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🛡️ Defense Guide

Evolution Factor

Evolution starts at 0 and climbs to 1.0. Three sources increase it:

Source Rate You Control
Time +0.0005%/sec (passive) Nothing
Pollution +2.0 per 1M generated Miners, power, efficiency modules
Nest destruction +0.4% per nest Which nests to clear

Thresholds

Evolution Biters Spitters HP Ammo Needed
0-25% Small None 10-15 Yellow
25-50% Medium Small 75 Red (piercing)
50-75% Big Medium 375 Piercing + flame
75-90% Behemoth Big 3,000 Uranium
90-100% All behemoth Behemoth 5,000+ Full grid

Key insight: Nest destruction is the fastest evolution driver. Only clear bases inside your pollution cloud.

Turret Stats

Turret Damage Range Ammo Best Use
Gun Turret 5-10 18 Yellow/Red/Uranium Early-mid backbone
Laser Turret 15 24 Electricity (1.2 MW) Late-game with nuclear
Flamethrower 25 DPS 30 Crude/heavy oil Melts biter clumps
Artillery 1,500 224-448 Shells Nest clearing at range

Defense Tiers by Phase

Early (Evo 0-15%) — Pillbox

4 gun turrets behind 1 layer of stone wall. One pillbox every 15 tiles on the pollution-facing edge. Hand-feed yellow ammo (200+ mags buffered).

Mid (Evo 15-50%) — Perimeter Wall

3 wall layers + turrets every 6 tiles (piercing ammo) + flamethrowers every 10 tiles. Run crude oil pipe behind the wall. Laser turrets on flanks for cleanup.

Late (Evo 50-75%) — Dragon's Teeth

Staggered wall segments 5-6 tiles before your main wall. Biters path around them, clumping up, making flamethrower AOE devastating. Configuration:

[Dragon's teeth maze] → [3× Wall] → [Gun][Flame][Gun][Flame] → [Lasers row 2]

Use requester chests or ammo belt loops to auto-feed. A yellow belt of piercing ammo feeds ~20 gun turrets.

Megabase (Evo 75-100%) — Full Fortress

  • 2 layers of dragon's teeth (10 tiles deep)
  • 2 rows of land mines
  • 4 wall layers + uranium turrets
  • Flamethrower at 5-tile intervals
  • Roboport with repair packs every 15 tiles
  • Construction bots auto-repair walls

Uranium ammo: One gun turret kills a behemoth in 2 shots. 10× stronger than piercing.

Artillery Outpost

Place 6 cannons + 20 lasers + 10 uranium gun turrets + 6 flamethrowers + 4 wall layers. Supply shells by train. Artillery auto-targets nests within 448 tiles (with upgrades).

Pollution Management

Pollution triggers attacks. Reducing it is often cheaper than fighting.

Efficiency Modules

Machine Base Pollution 2× Eff1
Electric Miner 10/m 5/m (-50%)
Electric Furnace 1/m 0.5/m
Assembler 2 2/m 1/m

Zero-Pollution Power

Solar: 1,400 panels + 1,200 accumulators for 60 MW. Zero pollution, permanent. Nuclear: 0.1 pollution/m per reactor. One 2-reactor setup (160 MW) replaces 4,000 panels.

Natural Absorbers

Tile Absorption
Trees 0.002/m (best, but die at 20 pollution)
Grass 0.0015/m
Sand/Dirt 0.001/m
Water/Concrete 0/m

Preserve trees between your base and biter nests — they absorb 33% more pollution than grass.

Final Tips

  1. Wall chokepoints — narrow terrain between cliffs/water needs 80% fewer defenses
  2. Lay your defense — single wall + single turret dies to behemoths
  3. Efficiency before productivity — 30% less pollution is huge
  4. Don't overclear — destroying bases speeds evolution
  5. Artillery warns you — when shells fire, biters are coming. Be ready.
  6. Perimeter alert — speaker + biter proximity sensor = early warning