RapidLoop· Base Optimizer
Command & Conquer: Tiberium Alliances

Design the perfect base.
Then let it solve itself.

Paint your resource fields, drop your buildings, and watch Tiberium, Crystal, Power and Credits update live — then run the in-browser solver to find a layout you wouldn't have placed by hand.

0Tiberium/h
0Crystal/h
0Power/h
0Credits/h
Cells marked are fixed — only your Tiberium/Crystal fields & the harvesters on them never move. Auto-optimize rearranges everything else — Power, Refinery, Silo, Accumulator and your unique buildings (CY, Command Centre, War Factory…). If your base has spare construction slots (you deleted some buildings), it also fills them with the best economy up to your Total-slots budget — switch Empty slots → Leave empty to rearrange only. Defense pieces (walls, cannons, flak) stay where you put them. Right-click clears a tile.
Part of the RapidLoop Script Pack

One install adds the ⚡ CNC-RL button to the game — every RapidLoop tool lives behind it.

Battle Simulator, Base Scanner, Upgrade, Alliance Online, Chat Translator, the classic SoO ports and more. The CNCTAopt-RL button in that menu is what sends a base into this optimizer.

How it works

01

Lay out terrain

Paint Tiberium and Crystal fields and rock just like your real base. Fields are what your harvesters sit on and what gives Refineries and Power Plants their adjacency bonus.

02

Place buildings

Harvesters go on fields; Power Plants, Accumulators, Refineries and Silos go on open ground. Every change recomputes Tiberium, Crystal, Power and Credits instantly.

03

Solve it

Pick an objective and run the solver. A simulated-annealing engine searches thousands of layouts in a Web Worker and hands back the best one — your Construction Yard and defenses stay put.

Importing your real base from the game

  1. One click from the game. With the RapidLoop Script Pack installed, select a base in Tiberium Alliances and press its CNCTAopt-RL button — the base opens here with every building in place. That button is derived from the open CnCTAOpt link script by zbluebugz, so the layout it reads is the same one cnctaopt.com uses.
  2. Or paste a link. Any cnctaopt.com link works too — the classic CnCTAOpt button generates one like …?ver=3~G~G~…~WN=Tiberian 73~ML=65. Hit Paste cnctaopt link (right panel), drop it in, press Load base. Every harvester, silo, power plant, refinery, accumulator and key building snaps into its exact slot on the 9×8 grid.
  3. Auto-optimize. Pick an objective and run the solver. It rearranges the exact buildings you already have — same counts, nothing invented or removed, no “fill every cell.” Only your fields + harvesters stay put; everything else — economy buildings and your unique structures (CY, Command Centre…) — can be repositioned for the best output. Two things are always true of the answer: the same base and the same settings give the same plan every time (so you can quote it to someone else), and the plan will not raise the resource you picked by pushing another one below what your base makes now. Setting Harvesters → Auto — drop if unused is the one choice that permits a reduction, because removing a harvester is one.
  4. Try another focus. Hit ↺ Reset base to undo the optimize, switch the objective (Balanced, Credits, Power…) and run it again to compare.
  5. Or build from scratch. Hit Clear to wipe every building while keeping your Tiberium/Crystal field layout, then Auto-optimize on the empty base — the solver designs a full layout for you, dropping a harvester on every field and filling the open ground with the producer mix that maximises your chosen objective.
  6. Share it back. Copy share link turns any layout into a URL that opens right back into this tool — handy for your alliance.

Mechanics modeled

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.