What it is
Storage is described as “Stores materials for army and base construction. Expands the maximum material supply.” It costs 150 minerals and 50 energy, and records added material capacity of 400, in demo build 23882143. Capacity is a ceiling increase, not free materials or a full initial reserve. Its main combat prefab is unlinked; the preview reference points to an Empire storage configuration and cannot supply this building’s protection. Read Cleaning center for where resources are intended to arrive and Drone collector for transport, rather than treating added storage as extra collection speed.
Where it comes from
Build 23882143 records a storage role and a construction price. Empire Storage costs 150 minerals, while this building also charges 50 energy. The shared mineral price and added capacity do not establish identical protection or an identical working storage component. The preview is borrowed from an Empire configuration, but the main combat prefab remains unlinked. The description preserves the intention to expand material supply; it does not explain why that link is missing or provide a history of balancing decisions.
How it is actually used
Added capacity of 400 and an energy price of 50 are useful budget inputs, but neither creates materials. The receiving job of Cleaning center and the capacity job of Storage are distinct descriptions; they do not prove a working build order or tell when a player will reach the material ceiling. The Light Infantry Workshop has its own energy price rather than the same surcharge. Read Reactor for power and Cleaning center for reception, keeping those economic roles separate from an unmeasured storage runtime.
How to beat it
The error is to treat added storage of 400 as a full stockpile, or the absent combat prefab as proof that the building cannot be destroyed. The earlier archive reading dated 31 August 2026 establishes neither outcome. A recorded material ceiling does not reveal current reserves, protection or the effect of losing a working storage building. Use the Cleaning center and harvesting pages to distinguish capacity from resource flow, and leave a numerical counter or a guaranteed economic penalty unresolved until evidence links this building to play.
Values read from game files · version 23882143