What it is
Engine shop costs 200 minerals and requires 30 energy, while adding 30 supply capacity in build 23882143. Its official description reads: “A junkyard of trophies, stolen parts, and unfinished projects. This is where the rebels build their equipment.” The hull has 605 base HP, 50 extra-HP capacity initially empty, and area resistance 0.0. Front and rear armour fields are 7 and 0, but directional armour is disabled. The production component lists the Old tank, both Assault Truck configurations and other equipment. Those concrete links describe its role more precisely than calling it a generic factory or treating the rear field as proof of a weak face.
Where it comes from
Front armour 7 and rear armour 0 are stored alongside a disabled directional-armour flag in build 23882143. The raw record therefore does not justify the old advice to attack the shop from its supposedly unarmoured rear. Its production list is more decisive: the same building links both differently configured Assault Trucks, the Old tank and other vehicles. The official junkyard description fits this varied equipment list, but does not establish when every entry becomes available. The apparent armour mismatch is a data limitation to preserve, not a reason to invent a runtime interpretation.
How it is actually used
The shop has 605 base HP compared with the Aircraft pit's 400, while both configurations add 30 supply capacity. Its area resistance 0.0 is a stored coefficient, not a survival ratio. Choose placement according to the actual equipment you plan to produce: this list includes both Assault Trucks and the Old tank, whereas the pit lists Battle Ball and carries a healing component. The shop also links an upgrade component. These differing functions matter more than assuming the larger hull is simply a stronger version of the same production building.
How to beat it
Removing the shop threatens its 30 supply contribution and linked equipment production. The Aircraft pit's 450 total HP and the shop's 655 both include extra capacity that starts empty, so neither is an exact incoming-damage requirement. Its 30 energy requirement adds another dependency to consider, but the extracted fields alone do not establish a universal shutdown rule. Choose between the shop and the pit according to which production list is actually relevant to the opponent's force. A supposedly unarmoured rear is not a supported shortcut while directional armour is disabled.
Values read from game files · version 23882143