Keeping Turrets Supplied
A turret without ammo is a statue; the supply line is the defense's lifeline.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Economy · Optimization
No.090Factorio01The core loop
Action → feedback → next choice- 01Build turrets
- 02Produce ammunition
- 03Lay supply lines
- 04Monitor stock and bottlenecks
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
The line has 8 turrets each using 10 rounds per minute; the ammo factory makes 60 per minute.
- T2
Turn 2 · The player chooses
Instead of expanding production, the player routes supply first to the 5 turrets facing the enemy nest.
- T3
Turn 3 · The feedback
Those 5 stay full while the other 3 run dry, and a flank attack breaks through there.
- T4
Turn 4 · The next decision
They build a second ammo machine and add a buffer chest on the flank.
How it plays
Turrets consume ammo continuously, delivered from production lines; break any link and they stop firing. Different ammo types have different effects, so upgrading ammo upgrades the whole defense. Ammo icons on turrets, empty alerts and items moving on belts are the main feedback.
What the player weighs
- Spend production on ammo, or on expansion and research.
- Supply centrally by belt, or stockpile locally at each turret.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Factorio
Gun turrets need ammo, which players feed automatically with belts and inserters; laser turrets use electricity instead, turning supply into a power-grid problem.

Mindustry
Turrets take items like copper, graphite or silicon by conveyor as ammo, with each changing damage and effects, tightly weaving defense into production.
The difference worth noticing
Factorio offers power as a way around ammo logistics; Mindustry makes ammo choice a direct part of defense strategy.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Let refining byproducts become cheap ammo, so players choose between feeding them to the defense or recirculating them into production.
Prototype this combo in Yoroll→Follow the next idea
Build by Day, Defend by Night
Spend on growth by day, and the night tests whether you spent wisely.
- Prototype complexity
- Who plays
- Solo decisions
- 01Gather resources by day
- 02Invest in buildings and units
- 03Repel enemies at night
- 04Count losses and replan
Mazing the Enemy Path
Block paths into a maze; the longer enemies walk, the more damage they take.
- Prototype complexity
- Who plays
- Solo decisions
- 01Predict enemy pathing
- 02Place blocking structures
- 03Watch the path change
- 04Line the route with firepower
Turret Target Priority
Towers fire on their own, but you decide who they shoot first.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read the enemy mix
- 02Set each tower's priority
- 03Watch damage distribution
- 04Adjust based on leaks



