Talk:Units/@comment-4885390-20120402032124/@comment-4885390-20120425054708

Some experiments were done [in April 2012 on version 1.2] to clarify what happens when you try to build units at an occupied facility, and to clarify some of my comments in my original post. Once a facility (Vehicle Factory or Barracks) is occupied and you start to build a unit, it will take exactly 10 times as long to build a unit. The increased build time will be displayed in the unit cost, but it would be easy to miss if you weren't looking for it. I presume this also happens with Raider Training Camps or Animal Trainers, but I didn't/couldn't try it. So a Trooper, which normally takes 6 minutes to build, would take 1 hour. However, a Heavy Tank, which normally takes 18 hours to build, will take a painful 7 days 12 hours (180 hours). There doesn't appear to be any extra cost except time, but that time penalty can be pretty substantial.

Also, once a unit starts being built, its completion time is set based on the state of the facility (occupied or not occupied). It doesn't look like it can be changed except by using Nanopods or selling the facility, both of which are unfavorable solutions (more on this below). For example, if you start building a Tempest Tank in an unoccupied Vehicle Factory and then someone occupies the facility with 12 hours to go before finishing, this particular Tempest Tank will still finish in 12 hours -- nothing happens to the build time of that unit. However, if someone occupies your facility, then you start building a unit while it's occupied, the build time on that particular unit doesn't shrink back to normal if the occupier leaves or is ejected by force. So if you started building a Mini Tank in an occupied Vehicle Factory and you still had 2 days left when the occupier either left or was killed, it would still take 2 days to finish this particular Mini Tank even though the occupier is now gone.

Although you can use Nanopods to speed things up, I think you still pay 1 Nanopod to speed things up by 1 hour. Since the construction time has already increased by a lot, it's going to cost a lot more Nanopods to use this approach. You can also sell the facility once the occupier is gone, but this aborts the construction of the unit and you would lose whatever resources you paid to start building it, plus the resource cost of the facility itself, plus the cost to rebuild the facility. So that's also a pretty expensive way to "solve" the problem.

It also appears that occupying an underlying required facility has no effect on unit build cost or time. So for instance, if your Armor Shop is occupied, it doesn't affect how long it takes to produce a Light Tank at your Vehicle Factory.