FERROCADE

THE BASE

A base is a chain, not a building plot.

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.

A home base at golden hour with headquarters, refineries and research labs, long shadows across the plain. FULL SIZE
A grown home base in the running build — captured from the engine.

01 · THE CHAIN

Four buildings, and the rest is consequence.

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.

  • EXTRACTThe derrick pulls crude out of a deposit. Without one, nothing happens at all.
  • REFINEThe refinery turns crude into diesel — the fuel every vehicle burns.
  • STORESilos raise the protected reserve and the storage ceiling, so an expensive design becomes affordable at all.
  • ARMThe ammunition factory presses rounds out of crude. A full magazine is not a given.

02 · ECONOMY

What produces supply in the first place.

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.

Design reference: Refinery

Refinery

available from the start

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

Structure
Build time
Cost
Design reference: Silo

Silo

available from the start

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

Structure
Build time
Cost
Design reference: Ammunition Factory

Ammunition Factory

Research

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

Structure
Build time
Cost
Design reference: Power Generator

Power Generator

available from the start

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

Structure
Build time
Cost
Design reference: Solar Array

Solar Array

Research

Free research power, but only by day; thinly armoured and therefore a rewarding raid target

Structure
Build time
Cost
concept pending

Wind Turbine

Research

Weaker power, but around the clock — and just as easy to break as the solar array

Structure
Build time
Cost

03 · PRODUCTION & RESEARCH

Where material becomes vehicles and ideas.

Your workshop designs are built here, and the tech tree decides which parts you are allowed to touch at all.

Design reference: Vehicle Factory

Vehicle Factory

Research

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

Structure
Build time
Cost
Design reference: Research Lab

Research Lab

available from the start

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

Structure
Build time
Cost
Design reference: Repair Facility

Repair Facility

Research

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

Structure
Build time
Cost
Design reference: Command Relay

Command Relay

Research

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

Structure
Build time
Cost
Design reference: Rearm Pad

Rearm Pad

Research

A forward air service node: rearms, refuels and repairs landed aircraft

Structure
Build time
Cost

04 · INTELLIGENCE & JAMMING

Seeing, and blinding the other side.

What you have not seen does not exist for you — and what your opponent cannot see, they cannot shoot at.

concept pending

Sensor Tower

Research

Fixed eyes over the terrain — it sees further than any vehicle and shares what it sees

Structure
Build time
Cost
Design reference: Jammer Tower

Jammer Tower

Research

Shortens enemy sensor reach around it; because it emits, it gives away its own position doing so

Structure
Build time
Cost

05 · DEFENCE

The ring that buys time.

Towers do not win a match. They cost an attacker the minutes your vehicles need to get back.

Design reference: Guard Tower

Guard Tower

armedResearch

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

Structure
Build time
Cost
Design reference: AT Tower

AT Tower

armedResearch

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

Structure
Build time
Cost
Design reference: Bunker

Bunker

armedResearch

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

Structure
Build time
Cost
Design reference: Mortar Emplacement

Mortar Emplacement

armedResearch

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

Structure
Build time
Cost
Design reference: Wall

Wall

Research

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

Structure
Build time
Cost
Design reference: Gate

Gate

Research

A wall only you drive through. The difference between a perimeter and a cage

Structure
Build time
Cost

06 · GIVEN

Three you do not choose.

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.

Design reference: Headquarters

Headquarters

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

Design reference: Supply Point

Supply Point

A forward depot with its own diesel and ammunition buffer — the reason an attack reaches beyond one tank

concept pending

Derrick

Sits on an oil deposit and pumps crude. The first build of every match, and the first loss of every lost one

Seeing it is on you.

FERROCADE is in private beta for macOS and Windows. Put your name down — when a seat opens up, we get in touch.