Verdict Games Verdict Games
Factorio Defense Guide — Evolution, Pollution, Turrets and Walls

Factorio Defense Guide — Evolution, Pollution, Turrets and Walls

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Below 0.2 evolution, gun turrets with firearm magazines facing the nests your pollution reaches are enough. From about 0.2, switch to piercing rounds, belt-feed ammo and put walls in front. From 0.5, big biters hit through a single wall, so add a second layer or a gap, and mix in laser and flamethrower turrets. From 0.9, behemoths shrug off basic ammo: use uranium rounds, lasers, flamers and artillery to keep nests away. Pollution is usually the biggest evolution driver, so clean power and efficiency modules slow everything down.

Summary

Biters attack because their spawners absorb your pollution, and they get stronger as the hidden evolution factor rises from time, pollution and destroyed spawners. This guide gives a defense plan for each evolution stage, explains the real evolution numbers (and why pollution, not time, is usually the main driver), compares gun, laser and flamethrower turrets, and covers walls, nest clearing, artillery and the map settings that turn enemies down or off.

Who This Is For: Factorio players whose factory is starting to get attacked, or who want a defense plan before evolution climbs Intermediate

Key Points

Key Points

1

Spawners only send attacks after absorbing your pollution. Each unit costs pollution to send, from 4 for a small biter to 400 for a behemoth biter.

2

Evolution rises from time (0.000004 per second), pollution produced (0.0000009 per unit) and destroyed spawners (0.002 each), then squashed with total ÷ (1 + total): evolution 0.5 needs a total of 1, and 0.9 needs a total of 9.

3

Medium biters appear from about 0.2 evolution, big biters and spitters from 0.5, behemoths from 0.9. Behemoth biters have 12 flat physical resistance, more than a firearm magazine's 5 damage.

4

Gun turrets (range 18) need no power and outrange every spitter. Laser turrets (range 24) use 800 kJ per shot and up to 1.2 MW each. Flamethrower turrets reach 30 tiles in a 120° arc.

5

Big and behemoth biters can hit two tiles away, through a single wall. Worms outrange gun turrets, and every destroyed spawner raises evolution.

Defense in Factorio is not a separate game mode; it is a cost of running a factory. Biters attack because their spawners absorb your pollution, and they get stronger as the hidden evolution factor climbs. If you know which enemies the current evolution level brings, you can build the defense that stops them, and not more.

This guide is for Factorio 2.0 (base game) on Nauvis, with default map settings. All numbers are for normal-quality buildings and come from the official Factorio Wiki. Space Age differences are noted where they matter.

Defense by evolution stage

Check your current evolution in the console with /evolution (it is not a script command, so achievements stay enabled). Then build for the stage you are in and the next one.

Evolution / threat Recommended defense Ammo and upgrades Notes
0 to 0.2: small biters (15 HP, no resistances), small worms (range 25) A few gun turrets facing the nests your pollution reaches; walls optional Firearm magazines (5 damage); Physical projectile damage 1 Small worms outrange gun turrets (25 vs 18). Do not build turret lines inside worm range.
0.2 to 0.5: medium biters (75 HP, 4 flat / 10% physical), small spitters from 0.25, medium spitters from 0.4 Stone walls in front of gun turret rows; ammo on a belt; gates at exits Piercing rounds (8 damage, Military 2); more Physical projectile damage and Weapon shooting speed 4 flat physical resistance absorbs most of a firearm magazine's 5 damage. Spitters (range 13 to 16) cannot outrange gun turrets.
0.5 to 0.9: big biters (375 HP, 8 flat / 10% physical), big spitters, big worms (range 38) in new bases Two wall layers or a gap before the turrets; add laser turrets and flamethrower turrets; robot repair Laser turret research and its damage and shooting speed upgrades; flamethrower turrets on light oil Big biters hit two tiles away, through a single wall. Lasers and fire ignore biter resistances.
0.9 and up: behemoth biters (3,000 HP, 12 flat / 10% physical and explosion), behemoth spitters, behemoth worms (range 48) Dense lines mixing lasers, flamethrowers and gun turrets; artillery to keep nests away from the perimeter Uranium rounds (24 damage); keep pushing damage research Firearm magazines are nearly useless here. Behemoth worms resist laser by 80%, so artillery handles worms.

The thresholds are where each enemy starts to appear. At 0.5 evolution most spawns are still smaller units, and the mix shifts gradually toward the bigger ones. You have time to upgrade, but not unlimited time.

How pollution triggers attacks

Nests spawn biters and spitters freely, but those units only attack your factory when your pollution cloud reaches the nest. A spawner absorbs pollution from its chunk and spends it to send units to the next attack group. Every 1 to 10 minutes (random), the gathered group launches its attack. When attackers come near a military structure such as a turret, they prioritize it.

The pollution needed to send each unit rises with its size:

Unit Pollution to join an attack
Small biter / small spitter 4
Medium spitter 12
Medium biter 20
Big spitter 30
Big biter 80
Behemoth spitter 200
Behemoth biter 400

So the same pollution buys fewer but far tougher attackers as evolution rises. The size of your cloud decides how many nests send attacks; evolution decides what they send.

Where pollution comes from

Building Pollution per minute at full load
Boiler 30
Burner mining drill 12
Electric mining drill 10
Pumpjack 10
Oil refinery 6
Steel furnace 4
Assembling machine 1 / chemical plant 4
Assembling machine 2 3
Assembling machine 3 2
Stone furnace 2
Electric furnace 1

A building's pollution is its base pollution times its pollution multiplier times its energy usage multiplier. That means efficiency modules cut pollution (they lower energy use), while modules that list a pollution increase, such as productivity modules, raise it. Solar panels produce no pollution, which is why replacing boilers is the biggest single cut. Trees and ground tiles absorb pollution; 2.0 greatly increased default tile absorption, and water absorbs the most per tile.

How evolution really works

Evolution is a global value from 0 to 1. With default settings, three things add to a running total:

Source Adds to the total Equivalent
Time 0.000004 per second Same as about 267 pollution per minute
Pollution produced by your machines 0.0000009 per unit 1,000 pollution/min adds 0.054 per hour
Destroyed spawner 0.002 each About 2,200 pollution or 500 seconds of time

The total is then squashed into evolution with evolution = total ÷ (1 + total). Evolution 0.2 needs a total of 0.25, evolution 0.5 needs 1 and evolution 0.9 needs 9. In other words, the same gain counts for less the higher you are: a destroyed spawner raises evolution by 0.002 at the start but only by 0.0005 at 0.5 evolution.

Doing the arithmetic on those defaults shows what actually drives evolution:

Scenario (constant rate) Reaches 0.2 (medium biters) Reaches 0.5 (big biters)
Time only, no pollution About 17 hours About 69 hours
1,000 pollution per minute About 3.7 hours About 15 hours
5,000 pollution per minute About 53 minutes About 3.5 hours

Real factories grow, so these are not predictions, but the lesson holds: time alone is slow; pollution is what usually pushes evolution, and destroyed nests add a fixed, avoidable chunk. Evolution counts pollution produced, not pollution that spreads, so trees and water do not slow evolution. They only shrink the cloud, which means fewer nests attack.

Older guides often say the time factor is "per tick". With default settings it is 0.000004 per second; per tick it would be sixty times faster. If your numbers do not match what you see in /evolution, that is the usual reason.

Enemy types and resistances

Resistances in Factorio are a flat amount subtracted from each hit, then a percentage. This is why weak bullets fall off so sharply against big enemies.

Enemy Health Resistances What it means
Small / medium biter 15 / 75 Medium: physical 4 / 10%, explosion 0 / 10% Medium biters already eat most of a firearm magazine's damage
Big biter 375 Physical 8 / 10%, explosion 0 / 10% Hits through a single wall
Behemoth biter 3,000 Physical 12 / 10%, explosion 12 / 10% No laser or fire resistance: lasers and flamethrowers stay effective
Spitters (small to behemoth) 10 / 50 / 200 / 1,500 Explosion only (0 / 10% to 0 / 30%) Range 13 to 16, always shorter than a gun turret's 18
Worms (small to behemoth) 200 / 500 / 1,500 / 3,000 Medium and up resist fire (50% to 70%) and laser (20% to 80%) Range 25 / 30 / 38 / 48. Stationary, outrange gun and laser turrets

Spitters' acid puddles damage units and slow them, but placed buildings and tiles are unaffected by the puddles. Their projectiles still hit buildings directly, and they go over walls.

Gun turrets and ammo progression

The gun turret is the base of every early defense: 400 HP, range 18, ten shots per second, no power needed. It costs 10 copper plates, 10 iron gear wheels and 20 iron plates, and the Gun turret research costs only 10 red science.

Ammo Damage Unlock Switch when
Firearm magazine 5 physical Available from the start (4 iron plates) Medium biters appear (about 0.2)
Piercing rounds magazine 8 physical Military 2 (red and green science) Big biters appear (0.5) and uranium is available
Uranium rounds magazine 24 physical Uranium ammo (needs utility science and uranium processing) Final ammo for gun turrets

Ammo damage scales with Physical projectile damage research, and fire rate with Weapon shooting speed. The research matters as much as the magazine: an upgrade applies to every turret at once, while placing more turrets only helps where you place them.

Inserters can load a gun turret with up to 10 magazines. Run a belt of magazines behind the turret row and give each turret an inserter; an inserter can also pass ammo from one turret to the next. A defense line that depends on you refilling it by hand will fail the first time you are away.

Space Age: level 6 and the infinite levels of Physical projectile damage have half the effect for bullets and gun turrets in Space Age.

Walls and turret placement

The stone wall has 350 HP and costs 5 stone bricks. Its resistances are high against acid (0 / 80%), fire (0 / 100%) and laser (0 / 70%), but low against physical damage (3 / 20%), which is what biters do. A wall is a speed bump that buys time for your turrets, not armor.

What the wiki confirms about walls, and how to use it:

  • Walls stop melee units, not projectiles. Spitter acid and worm projectiles go over walls. Walls protect turrets from biters only.
  • Big and behemoth biters reach two tiles. A single wall with turrets right behind it lets them hit the turrets. Use two wall layers, or leave a gap between the wall and the turrets.
  • Biters attack walls that block their path to a target. Units already attacking a turret may push to it instead. Gaps that break up a long wall can work better than an unbroken line they methodically chew through.
  • Gates have the same health and resistances as walls and close automatically for enemies when they are not connected to the circuit network, so an exit costs no defense. Gate research comes after Military 2.

  1. 1

    1. Find where attacks come from

    Open the map, turn on the pollution view and see which nests the cloud touches. Defend those sides first. Walling the whole perimeter in the early game is a waste of stone.

  2. 2

    2. Place the turret row

    Put gun turrets in a line facing the attacks, close enough that their ranges overlap. Keep the row out of worm range (25 tiles for small worms).

  3. 3

    3. Feed ammo

    Run a belt of magazines behind the row with one inserter per turret, or chain turrets with inserters from a single loaded chest for a short line.

  4. 4

    4. Add walls in front

    A wall line a couple of tiles in front of the turrets, with a gate where you need to pass. Double it once big biters are on the way.

  5. 5

    5. Automate repair

    Construction robots with repair packs automatically repair damaged buildings in a roboport's construction area (110×110 tiles). Repair packs stored in a roboport are available to its robots.

Laser and flamethrower turrets

Both need military science (Laser turret also needs chemical science), and both add something gun turrets lack.

Turret Range Supply Strength Weakness
Gun turret 18 Magazines No power; cheap; works anywhere Ammo logistics; physical damage meets the highest biter resistances
Laser turret 24 800 kJ per shot, up to 1.2 MW; 24 kW idle No ammo; biters have no laser resistance Power spikes; worms resist laser strongly
Flamethrower turret 6 to 30, 120° arc Crude, heavy or light oil by pipe Fire damage over an area; biters have no fire resistance Minimum range; slow stream can miss; worms resist fire

Laser turrets. 1,000 HP, 20 laser damage, 1.5 shots per second. The power is the catch: 20 laser turrets firing at once draw up to 24 MW. If that browns out your factory, the turrets fire slower just when you need them. Accumulators placed on the defense network cover the spikes. Damage is improved by Energy weapons damage in the base game (the Space Age version is called Laser weapons damage) and by Laser shooting speed.

Flamethrower turrets. 1,400 HP, cost 5 engine units, 15 iron gear wheels, 10 pipes and 30 steel plates. Light oil does 110% damage, heavy oil 105% and crude oil 100%, so piping crude oil from a pumpjack line is fine, and light oil is a small bonus. Fire on the ground keeps burning, and ignited enemies take damage over time, which makes flamethrowers excellent against crowded attack groups. Walls have 100% fire resistance, so flames in front of a wall do not hurt it. Flamethrower research needs only red, green and military science.

Clearing nests: when and how

Each destroyed spawner adds 0.002 to the evolution total. That is cheap for one nest and expensive for fifty. Clear nests when there is a reason:

  • Your pollution reaches them. Removing them stops those attacks at the source.
  • They sit on resources or space you need.
  • They are where you want to expand next.

Leave nests outside your cloud alone. They do not attack until pollution reaches them, though they do expand: every so often 5 to 20 units leave nearby spawners and walk to an unclaimed chunk to build a new nest or worm. New bases get medium worms only above 0.3 evolution, big worms above 0.5 and behemoth worms above 0.9, so new nests near you get more dangerous over time.

Spawners start with 350 HP, scale up to 3,500 at full evolution and regenerate 1.2 HP per second. Two practical rules for clearing them:

  • Deal with worms first. Worms are stationary and outrange both gun turrets (18) and laser turrets (24). Turrets placed inside worm range will be hit, so either accept losses and repair, or bring enough firepower to finish the worms quickly.
  • Clear early, before the nest grows tougher. A nest at low evolution is 350 HP of spawner and small worms; the same area later has bigger units and worms.

Artillery

Artillery solves the nest problem for good, at a price. The artillery turret has 2,000 HP and fires 0.3 shells per second. In automatic mode it targets enemy structures within 224 tiles (minimum range 32), meaning spawners and worms only, not moving units. Manual targeting reaches 560 tiles. Infinite research adds 30% of base range per level.

It costs 20 advanced circuits, 60 concrete, 40 iron gear wheels and 60 steel plates, and the base-game Artillery research needs red, green, military, chemical and utility science. The artillery wagon carries 100 shells (the turret holds 15) and brings the same firepower to anywhere your rails go.

The trade-off is evolution: artillery destroys spawners automatically, and each one adds 0.002. A string of artillery turrets along your perimeter keeps nests away, but it also removes many spawners in a short time. Use it when the nests near your walls are a bigger problem than the evolution they cost.

Space Age: Artillery moves later in the tech tree (it needs metallurgic science from Vulcanus). Other planets bring their own enemies (demolishers on Vulcanus, pentapods on Gleba) and new turrets: the tesla turret (range 30), the rocket turret (range 36, needs agricultural science from Gleba) and the railgun turret (range 40, 72° arc, needs cryogenic science). Nauvis biters work as described in this guide.

Map settings for peaceful or low-enemy play

All of this is optional. When you create a map you can change how much defense the game asks of you:

  • Peaceful mode: enemies do not start fights and only respond when the player or a structure fires at them. Most return to peaceful afterward, and they do not expand.
  • No enemies: no enemy units attack.
  • Enemy bases (frequency and size): fewer and smaller bases means fewer nests within reach of your cloud.
  • Starting area: a larger starting area pushes the first nests further away.
  • Evolution: separate time, destroy and pollution factors.
  • Expansion: can be turned off, or tuned with maximum distance, group sizes and cooldown. The Rail World preset turns expansion off; the Death World preset doubles base frequency and size, shrinks the starting area to 75% and raises the evolution factors.

Peaceful mode and no enemies disable some achievements. If you want the logistics game without the pressure, they are legitimate choices; the review covers how much that changes the game.

Common mistakes

  • Clearing nests for fun. Every spawner adds to evolution. Clear what attacks you or blocks you.
  • Staying on firearm magazines. Against medium biters, 4 of the 5 damage goes to flat resistance before research bonuses. Get Military 2 early.
  • One wall, turrets right behind it. Fine until big biters arrive at 0.5; then they hit the turrets through it.
  • Building turret lines inside worm range. Small worms reach 25 tiles; gun turrets reach 18.
  • Laser turrets on a factory with no power headroom. A large attack becomes a brownout, which makes the lasers weaker.
  • Counting on trees to slow evolution. Absorption shrinks the cloud and the number of nests attacking, but evolution counts the pollution produced.
  • Artillery everywhere on day one. It is the right tool late, but the spawner kills it racks up raise evolution quickly.
  • New to the game? Pollution and the first turrets are introduced in the Beginner Guide.
  • When military, chemical and utility science come online is covered in the Progression Guide.
  • Room for ammo and oil lines is easier with a Main Bus.
  • Whether biters, peaceful mode or no enemies suits you: the Factorio Review.

★Honest Take: defense is a tax you can set yourself

Biters are the part of Factorio players argue about most, and the argument usually comes from a misunderstanding. They are not random. They attack where your pollution goes and grow stronger mostly because your factory pollutes, so defense follows directly from how you build. Once you see that, the game gives you clear levers: cleaner power, efficiency modules, turrets only where the cloud reaches, and research before more turrets.

The honest downside is that defense is upkeep. Ammo belts, wall repair and power spikes take attention away from the factory, and at high evolution a weak line can cost an evening of rebuilding. If that sounds like a chore, the map settings exist for a reason, and turning enemies down is not cheating. If you keep them on, build for the next evolution stage, not the current one, and they stay a manageable tax rather than a crisis.

FAQ

FAQ

Evolution is a hidden global value from 0 to 1 that decides which biters, spitters and worms appear. With default settings it rises by 0.000004 per second of game time, 0.0000009 per unit of pollution your machines produce, and 0.002 per destroyed spawner. The total is squashed with total ÷ (1 + total), so each step gets harder: reaching 0.5 needs a total of 1, reaching 0.9 needs 9.
It slows evolution, because evolution counts the pollution your machines produce. It does not count spread or absorbed pollution, so letting trees and water soak up the cloud does not help evolution, though it does mean fewer nests receive pollution and fewer attacks. Cutting production pollution at the source (solar power, electric furnaces, efficiency modules) helps both.
Your pollution cloud has reached their spawners. Spawners absorb pollution and use it to send units to an attack group; every 1 to 10 minutes the gathered group attacks. Nests the cloud does not reach do not send attacks, but they still expand into new territory over time.
Both. Gun turrets need no power and outrange all spitters, but need ammo. Laser turrets need no ammo and reach 24 tiles, but each one draws up to 1.2 MW while firing, so a large attack can cause a brownout. A common setup is gun turrets with belt-fed ammo plus lasers once power has headroom, and flamethrowers where attacks arrive.
Clear the ones your pollution reaches, the ones next to resources you need, and the ones in the path of expansion. Leave the rest: each destroyed spawner adds 0.002 to the evolution total, about the same as 2,200 units of pollution or 500 seconds of time.
When creating a map, turn on peaceful mode (enemies only respond when attacked and do not expand) or disable enemies. Both disable some achievements. A middle ground is fewer and smaller enemy bases, a larger starting area, lower evolution factors or expansion turned off.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

Related

Related Articles