Military

Military

Build and Conquer military guide: soldiers, squadrons, tanks, drones, HIMARS and vehicle production, plus army composition and deployment basics.

Lv 2
Unlock Gate
8
Guns / Squadron
4
Core Units

Introduction

The military tree in Build and Conquer opens at city level 2 and defines every relationship after it. Soldiers unlocked behind the 250 population gate form the infantry backbone — eight guns produce one squadron — while tanks, drones and HIMARS vehicles escalate the firepower available once factories and research catch up. A military base is the production hub required before any vehicle or missile work, and the whole apparatus runs on upkeep that the economy must continuously feed. This page covers unit roles, squadron conversions, unlock sequencing, army composition basics and the deployment mechanics (tunnels to the mainland) that turn a defensive garrison into a projecting force. Whether you are building your first squadron or your fifth drone wing, the goal is the same: a force your treasury can sustain and your air defense can protect.

Unit Roster Quick Reference

UnitUnlockRoleNotes
SoldiersCity level 2Infantry backbone8 guns = 1 squadron
TanksVehicle production eraGround push forceCore of mainland advances
DronesRecent-update focusFast air optionQuick strikes, low commitment
HIMARSAdvanced researchLong-range artilleryScout and punish movement
Military BaseCity level 2+Production hubRequired for vehicles & missiles

Unit Deep Dives

B

Soldiers

First soldiers of the nation

UnlockCity level 2 (250 population) opens guns and soldiers. They are your first mainland-capable force and the cheapest way to hold captured ground while the vehicle line spins up.
Squadron BuildEight guns produce one squadron. Squadron math is the core of infantry planning — mass production of guns scales linearly, so gun supply chains must keep pace with barracks output.
RoleGarrison and early raids. Squadrons lose head-on fights to tanks and drones, but they hold territory, escort production and overwhelm undefended cities through numbers.
A

Tanks

Core ground force

RoleTanks are the main push element for driving into enemy territory and holding it. They trade raw durability against anti-tank counters, which is why combined arms with drones and air cover matters.
RequirementsVehicle production through the military base plus steel and fuel supply. Tank waves fail-logistically more often than tactically — stock both resources before committing.
CountersOpponents answer tanks with anti-tank units, HIMARS harassment and air strikes. Keep air defense over your production route and scout defenses before rolling the main force.
A

Drones

new

Fast air option

RoleDrones are the quick-strike air option highlighted in recent beta updates. Lower commitment than tank columns, they probe defenses, punish exposed economy and exploit gaps before opponents react.
TimingDeploy drones when the enemy air picture is unclear — they reveal interceptor coverage cheaply. Save heavy units for the soft spots the drones find.
Patch WatchDrone balance received a dedicated content pass in the V0.1 era. Verify current cost-effectiveness against creator testing before committing entire air wings.
S

HIMARS

Long-range probe and punish

RoleHIMARS strikes from outside direct response range — scouting enemy movement, punishing reinforcements and softening positions before the main force commits.
Combined ArmsPair HIMARS with tanks and drones: artillery forces reactions, drones exploit them, tanks hold ground. Alone, HIMARS harasses; in a stack, it wins opening moves.
CounterDeep air defense and concealment reduce HIMARS value. Opponents who keep assets dispersed and covered bleed little to harassment fire.
S

Military Base

active

Production hub of the war machine

FunctionThe military base is required before any vehicle or missile production. It is the single point through which late-game military capacity flows — lose it and the war effort freezes.
PlacementInside the air defense perimeter, near factories and the treasury core. An exposed base is the first target any competent missile user deletes.
RedundancyLate-game nations should plan for base loss: keep reserve capacity and rebuild funds. Single-base empires lose wars in one strike.

Core Mechanics

Military production in Build and Conquer is a staged pipeline. The military base unlocks the pipeline at city level 2, converting industrial output into fighting force: guns into squadrons (eight guns per squadron), steel and fuel into tanks and drones, research unlocks into HIMARS and eventually the missile line. Every unit carries upkeep, so force size is an economic expression as much as a tactical one. Deployment runs through tunnels — the mechanism for moving troops from your island economy to the contested mainland — and combat resolves through counters: anti-tank answers armor, air defense answers drones and missiles, combined arms overwhelms any single counter. Defense is a military problem too: interceptors, sirens and bunkers constitute the passive half of the force. The systems-level skill is keeping production, upkeep, logistics (fuel/steel) and defense in equilibrium while the composition of the army tracks what the server actually fields.

Advantages

Military force converts directly into map control in Build and Conquer. Mainland positions carry resources and strategic ground; a projecting army claims them before rivals do. The unlock ladder is also well-paced: squadrons give every nation a credible starting force at level 2, vehicles escalate into mid-game dominance, and HIMARS plus missiles define the late meta — each tier has a clear job rather than raw stat inflation. Combined arms depth rewards planning: artillery, air and armor used together beat any single unit mass, and tunnel mobility means defense can become offense in one move. Nations that keep production fed and upkeep sustainable find that even modest armies win through tempo — arriving first, striking supply, and holding what they take.

Challenges

Military systems fail along predictable seams. Upkeep spirals: every unit permanently drains treasury, and an army sized beyond the economy empties reserves and freezes construction. Logistics stall: tank waves without steel and fuel sit in base while opponents maneuver. Single points of failure: one military base, one production route, one tunnel exit — strike any of them and the whole pipeline halts. Counters are hard: drone spam dies to layered air defense, tank columns die to prepared anti-tank and HIMARS harassment. Beta volatility also hits here — drones received a balance pass in the V0.1 era, and missile interactions shift with every update. Finally, military power without economic skin is borrowed time: the nation that out-produces you replaces losses faster than you can inflict them.

Frequently Asked Questions

How do I unlock soldiers?+
Reach city level 2, which requires 250 population. The upgrade opens guns and soldiers in the research and military tree. From there, eight guns produce one squadron — scale gun production to match barracks output or squadrons stall in queue. Keep the treasury funded while you research, because the first military wave arrives with upkeep attached on day one.
Tanks or drones first?+
Tanks if you want to hold ground; drones if you want to probe and react. Community play in the V0.1 meta favors a mixed approach — drones to reveal interceptor coverage and punish exposed economy, tanks to convert the openings into permanent gains. Fuel and steel supply usually decide the practical answer.
Why does my army bankrupt me?+
Upkeep. Every unit costs treasury each tick regardless of activity. The standard fix is wave-based funding: retire or stop producing until commercial income recovers, then build the next tranche from surplus gold. Keep military spending as surplus consumption, never as a construction budget competitor — if tanks and apartment upgrades fight for the same funds, the economy must win.
How do I move troops to the mainland?+
Through tunnels — the deployment mechanism that projects force from your home economy to contested ground. Keep tunnel exits covered by air awareness and vary your routes between pushes; opponents who scout tunnel paths can ambush arrivals with HIMARS fire and pre-positioned anti-tank units. Speed is the tunnel’s value, but predictability throws that advantage away.

Quick Tips

💡

Place the military base inside your air defense perimeter, near factories. It is the chokepoint of all vehicle and missile production — the first thing enemy missiles target and the one structure you cannot afford to rebuild mid-war. If you can afford interceptors for one building only, put them over the base and the supply feeding it.

💡

Check steel and fuel reserves before every deployment wave. More armies have been defeated by empty fuel gauges than by enemy fire; mid-campaign logistics gaps strand tanks and strand wars. Count the reserves your planned route will burn, add a margin for retreats and reinforcements, then launch — not halfway across the mainland with the gauge already red.

💡

Counter the server you are actually on. Drone-heavy neighbors warrant layered air defense; tank spammers warrant anti-tank positions and HIMARS harassment. Mirror-lists from other servers lose to local composition every time. Watch one full conflict cycle before committing your build, then buy the counters that punish what your neighbors keep fielding.

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