With the major changes that combat fabbers have introduced, I thought I could give an objective comparison between the different fabbers and factories, in terms of "cost to maintain 1 metal/sec". To get this statistic, I take the base cost of the fabber or building, add in the cost of the T2 power needed to support it (so if it costs 2K energy, I add 40% the cost of a T2 pgen), then I divide the total by that unit's metal rate. The result is an objective way to compare how much you'll need to spend in order to build things at a certain rate using different fabber types. So, on to the statistics! Remember, the lower the cost to maintain 1 metal/second, the better! T1 Ground Fabbers: 74 T1 Air Fabber: 88.444 T1 Combat Fabber: 30 T2 Ground Fabbers: 53.5 T2 Air Fabber: 60.926 T2 Combat Fabber: 63 Orbital Fabber: 84.545 T1 Land Factory: 80.375 T2 Land Factory: 46.075 Orbital Launcher: 61.72 Orbital Factory: 67.444 Note that, since this comparison involved support costs using T2 pgens, the costs using T1 pgens would be more favorable to the more efficient units (T1 combat fabbers, T2 fabbers, factories). Also, this comparison doesn't account for things like the greater assist range of combat fabbers, the speed of air fabbers, of the greater vulnerability of high-cost units. However, this does paint a pretty clear picture of why combat fabbers dominate the econ game. They're nearly twice as cost-effective as the next-best unit, and beat everything else even more decisively. I've heard Uber plans to block combat fabbers from assisting, which would obviously be a much-needed improvement to keep the other fabbers relevant. Beyond that, I hope other people find these stats interesting too!