Tempest Rising build order: Dynasty Eco-Boom and Rig Expansion Guide
Compare the wiki’s Dynasty Pillager build with a player video’s Rig-focused expansion, including capture steps and later production.
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A clear opening plan helps you coordinate construction, resource gathering, and map captures. This Tempest Rising build order guide compares two Dynasty approaches: an eco-boom plan on the multiplayer wiki and a longer expansion shown in a player video. Their different production buildings and unit choices can help you follow each sequence without mixing their instructions.
The wiki says its multiplayer build orders assume ranked matches with 7,000 starting credits, and notes that advice can be subjective. The player video demonstrates a Dynasty build against Easy AI. Its later production choices are player experience from that demonstration, not a ranked build order verified by the wiki.
Choose a Dynasty opening
Both approaches invest in the economy, but their production plans differ. This Tempest Rising build order comparison shows the wiki listing Machine Shops for Tempest Rigs and Pillagers. The player video begins with Logistics Plan and a War Factory, then describes producing Harvesters and expanding into more factories and combat units.
| Opening | Early structures and actions | Production described | Source context |
|---|---|---|---|
| Eco-boom Pillagers | Logistics Plan, Machine Shop, Power Plant, Barracks, and TPC captures | One or two Tempest Rigs from the second Machine Shop; Pillagers from the third | Multiplayer build order on the wiki |
| Rig-focused expansion | Logistics Plan, War Factory, Barracks, and captured structures | Harvesters, followed later by Tempest Rigs and combat units | Player experience demonstrated against Easy AI |
The wiki lists a second and third Machine Shop in its sequence. Its production instructions assign one or two Tempest Rigs to the second Machine Shop and continuous Pillager production to the third. The video describes a War Factory producing Harvesters throughout the game, while discussing Tempest Rigs and combat production from other factories as the build expands.
The wiki presents its plan for the stated ranked-match setting. The video gives a longer demonstration that moves from harvesting and scouting into additional combat production, technology, and air units. Its creator describes the build as a personal approach and says the demonstration is against Easy AI.
The wiki’s eco-boom Pillager build
The wiki’s sequence begins with Logistics Plan and a Machine Shop. It instructs players to face the Machine Shop toward the nearest Tempest field. This Tempest Rising build order then lists a Power Plant and Barracks, with Technicians sent to capture TPCs. The wiki places a second Power Plant after a TPC has been captured.
| Step | Build or action listed by the wiki |
|---|---|
| 1 | Build Logistics Plan |
| 2 | Build a Machine Shop; face it toward the nearest Tempest field |
| 3 | Add a Power Plant, then a Barracks |
| 4 | Send Technicians to capture TPCs |
| 5 | After capturing a TPC, build a second Power Plant |
| 6 | Train five Dynasty Guards to scout and garrison neutral structures |
| 7 | Add a second and third Machine Shop |
| 8 | Use the second Machine Shop for one or two Tempest Rigs, and continuously build Pillagers from the third |
The listed outputs for the second and third Machine Shops are distinct: one or two Tempest Rigs from the second, and continuous Pillager production from the third. The wiki also says to continuously train Missile Troopers in a mirror match against Dynasty.
This Tempest Rising build order names its capture units and production steps. For TPCs, the wiki specifies Technicians. For scouting and garrisoning neutral structures, it specifies Dynasty Guards. Its list names Pillagers as the continuous output of the third Machine Shop, with Tempest Rigs assigned to the second.
A rig-heavy opening from player experience
A player video demonstrates a different Tempest Rising build order against Easy AI. The player begins with Logistics Plan, builds a War Factory, and produces Harvesters. The video says Logistics Plan makes rigs and Harvesters move faster and makes the construction yard produce buildings faster. It also describes capturing spikes, which provide a continuing resource supply and power.
The video describes building a Rifleman and putting it in a fortification before adding a Barracks. It presents this as a way to protect an Engineer from opposing infantry. The player then builds two Engineers for capture actions and uses Dynasty Guards to garrison structures.
| Phase | Player-video sequence |
|---|---|
| Opening | Logistics Plan, a War Factory, and Harvester production |
| Scouting and capture | A Rifleman in a fortification, then a Barracks, two Engineers, and Dynasty Guards |
| Expansion | Capture a TPC, build a second Power Plant, and send an Engineer toward a capture point |
| More production | Queue a second War Factory and build Riflemen for scouting |
| Combat production | Add Flame Tanks; in a Dynasty mirror match, the player also recommends Rockets |
| Later additions | More War Factories, Barracks, Radar, Specialist Bureau, tanks, and airfields |
The player video describes a second Power Plant after capturing a TPC and also describes queuing a second War Factory after the capture. It does not specify the order between those additions. It then discusses Riflemen for scouting and sending an Engineer toward a capture point. As production expands, the player describes Flame Tanks and an explosive upgrade, along with an infantry upgrade. The video also covers Rocket production, Radar, a Specialist Bureau, tanks, and airfields. These transitions are details from the player’s demonstration.
The player advises against placing Power Plants close together because an opponent can kill them. The video also says Harvesters can crush attackers after they are unpacked. The sequence and these tactics are part of the player video’s demonstration.
Scouting, captures, and adapting production
The two openings involve map activity alongside construction. This Tempest Rising build order comparison shows different capture units in the references: the wiki sends Technicians to TPCs and Dynasty Guards to scout and garrison neutral structures. In the video, the player uses a Rifleman for scouting, Dynasty Guards for garrisoning, and Engineers for capture actions.
The player video gives a defensive example: put a Rifleman in a fortification to make it harder for an opposing infantry force to reach an Engineer. If opposing Riflemen are present, the player suggests building one or two Dynasty Guards to take them out. These are tactics from the player’s demonstration.
| Situation described in the references | Response described by the source |
|---|---|
| TPCs are available in the wiki build | Send Technicians to capture them |
| Neutral structures are available in the wiki build | Send Dynasty Guards to scout and garrison them |
| The match is a Dynasty mirror in the wiki build | Continuously train Missile Troopers |
| The opponent builds Mass Sentinels in the video | The player suggests building Havocs |
| A Tempest field runs out in the video | Move Harvesters to another field |
The Mass Sentinels example is player experience from the video, not a general unit-counter rule. The video also discusses adding Rockets and Flame Troopers in its later production discussion, along with tanks and air units. The wiki’s mirror-match note specifically names Missile Troopers. Keeping the unit names tied to their respective sources makes each plan easier to follow.
Keep the build readable as the game grows
In this Tempest Rising build order video, the player describes producing Harvesters from one War Factory throughout the game and producing Tempest Rigs from another factory as well. The video says to move Harvesters when a field runs out and describes repairing a damaged structure. Later additions in the demonstration include Radar, a Specialist Bureau, tanks, and airfields.
| Player-video follow-up | What the player describes |
|---|---|
| Economy | Continue producing Harvesters from one War Factory; move them when a field runs out |
| Ground units | Add Flame Tanks, Rockets, Flame Troopers, and later tanks |
| Technology and support | Build Radar and a Specialist Bureau |
| Air units | Build airfields and produce gunships |
| Extended play | Replace lost units and add production as needed |
The video also describes an upgrade that gives Harvesters more health, faster rebuilding, and self-repair outside combat. It discusses building multiple airfields and producing gunships, and mentions an ability the player calls “the Guard.” These are later details in the demonstration, beyond the wiki’s shorter eco-boom list.
For the wiki plan, the listed sequence includes Logistics Plan, Machine Shop, Power Plant, Barracks, TPC captures, a second Power Plant, Dynasty Guards, and additional Machine Shops. In the video, the player starts with Logistics Plan, a War Factory, and Harvester production, then describes scouting, capture actions, and expanded combat production. The wiki places its second Power Plant after a TPC capture. The video also describes adding a second Power Plant after capturing a TPC and queuing a second War Factory after that capture, without specifying the order between the two additions.
FAQ
What does the Tempest Rising build order for Dynasty start with?
The wiki’s eco-boom Pillager plan starts with Logistics Plan and a Machine Shop, which it says to face toward the nearest Tempest field. The player video also opens with Logistics Plan, then adds a War Factory and produces Harvesters.
How many Tempest Rigs does the wiki build use?
The wiki assigns one or two Tempest Rigs to the second Machine Shop. The player video discusses producing Tempest Rigs from another War Factory as the build expands, but does not specify a required total for the opening.
What does the wiki say to build in a Dynasty mirror match?
The wiki’s eco-boom plan says to continuously train Missile Troopers in a mirror match against Dynasty. The video separately recommends Rockets in its mirror-match discussion.
Is the player video a ranked build order?
The video demonstrates a Dynasty build against Easy AI. The wiki’s page describes its multiplayer build orders as assuming ranked matches with 7,000 starting credits.