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Steel Tide

Economy and power

Metal, power, selling and refunds: the numbers that decide how fast your base runs.

Steel Tide has two resources. Metal is what you spend; power decides how fast you can spend it.

Metal

  • Metal comes only from extractors on deposits. A Metal Extractor mines 1.4 metal per second; the Advanced Extractor doubles that on the same deposit.
  • There is no storage cap and no other income. Your economy is exactly the number of extractors you keep alive.
  • Skirmish matches start with 300, 600, 1,200 or 2,500 metal, chosen in the setup screen.
WeaponCostBuild timeHit pointsPowerMiningUpgrade
Headquarters
250060 s4000+10
Metal Extractor
12010 s600−4+1.4240 metal · 16 s
Advanced Extractor
36026 s950−8+2.8
Power Plant
14012 s500+20260 metal · 18 s
Advanced Power Plant
40030 s900+60

Power

Power plants produce; everything else consumes. As long as production covers consumption nothing changes. The moment consumption exceeds production, the base runs at a power factor:

power factor = max(0.35, produced ÷ consumed)

The factor multiplies the speed of production, turret fire, mining and repair towers, and the Radar Station loses range. A base at 50 % power builds tanks at half speed and its turrets fire at half rate. The floor is 35 %, so a base never stops entirely, but a serious deficit costs more than any single building is worth.

Selling and refunds

  • Selling a building returns half its cost, scaled by remaining health (never less than a quarter of that).
  • Cancelling construction refunds 95 % of what has been paid so far.
  • Cancelling production refunds what the unit in progress has consumed; units still waiting in the queue have cost nothing yet.

Population

Each unit costs population; the cap is 50, 100 or 200, set at match start. Heavier units cost more, so late in a game the cap nudges armies toward quality over quantity.

Repair

Engineers repair buildings and units they are ordered onto, and a Repair Tower heals everything allied in range automatically. Both slow down with the power factor, so a base in deficit also recovers slower between attacks.