Very cool game concept, but it does get unbalanced pretty quickly.
At a certain point everything is ranging and aoeing the entire map, so why do things like move speed upgrades even exist? Perhaps as you get to later waves the map could zoom out?
Health doesn't seem to keep up with dps in general which would be fine if there was a persistent meat grinder away from the starting locations, but as it stands all the factories/bases blow up for one side or the other.
I very nearly got softlocked when my base was getting one-tapped by the enemy bases and I was collecting no resources per wave. Perhaps there should be a way to return to earlier waves and stay there?
It seems like resources you would collect disappear off the map when you hit victory screen. Maybe that's just the visual effects though, didn't check too closely.
I absolutely love the way upgrade costs scale, with periods of a lot of activity, and periods of rest, although it does lead to a situation where you might as well buy every upgrade in equal-ish amouhts, and particularly for the econ upgrades, you're paying 10 times as much for an addititive multiplier, which is doubly-diminishing returns.
It's a little bit frustrating to have to click through all your factories to check which ones are at which upgrade state. Some quality of life things to help might be "upgrade to next threshold" or "upgrade max" buttons/mode, a way to select your factories in order, even if they are destroyed/moved, or a way to visualize/buy all your factory upgrades at once.
Big picture, it would be really cool if the different types of ships were more differentiated: small fast swarming ships, big tanky capital ships, long range glass cannons e.g. Some way to put the veneer of strategy rather than just scaling up equally.