Kalran: Tales of the four nations/Foundry

When the Federation began to focus on finding ways to protect themselves in the event the vault is attacked they invested in at first in the defenses they used back in the 3rd age.

At first the improvements were minor, changing the HMGs and cannon into laser and missiles, but as they began updating their defenses more, changing the position manned by Humans into ai and putting in remote control and building new turrets to cover any gaps, when they found a problem. The computer databanks can't hold all the designs at once without making it impractically huge and/or power intensive. And began find solutions until the the obvious came, just split the designs into multiple databanks. And thus birthed the foundries.

The foundry works by the base teleporting prefabricated parts into it followed by the foundry sending out its nanobots to build the defenses on site. Do note that the foundry can only queue up one defense at a time, so if you want to make multiple defenses at once its recommended that the commander build more then one foundry.

Support foundry
Simply put. The support foundry is built to create auxiliary defenses, which are to support the proper turrets, and is the cheapest of the three.

Defence foundry
The defence foundry focus on building up the Federation basic turrets. Which are cheaper and quicker to build than the advance foundry. But its intended role is to act as a supporting defenses to the advance turrets. And therefore will fall against a spirited assault.

Advance foundry
The advance foundry holds the Federation heavy turrets, which has the power to wipe out an army and incredibly long range. But it takes up a large amount of space, power intensive, and locked in one direction means a smart commander can either send their forces in waves, utilizing the tower low rate of fire, or flank it.

Mobile foundry (Guards support)
As Rievhel began on building up the defenses of their home, being the vault closest to the frontier, they realized that in making their vault nigh impregnable they had not much in a way of expanding territory nor do they have a stopgap defence to hold territory until they can build up their defences. Since their droid were specialized in attacking and their mech were few and far between, and neither can function to full capacity when outside of the pylon fields.

Sadly their focus on defence had also led to them not having much material or data left to built an offensive force outside of what they already had, not to mention they still have a surplus of turret designs while inexpensive and quick to build were too light to do much damage. When they killed two birds with a stone when they realized the light turrets can be built on a mobile base and given its own pylon field. Thus birth the mobile foundry.

The mobile foundry is responsible for building mobile turrets. Which can move and set up elsewhere and don't needpower to function. But this comes at the cost of being weaker then other turrets, since its role is to be a stopgap defence to hold territory until the commander can set up a proper defence. And once it sets up it can't turn back but it can be salvaged, refunding it's cost proportional to its remaining health.

Forge foundry (Guards support)
Before they came up with the mobile foundry the best solution they found was the creation of the Forge mobile fortress. But the problem preventing it from making it the main way for them to take territory was that building said fortress was that it as so large and containing many schematics meant that it too needed it's own dedicated foundry just to build one.

The forge foundry is responsible for creation of Guards support epic unit. And its large size meant it can also make prefabricated parts for their turrets and on site coolant and missiles. Decreasing the cost and buffing their turrets and doubling as a turret foundry for all four types