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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.

  1. Power Plant (300)
  2. Power Plant (300)
  3. Refinery (2000) → Free Harvester
  4. Barracks (500)
  5. Refinery (2000) → 2nd Harvester
  6. War Factory (2000)
  7. 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.

  1. Power Plant (300)
  2. Barracks (500)
  3. Refinery (2000)
  4. 5-6 Riflemen (500-600)
  5. War Factory (2000)
  6. 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.

  1. Power Plant (300)
  2. Refinery (2000)
  3. Barracks (500)
  4. Power Plant (300)
  5. War Factory (2000)
  6. Tech Center (1500)
  7. 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.

  1. Power Plant (300)
  2. Power Plant (300)
  3. Barracks (500)
  4. Air-Force Command (2000)
  5. Refinery (2000)
  6. 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 PointGoal
Early game2-3 Harvesters working
Mid game3-4 Harvesters, consider Induction Rig
Late game2+ Induction Rigs on wells

Rule of thumb: If you have money sitting idle, build more production or units.