Understanding BAR's Economy Basics
Quick Note: These charts show data collected from community gameplay and discussions. Numbers might vary between game versions, and there are always exceptions. Use this as a starting point, not gospel!
If you've been wondering about the numbers behind BAR's economy, you're in the right place! The community has collected lots of useful data about how resources work, and we've tried to organize it in helpful ways. Remember, these are observations from gameplay - not hard rules you must follow.
500+ M/s
What Metal Income Can Look Like
This represents what's possible in late games with advanced extractors and converters - don't worry if you're nowhere near this!
50k+ E/s
High-End Energy Numbers
Examples from games with lots of fusion reactors and renewable sources - most games won't reach anywhere near this.
BAR's economy revolves around Metal (M), Energy (E), and Build Power (BP). Understanding how these work together can help you make better decisions in your games, but don't stress about optimizing everything perfectly!
Metal & Energy: The Basic Resources
BAR's economy is built around two main resources: Metal (which you get from metal spots) and Energy (which you can generate in various ways). Here's what the community has observed about how they work.
Metal: Why T2 Extractors Matter
Metal comes from those spots on the map, and you can't make more spots appear. The big upgrade is going from T1 to T2 extractors (called "Moho" for advanced ones). The difference is pretty dramatic.
This shows why people prioritize getting T2 extractors - they produce about 4x more metal from the same spot. It's one of the biggest efficiency gains you can get in BAR.
Energy: Lots of Options
Unlike metal, you have choices for energy generation. Wind, solar, geothermal - they all have different costs and outputs. Wind is tricky because it depends on the map's wind speed.
This compares how much metal you spend per unit of energy you get. Lower is better! Wind turbines are amazing when there's good wind, but terrible when there isn't.
Build Power & Tech Progression
Beyond just making resources, you need to actually build stuff with them. That's where Build Power comes in, and advancing through the tech tiers makes a huge difference too.
Build Power: How Fast You Build
Build Power (BP) is basically how fast you can construct things. If you have lots of resources but low BP, you'll have trouble actually building anything. Most players need to scale their BP as their economy grows.
Your Commander has good build power, but you'll want to supplement it with constructors and maybe some nano turrets. T2 constructors are much more efficient than T1 ones.
The Tech Tree: T1 → T2 → T3
BAR has three main tech levels. You start with T1, but T2 is where things get really interesting economically. T3 is mostly for late-game super units and advanced energy.
Most of the economic action happens in getting to T2 and upgrading your metal extractors. T3 is mainly for fusion reactors and experimental units in longer games.
Wind Conditions: Why They Matter
Every map has different wind conditions, and this really affects your energy strategy. Some players don't realize how much wind speed varies between maps, so here's what the community has figured out.
High Wind Maps (Good Wind ~20+)
When you're on a map with good wind, wind turbines become incredibly efficient. They're often the best early energy option by far.
With good wind (around 20), turbines give you way more bang for your buck than solar panels. This is why checking wind speed at game start is useful.
Low Wind Maps (Poor Wind ~5 or less)
On maps with bad wind, those same wind turbines become pretty terrible. Solar panels suddenly look much more attractive, and geothermal (if available) becomes king.
With poor wind (around 5), turbines become expensive for what they give you. Solar becomes competitive, and geothermal spots become very valuable if your map has them.
Armada vs Cortex: Some Economic Differences
The two factions (Armada and Cortex) have some subtle economic differences that players have noticed. They're not huge, but they can add up over a long game.
Armada: Some Neat Tricks
Armada has a few economic advantages that can be handy in certain situations.
- ⚡ Slightly cheaper wind turbines (40M vs 43M) - small edge in high wind games.
- 🔒 Cloakable T1 extractors (Twilight) - can hide mexes in risky spots.
- 🔓 Cloakable fusion reactor - harder for enemies to find and target.
- 🛡 Safer geothermal plants - less likely to explode when hit.
These are nice-to-have features rather than game-changers, but they can help in specific situations.
Cortex: Solid & Efficient
Cortex tends to have slightly more robust and cost-efficient options.
- ☀️ Slightly cheaper solar panels (150M vs 155M) - tiny savings that add up.
- 🛢 Armed metal extractors - can defend themselves a bit.
- ⚡✨ Much cheaper fusion reactors (48k E vs 69k E) - big advantage in late game.
The fusion reactor cost difference is probably the most significant economic faction difference in the game.
Fusion Reactor Costs: The Big Difference
This is where the faction difference really shows - building the big fusion reactors (AFUS) that give +3000 E/s.
Cortex's fusion reactors need way less energy to build than Armada's. In very long games, this can really add up and let Cortex scale their energy faster.
Late Game: Converters & Fusion
In really long games, you might run out of metal spots to upgrade or want to supplement your metal income. That's where energy converters come in, and fusion reactors become the main energy source.
Turning Energy Into Metal
Energy converters let you trade energy for metal. The T1 version is pretty inefficient, but the T2 converter is much better. Still, they're usually a late-game thing.
T2 converters are way more efficient than T1 ones. But even the T2 version eats a lot of energy, so you need a strong energy economy to make them worthwhile.
Fusion: The Late Game Energy Solution
⚡✨+3000 Energy per second
The big fusion reactors (AFUS) are the ultimate energy source. They're expensive to build but provide massive amounts of clean energy for late-game needs.
Most games don't reach the point where you need fusion, but in long team games or when someone turtles heavily, they become pretty important.
Some Key Takeaways from the Data
These charts and numbers represent what the community has observed about BAR's economy. Remember, you don't need to optimize everything perfectly - focus on the basics first and gradually work your way up to the more advanced stuff.
- Get your basic economy going first: Metal spots and reliable energy are your foundation.
- T2 extractors are a big deal: The 4x metal boost makes them high priority when you can afford them.
- Don't forget build power: Having resources but no way to spend them is frustrating.
- Check the wind speed: It really affects whether wind turbines are worth building.
- Faction differences are subtle: They exist, but good gameplay matters more than faction choice.
- Late game stuff comes later: Converters and fusion are for long games - don't worry about them initially.
- Geothermal is great when available: If your map has geo spots, they're usually worth controlling.
- Keep learning: The community is always discovering new tricks and optimizations.
These are observations and suggestions, not strict rules. Every game is different, and developing good game sense is more important than memorizing exact numbers. Have fun experimenting!