
Refinery
Turns crude into the diesel every vehicle burns. Lose it and everything else eventually stops
THE BASE
Every building here hangs off the others. Crude comes out of the ground, becomes diesel, and diesel and ammunition go to the front — and every link in that chain is a target someone can break.
FULL SIZE
01 · THE CHAIN
Build only one link of this chain and you stall shortly after. Build all four and cover none of them and you stall shortly after as well.
02 · ECONOMY
The buildings without which the chain never starts — and therefore the first place an opponent goes looking.
Design references from the workshop folder — concept images, not game graphics. For what the buildings look like in a fight, see the shots on the front page.

Turns crude into the diesel every vehicle burns. Lose it and everything else eventually stops

Raises the protected reserve and the storage ceiling — without silos an expensive design is simply unaffordable

Presses ammunition out of crude, continuously. An empty magazine at the front starts here

Supplies the power the lab turns into research — cheap and available at any time

Free research power, but only by day; thinly armoured and therefore a rewarding raid target
Weaker power, but around the clock — and just as easy to break as the solar array
03 · PRODUCTION & RESEARCH
Your workshop designs are built here, and the tech tree decides which parts you are allowed to touch at all.

Where what you designed in the workshop is actually made. Without one, a design stays a piece of paper

Works through the tech tree and unlocks parts, buildings and upgrades

Repairs damaged vehicles back at base — paid in crude, and only when there is any

Each relay allows one more commander in the field; no gun, but felt in a fight

A forward air service node: rearms, refuels and repairs landed aircraft
04 · INTELLIGENCE & JAMMING
What you have not seen does not exist for you — and what your opponent cannot see, they cannot shoot at.
Fixed eyes over the terrain — it sees further than any vehicle and shares what it sees

Shortens enemy sensor reach around it; because it emits, it gives away its own position doing so
05 · DEFENCE
Towers do not win a match. They cost an attacker the minutes your vehicles need to get back.

The standard emplacement: a machine gun with good reach that holds off light attackers on its own

Anti-tank on a plinth — expensive, but the thing that actually stops a heavy push

The same machine gun behind wall-grade armour: short reach, cheap, and remarkably hard to clear

Indirect fire from inside the base. It only hits what someone shows it — and takes almost nothing itself

Blocks a tile. Cheap, tough, and the only way to dictate the path an attack takes

A wall only you drive through. The difference between a perimeter and a cage
06 · GIVEN
The headquarters is there from the start. The derrick's place is set by the deposit. And the supply point is the only reason an advance reaches further than one tank of diesel.

The beginning and the end: everything starts here, and losing it ends the match

A forward depot with its own diesel and ammunition buffer — the reason an attack reaches beyond one tank
Sits on an oil deposit and pumps crude. The first build of every match, and the first loss of every lost one
FERROCADE is in private beta for macOS and Windows. Put your name down — when a seat opens up, we get in touch.