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Foundry as it appears in the Dust Front RTS demo, from the game files of build 23882143

Foundry

Confirmed Established — fromdocs/sources/demo/raw/BuildConfig.json / r_SteelFoundry_Build, build 23882143

Cost

Minerals
300
Energy
250
Gears
100
Build time
40 s

Defence

Hit points
1 000
Extra hit points
+50
Armour
7
Fire resistance
0.98
Gas resistance
0.9

What it is

The Foundry costs 300 minerals, 250 energy and 100 gears. For comparison, the Complector requires 320 energy and the Mat. Fabricator 500. Its description says “Some units require this building.

The durability of your new units increases by 10% for each additional building, up to a maximum of 50%.” In build 23882143, the linked macro component sets a vehicle-health bonus while its infantry-health field remains inactive; the English description’s broader wording and that setting should not be merged into an infantry bonus. The Foundry has 1 000 base hit points and 7 armour. It also produces the Additional generator, a separate role from improving troops.

Where it comes from

Build 23882143 contains both the Foundry’s official description and its linked macro component. The building costs 300 minerals and 250 energy, and the description names a 10-percent durability step. The raw component identifies vehicle health rather than infantry health; the Russian description also refers to new machines. This explains the scope of the documented investment without proving every runtime consequence. The macro building guide compares this health role with the Arsenal’s damage setting and the Complector’s infantry production.

How it is actually used

The descriptions give the Foundry a 10-percent durability step and the Arsenal a 5-percent damage step, with stated limits of 50 and 30 percent respectively. Their component fields identify different bonuses, so choose according to future production rather than assuming both strengthen every army equally. The Foundry requires 250 energy per building, and it also satisfies unit prerequisites and produces an attachment. Check those needs before adding another copy. The macro building guide keeps new-vehicle health, troop damage and current battlefield survival separate.

How to beat it

The mistake is assuming that destroying a Foundry has the same value in every battle. Its 250-energy requirement is one part of the investment; unit prerequisites, future vehicle production and access to the Additional generator are others. The description refers to new units, and the linked component identifies vehicle health. Neither establishes that destroying the building strips health from machines already fielded. Observe what the opponent is producing before selecting a raid target. The macro building guide explains the scope and limits of the documented bonus.

Values read from game files · version 23882143

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