
Reclaiming your own building returns material through drone work. These refunds, starting resources, extractor production and wreck recovery do not grant combat experience.
Energy per shot
| Weapon | Energy |
|---|---|
| Gun | 1 |
| Anti-Air | 4 |
| Tesla | 5 |
| Cannon | 4 |
| Cryotower | 2 |
| Gauss | 6 |
| Laser | 12 |
| Acid | 3 |
A shot without enough Energy does not fire. Defense demand can reserve available power ahead of lower-priority work. Between waves, the lack of active defensive demand leaves more Energy available for construction and research.
Plan production, spending and capacity together. More weapon range and damage are useful only if the grid can support the shots.