Adjacency Bonus provides consumption discounts or production increases to structures positioned next to each other. The nature of the bonus depends on both of the structures and whilst not essential to victory, adjacency bonuses are useful and have their merits when employed properly.
To trigger an adjacency bonus, there must be two structures placed next to each other; one giving the bonus and one receiving it.
Bonus amount is dependent on the number of bonus givers which can be place next to a bonus receiver.
This means that the larger the size of a bonus receiver, the more bonus givers must be next to it to provide the same bonus.
Examples:
A structure which produces a given resource gives a discount to all structures next to it which consume the same resource. It should be noted that only structures receive this bonus, not any Engineers or Engineering Stations assisting them.
The values in this table are given for one mass-producing structure next to a 4x4 building; more mass-producing structures would increase the discount. The typical discount value is to give you an idea of what you would most commonly see in the game, and should not be used for calculations. Buildings which give mass discount bonuses
Mass Producing Structure | Discount for one structure | Production Bonus for all Storages | Comments |
---|---|---|---|
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7.5% | 0.3-1 ![]() |
Useful next to T1 Land Factories, if you're not going to eco much. |
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10% | 1-2 ![]() |
Useful next to T2 Land Factories. |
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12.5% | 2-4 ![]() |
Useful next to T3 Land Factories Note: Quantum gateways only receive 10%. |
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1.25% | 0.1-0.3 ![]() |
Not Very Useful. Note: If Both T2 and T3 Fabricators are turned off bonus doesn't apply. |
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20% | 2-4 ![]() |
Useful next to T3 factories and high mass consuming structures (20/s or more). Note: Quantum gateways receive only 3.75%. Nukes receive only 12.5%. |
The percentage discount value depends on how much of the structure in question is surrounded by Power Generators; as structures can be of different sizes, different numbers of Power Generators fit around them. This means that a factory that is 50% surrounded by 8 T1 Power Generators will receive the same bonus as a radar surrounded by 2 T1 Power Generators - 12.5% for both.
In this table, the discount percentages are shown for a fully surrounded structure:
Energy Producing Structures | Discount Percentage | Typical Discount value | Comments |
---|---|---|---|
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25% | 0.3-1 ![]() |
Useful next to Radar and Air Factories. Not as great next to Land Factories, but should still be used. |
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12.5% | 1-2 ![]() |
% value for ONE Hydro shown. Generally useful next to T1/2 Air Factories. |
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50% | 2-4 ![]() |
Useful next to T2 Air Factories. |
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75% | 0.1-0.3 ![]() |
Very Useful next to T3 Air Factories. |
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0% | 2-4 ![]() |
Useless - better to shield it. |
Buildings which give Energy discount bonuses
It should be noted that Mass Extractors consume Energy per second. T1 Power Generators should only be used for adjacency bonus when the Mass Extractor is upgrading from T1 to T2 very early in the game, to reduce Energy consumption whilst upgrading.
Any structure which produces a resource when placed next to a Storage of same resource, will prodive a bonus percentage of that resource. This is most commonly seen for Mass Extractors, that are surrounded by Storage to increase Mass income.
Mass Producing Structures |
Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|
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+0.25 | +1 ![]() |
Not very useful. Also not obvious due to how the game rounds the displayed values, same for T2 fabricators |
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+0.75 |
+3 ![]() |
Useful |
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+2.25 |
+9 ![]() |
Very Useful |
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+0.125 | +0.5 ![]() |
Not Very Useful, unless the storages are next to an extractor |
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+0.48 |
+5.76 ![]() |
Not Very Useful, better to place near t3 Pgens, Same for T2 Mass Fabs |
Buildings which are affected by mass storage
Energy Producing Structures |
Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|
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+2.5 ![]() |
+10 ![]() |
Almost useless due to the explosion when the Storage dies. |
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+4 ![]() |
+50 ![]() |
Almost useless due to the explosion when the Storage dies. |
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+27.78 ![]() |
+250 ![]() |
Almost useless due to the explosion when the Storage dies. |
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+78.125 ![]() |
+1250 ![]() |
Almost useless due to the explosion when the Storage dies. |
Buildings which are affected by Energy storage
Adjacency Bonus should be employed knowing the cost and benefit difference. Players with little experience tend to surround Hydrocarbon Power Plants with Energy Storage, to get 50% more Energy production. Whilst 50% more resource production is considerable, especially in later game, must keep in mind that the cost of 12 Energy Storages is 14400 Energy and 3000 Mass. Was the "investment" worth the benefit of, in this case, 50 Energy per second?
3000 Mass roughly covers the cost of a single T3 Power Generator which produces 2500 Energy, compared to 1250 Energy when said Power Generator is surrounded by Energy Storages.
Placing Power Generators next to Energy-consuming static weapons (e.g. Point Defense, static Artillery) will reduce the reload time of the weapon and duration of Energy consumption as a result, and the Energy consumption itself.
All static artillery benefit from the rate of fire bonus and Energy drain reduction.
UEF T3 Point Defense is an exception which only gains a reduction in Energy drain.
When placed next to power generators, static artillery structures gain a rate of fire bonus which can be very significant, especially when considering that a 60% reload time can be achieved and how much cheaper 4 T3 power generators are than a T3 artillery installation.
The reduction of reload time can be calculated with the following scheme if a unit is fully surrounded by the same Tech Level of Power Generator:
The Aeon T4 Rapid-fire Artillery can achieve the maximum possible reload time discount of 20%. You can place a T1 and T3 Power Generator on each side. For Salvation each T2 power generator gives 2.5% reload discount and each T3 gen gives 4.5% reload discount.
This table shows all possible time values:
Artillery Unit |
T1 Power Generator | Hydrocarbon Power Plant | T2 Power Generator | T3 Power Generator |
Comments |
---|---|---|---|---|---|
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2s | 5s | 5s | 8s | T1 pgens useful, especially with multiple artillery structures. |
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1s | 2.5s | 2.5s | 4s | Very useful with T3 pgens, or any pgens. Note: Aeon artillery has twice the reload time and so twice the discount. |
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0.3s | 0.4s | 0.4s | 0.5s | The size allows you to surround it with a T3 and T1 pgen. Reload time discount: 0.6s. |
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2s | 5s | 5s | 8s | Very useful with T3 pgens, or any pgens. |
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0s | 0s | 0s | 0s | Only profits from energy consumption reduction (see table below). Quite useless. |
Reload Time discount on Artillery structures
The rate of fire bonus reduces the time structures consume energy, but will also increase the frequency of energy consumption as a result of the increased fire rate. But in addition to that, power generators give a general discount on energy consumption to static artilleries. Making decisions around this behaviour is not recommended as the energy reduction is very low compared to the resources invested. This table is mostly to provide you with information on how it works.
Energy Producing Structures |
Discount Percentage | Typical Discount value | Comments |
---|---|---|---|
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10% | 10-750 ![]() |
Useful next to all static artillery, especially T2, when safety is important |
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20% | 30-1500 ![]() |
Useful next to T2/T3 static artillery |
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20% | 30-1500 ![]() |
Useful next to T2/T3 static artillery |
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30% | 60-3000 ![]() |
Useful next to T3/T4 static artillery |