If the Barracks arms the infantry, the War Factory arms everything that outweighs them. Every tank, transport, and armoured vehicle fielded by either side rolls off a War Factory's line, and no serious offensive on this war's scale happens without one running at full capacity.
| Role | Produces vehicles and armour |
|---|---|
| Armour | Medium |
| Power draw | Moderate |
| Typical output | Light and Heavy Tanks, artillery, transports |
Function
A War Factory's production queue is usually the single most watched screen in any command centre — it dictates the pace of the entire war effort. Soviet War Factories lean toward volume production of Heavy Tanks, reflecting the doctrine that built them; Allied War Factories produce a more varied roster suited to the combined-arms approach Allied command favours.
Priority target
A commander who loses their War Factory loses their ability to replace losses in armour, full stop — infantry alone cannot win a war this heavily mechanised on both sides. For that reason, War Factories rank just below the Construction Yard and Power Plant on any target priority list, and are almost always positioned deep inside a base's defensive perimeter rather than near the edges.
Field notes
Building a second War Factory once the economy supports it roughly doubles a base's armour production rate, and experienced commanders on both sides treat this as one of the highest-value investments available in the mid-game — provided the base's ore income and power supply can actually sustain the extra draw. A second factory with nothing to feed it is wasted concrete.
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