Machinefall has 51 building and strategic-structure entries, ranging from free construction support to late-game launch sites. The cost tables below list every structure, along with its health, maximum workers, storage capacity, unlock, and practical role.

For items and vehicles made inside these buildings, see the Units, Vehicles, and Equipment guide.

How Construction Works

Construction materials must reach the new site before work begins. A building with worker positions can assign its own worker once the materials arrive, and you can manually send other units to help. A nearby construction camp can assign up to four builders to construction and repair jobs within 30 spaces, making it especially useful for a dense expansion area.

Keep wood, stone, water, and scrap in a nearby storage building before placing several projects. Delivery time is often the real bottleneck: roads speed up movement, while depots, ports, and airfields only send a route vehicle after it can be fully loaded.

The construction camp and first aid station require no construction materials. A nuclear silo is different; it is discovered through radar rather than built by the player.

Complete Building Cost List

The Unlock column gives the technology that makes the structure available. Storage is total capacity, not the amount reserved for each resource. The refugee tent has a dynamic water cost, explained under placement rules.

Settlement and Essential Services

BuildingCostHealthWorkersStorageUnlockPurpose
Small storage4 wood5004500Small storageStores and distributes nearby resources.
Lumber camp1 wood150120Lumber campProduces wood for a new settlement.
Well4 wood400150WellProvides an endless water supply.
Carpenter’s shop20 wood1,0002100Carpenter’s shopMakes backpacks and wooden bats.
Marketplace4 wood4004100MarketplaceSupplies houses with water and food and collects rags.
Construction campNo materials50040Construction campSends builders to construction and repair jobs within 30 spaces.
Field hospital15 wood; 15 rags3,0002300MedicineProduces bandages and treats wounded soldiers.
First aid stationNo materials400120First aid stationSends medics out with bandages to heal wounded soldiers.
Archery15 wood; 5 stones1,0002200ArcheryMakes bows and quivers.
Barracks10 wood; 5 rags1,00032,000BarracksEquips units for melee combat.
Firing range10 wood; 5 rags1,00032,000Firing rangeEquips units for ranged combat and ammunition use.
Repair station4 wood50000Repair stationRepairs ground and air vehicles.
City hall30 wood5,00010City hallAutomates settlement construction and advancement.
Refugee camp10 wood; 10 water1,00010Refugee campSupports refugee tents that each provide one worker.
Refugee tent3 x current house water cost + 1 water per nearby tent10000Refugee campAdds one worker while its linked refugee camp survives.

Resources and Production

BuildingCostHealthWorkersStorageUnlockPurpose
Lumberyard20 wood; 5 stones1,0003300LumberyardProduces and stores a larger supply of wood.
Quarry10 wood8001100MinesProduces stone when built on a hillside.
Farm20 wood; 10 water1,0002200AgricultureTurns watered fields into food on grassy land.
Field1 wood; 5 water10000AgricultureConsumes water to grow food near a farm.
Junkyard10 wood; 10 rags8002100JunkyardCollects waste from waste dumps.
Waste plant10 wood; 20 rags; 10 waste3,0004500Waste plantConverts waste into rags and three types of scrap.
Armory20 wood; 10 stones; 10 metal scrap3,0002600ArmoryMakes veteran armor, rifles, and warhammers.
Advanced armory20 wood; 20 stones; 10 metal scrap; 10 plastic scrap3,0002500Advanced armoryMakes elite armor, shock batons, and grenade launchers.
Ammo factory20 wood; 10 stones; 10 metal scrap3,0002900Ammunition factoryMakes ammo boxes and explosives.

Logistics and Vehicle Production

BuildingCostHealthWorkersStorageUnlockPurpose
Dirt road1 wood10000RoadsRaises unit travel speed by 50%.
Gravel road1 stone20000MinesRaises unit travel speed by 100%.
Wooden bridge5 wood30000BridgesProvides a short river crossing for friendly units and enemies.
Medium storage12 wood; 4 stones1,00042,000Medium storageStores 2,000 items and supports cart deliveries.
Large storage10 wood; 10 stones; 10 metal scrap3,00045,000Large storageStores 5,000 items and supports truck deliveries.
Depot30 wood2,00043,000DepotsRuns long-distance ground routes and starts with four carts.
Port40 wood1,00043,000PortsRuns sea routes and starts with four rafts.
Airfield60 wood4,00043,000AirfieldRuns long-distance air routes and starts with four hot-air balloons.
Cart maker30 wood1,0002100CartsBuilds carts.
Shipyard40 wood1,0003400ShipyardBuilds rafts and barges.
Garage30 wood; 10 stones; 30 metal scrap3,0002400GarageBuilds trucks and tanks.
Hangar30 wood; 30 metal scrap; 30 plastic scrap; 10 electronic scrap3,0002500HangarBuilds hot-air balloons and zeppelins.

Defenses

BuildingCostHealthWorkersStorageUnlockPurpose
Barbed wire2 wood2,00000DefensesCreates a quick barrier without blocking passage.
Palisade5 wood4,00000PalisadesWooden defensive wall.
Palisade gate7 wood4,00000PalisadesPassable wooden wall gate.
Palisade tower7 wood; 1 stone8,00040Palisade towerWood-and-stone defensive tower.
Concrete wall5 stones8,00000Concrete wallsStrong stone defensive wall.
Concrete gate7 stones8,00000Concrete wallsPassable stone wall gate.
Concrete tower7 stones; 1 metal scrap12,00040Concrete wallsStrong stone-and-scrap defensive tower.
Ballista tower10 wood; 1 bow; 10 quivers; 3 stones8,000120BallistaFires five bolts per attack from a fortified tower.
Machine gun tower10 stones; 3 metal scrap; 1 rifle; 10 ammo boxes12,000120MachinegunRapid-fire tower that consumes ammo boxes.
Cannon tower10 stones; 3 metal scrap; 1 grenade launcher; 10 explosives12,000120CannonLong-range tower that consumes explosives.
Catapult10 wood; 5 bows; 10 stones8,0001300CatapultLong-range stone-throwing siege weapon.

Strategic Structures

BuildingCostHealthWorkersStorageUnlockPurpose
SiloNot constructible1,00000Radar discoveryA discovered structure containing one nuclear warhead.
Radar100 stones; 50 metal scrap; 100 electronic scrap5,0004300RadarLocates nuclear missile silos through increasingly costly scans.
Launch pad10 metal scrap; 10 explosives; 10 plastic scrap; 10 electronic scrap60000Launch padLaunches a transported nuclear warhead and is consumed on use.
Space shuttle10 metal scrap; 10 explosives; 10 plastic scrap; 10 electronic scrap60000Space shuttleLaunches a one-use troop and vehicle transport.

Production Building Recipes

Production time is the base time for one completed recipe. Lumber camps, lumberyards, wells, quarries, and junkyards have no material input, but they still need a worker to run. Farms and fields use their own water-and-growing cycle rather than one of the timed recipes below.

BuildingProductMaterialsTime
Lumber campWoodNo material input1s
WellWaterNo material input10s
Carpenter’s shopBackpack1 wood; 1 rag5s
Carpenter’s shopWooden bat2 wood5s
Field hospitalBandage1 rag3s
ArcheryBow2 wood; 1 rag5s
ArcheryQuiver1 wood1s
LumberyardWoodNo material input1s
QuarryStoneNo material input10s
JunkyardWasteNo material input1s
Waste plantRags1 waste1s
Waste plantMetal scrap1 waste1s
Waste plantPlastic scrap3 waste3s
Waste plantElectronic scrap4 waste4s
ArmoryWarhammer1 wooden bat; 2 metal scrap15s
ArmoryRifle2 metal scrap; 2 plastic scrap15s
ArmoryVeteran armor3 metal scrap; 3 rags15s
Advanced armoryShock baton1 warhammer; 10 electronic scrap30s
Advanced armoryGrenade launcher1 rifle; 10 electronic scrap30s
Advanced armoryElite armor1 veteran armor; 10 plastic scrap30s
Ammo factoryAmmo box1 metal scrap3s
Ammo factoryExplosives2 plastic scrap3s
Cart makerCart10 wood30s
ShipyardRaft30 wood; 5 rags50s
ShipyardBarge30 wood; 20 metal scrap100s
GarageTruck20 metal scrap30s
GarageTank50 metal scrap; 10 explosives60s
HangarHot-air balloon10 wood; 50 rags50s
HangarZeppelin50 plastic scrap; 20 electronic scrap100s

Storage and Transport Defaults

Storage buildings can be configured, but their starting settings favor different jobs:

  • Small storage holds 500 total. It accepts wood, water, and rags up to 100 each, plus stone, food, waste, and metal scrap up to 50 each.
  • Medium storage holds 2,000 total. It accepts the common resources and metal scrap up to 200 each, plus plastic and electronic scrap up to 100 each.
  • Large storage holds 5,000 total. It accepts wood, water, rags, stone, food, waste, and all three scrap types up to 400 each.
  • Depots, ports, and airfields each hold 3,000 total. Quivers, bandages, ammo boxes, and explosives are enabled by default at 100 each; configure routes and storage choices for the cargo you actually want moved.

A depot begins with four carts, a port with four rafts, and an airfield with four hot-air balloons. Each hub supplies nearby buildings like ordinary storage, but long-distance movement requires a route and a full vehicle load.

Placement Rules That Matter

A quarry must sit on a hillside. Farms and fields require grassy land, and fields need water to produce food. A wooden bridge is useful for crossing rivers, but enemies can cross it too.

A completed refugee camp supports tents within 6 spaces. Leave at least 13 spaces between refugee camp centers; closer placements are rejected so each camp retains room for its tents. Destroying a camp also destroys its tents and kills their workers.

A refugee tent’s cost is calculated when you place it. It costs three times the current water cost for upgrading a house, plus 1 extra water for every completed refugee tent within 30 spaces of the planned site. The house cost is 5 + floor((total units / 1,000)^2), so a tent starts at 15 water before nearby-tent surcharges and later population scaling.

A city hall needs houses, water, and trees in its service area. Once established, it gives a settlement autonomy: new buildings are constructed automatically and the town advances as resources allow.

Defensive Building Notes

Barbed wire does not block movement, while palisades and concrete walls form solid barriers. Gates count as roads through those barriers. Ballista, machine gun, and cannon towers each need one operator and carry their own ammunition supply; the catapult uses stone. The machine gun tower consumes ammo boxes quickly, and the cannon tower uses explosives.

The launch pad and space shuttle are one-use structures. Both cost the same materials, and each is destroyed when launched. The launch pad needs a nuclear warhead delivered by truck or zeppelin before it can fire.