Mechanics modeled
- Tiberium & Crystal fields are fixed terrain — you can't move them, and a harvester sits on each. The solver keeps fields + harvesters in place and freely repositions everything else — economy buildings and your unique structures (CY, Command Centre…) — but never adds or removes a building.
- Two unique buildings can't sit side by side — the solver (and manual placement) keep your one-of-a-kind structures (CY, Command Centre, War Factory, Barracks, Airfield…) from ever touching, just like the game.
- Harvesters produce Tiberium / Crystal, boosted by each adjacent Silo.
- Power Plants gain +25% per adjacent Crystal field (max +100%); Accumulators add power scaled by the Power Plants they touch — so tight clusters win.
- Refineries earn Credits, +25% per adjacent Tiberium field, plus a bonus from adjacent Power Plants.
- Economy buildings draw power upkeep — the solver keeps your net power positive when optimizing Credits.
Unofficial fan-made tool. Not affiliated with or endorsed by Electronic Arts. Command & Conquer and Tiberium Alliances are trademarks of their respective owners. Production figures use the game's real per-level rate tables and 8-neighbour adjacency, so they match the game's production — but they're gross output and don't subtract army/repair upkeep (which is independent of base layout), so they won't equal the game's net top-bar.