Build Orders
A build order is your opening sequence of structures and units. The right build gives you an economic or military advantage.
Standard Economic Opening
Safe opener that focuses on economy first.
- Power Plant (300)
- Power Plant (300)
- Refinery (2000) → Free Harvester
- Barracks (500)
- Refinery (2000) → 2nd Harvester
- War Factory (2000)
- Harvester (1400)
Total: ~8500 credits
Why it works: Two refineries with 3 harvesters gives steady income. Barracks unlocks defenses and War Factory.
Rush Build
Aggressive opener to pressure enemy early.
- Power Plant (300)
- Barracks (500)
- Refinery (2000)
- 5-6 Riflemen (500-600)
- War Factory (2000)
- Light Tanks (800 each)
Total: ~6000 credits before tanks
When to use: Against greedy economic openers. Scout first!
Risk: If the rush fails, you're behind economically.
Tech Rush
Fast path to advanced units.
- Power Plant (300)
- Refinery (2000)
- Barracks (500)
- Power Plant (300)
- War Factory (2000)
- Tech Center (1500)
- Mammoth Tank (2500)
Total: ~9100 credits to first Mammoth
Why it works: Mammoths dominate mid-game. One Mammoth beats 3 Light Tanks.
Risk: Vulnerable to early rushes. Build some defense.
Air Rush
Harrier-focused opener.
- Power Plant (300)
- Power Plant (300)
- Barracks (500)
- Air-Force Command (2000)
- Refinery (2000)
- 3-4 Harriers (3600-4800)
Total: ~8700-9900 credits
Why it works: Harrier strikes can kill harvesters and cripple enemy economy.
Counter: SAM Sites. Scout first to see if enemy has anti-air.
Economic Benchmarks
| Time Point | Goal |
|---|---|
| Early game | 2-3 Harvesters working |
| Mid game | 3-4 Harvesters, consider Induction Rig |
| Late game | 2+ Induction Rigs on wells |
Rule of thumb: If you have money sitting idle, build more production or units.