What it is
The Large warehouse costs 250 minerals, 5 energy and 20 gears. It adds 90 supply and 100 storage; the Mat. Fabricator also adds both, at 50 supply and 200 storage. The Warehouse description says “Greatly increases supply limits. Useful for faster deployment and better suited for late-stage conflicts.” Build 23882143 records 1 200 base hit points. These figures describe different roles and budgets rather than a universal upgrade path. Its linked footprint is larger than the small Warehouse’s, so account for space and producer access when expanding the supply network.
Where it comes from
Gears are part of several separate purchases: the Large warehouse needs 20, the Arsenal 100, the Foundry 100, and the Dreadnought description says “Super-heavy artillery. An indispensable vehicle for defense, fortification, and prolonged siege of enemy lines. In mobile mode, it can support the offensive.” Its gear price is 50. That comparison does not prove gears are scarce on every map or that these purchases form a fixed technology order. The Large warehouse’s description gives a late-conflict role, while its supply and storage fields explain what it adds. Read the demo guide for the playable army selection and the economy guide before assigning a campaign role to a configuration simply because it has a gear price.
How it is actually used
The Large warehouse costs 250 minerals and adds 90 supply, with an energy requirement of 5 and gear cost of 20. The small Warehouse costs 120 minerals and adds 20 supply; the large building also adds 100 storage. Compare these recorded effects without inventing a mandatory switch point from a mineral ratio. Space, construction time and the producer may decide which purchase fits now. Use the economy guide to plan the next army orders and keep material capacity separate from supply capacity.
How to beat it
The phrase “late-stage conflicts” describes the intended role, not a rule that forbids an earlier purchase. The building requires 20 gears and adds 90 supply, so compare that commitment with the units and other infrastructure you need. Its 1 200 base hit points do not by themselves make it a poor raid target. Consider whether the opponent needs its supply or storage and what protects the approach. For the defender, avoid buying capacity you cannot use yet; the economy guide provides the relevant resource distinctions.
Values read from game files · version 23882143