While playing a 5x eco game I noticed that metal gained from fabricator reclaim was effected by your eco multiplier while metal spent repairing was not. Because of this imbalance, it is possible to both repair and reclaim something at the same time keeping it's health constant and gaining metal. This allows for players to win a game with massive amounts of metal while having 0 metal extractors and is the safest and most efficient way to gain metal on large eco multiplier games. The only downside to doing this strategy is the energy cost. Done correctly it is a completely automatic source of infinite metal in the safety of your own base. The minimum economy multiplier is 2 because of how reclaim / repair is done in Planetary Annihilation. When repairing something it gains health based on how much of it's total metal cost was restored, so if a 100 metal structure gained was repaired for 10 metal it would gain 10% HP. Reclaiming on the other hand deals damage based on how much of the unit's "alive metal" was taken away with alive metal being (metal cost) - (wreckage value). If that same 100 metal structure had a 50 metal wreckage value and was reclaimed for 10 metal it would lose 20% HP. From testing I've determined a structure's wreckage metal value is half of it's metal cost, meaning that most units will be reclaimed at twice the rate they are repaired. Mobile units on the other hand have slightly less than half their metal value as wreckage value. I find the best way to set up an eco farm is by first building a titan since it's mobile and has a very high metal cost, then creating a lot of t2 fabricators and assigning 2/3 of the fabbers to assist and 1/3 of the fabbers to reclaim. Assisting is important because they will automatically start repairing again if the unit is healed to max. Once you have the basic setup you can keep adding more fabbers in a 2:1 repair to reclaim ratio to increase metal output. Although this oversight does not affect a lot of games I still believe it should be fixed since it makes 5x eco games unbalanced. The problem could be solved by making fabricator reclaim rate scale with economy multiplier or preventing a unit from being repaired and reclaimed at the same time. In the image below you can see the eco farm near the commander, very well protected even from ares titans. By the end of the game I had around 20k metal income with a 9x eco multiplier. 17415 metal/second came from the 43 t2 bot fabricators reclaiming the atlas while 3991 metal/second was spent repairing it making the net income 13424 metal/second.