Build and Conquer military guide
Build and Conquer military production: what city level 2 unlocks, why a squadron needs eight guns, how vehicles and drones are produced and how to deploy.
City level 2 unlocks guns and soldiers. A squadron needs 8 guns, so early rifle spam is a trap — save for drones, tanks and HIMARS instead, and only deploy to the mainland with air defence already built.
Your military starts at city level 2, when guns and soldiers unlock. What the game does not tell you is that raw infantry is the worst value in the game, and that your production building choices decide whether you can fight at all.

Production basics
| Unit | Where it comes from | Cost pattern |
|---|---|---|
| Soldiers and guns | Military base, tier one | A squadron needs 8 guns — slow to scale early |
| Drones | Research + military production | Needs the previous drone; three drones exist after the V0.1 patch |
| Tanks (T-72B and similar) | Military base | Strong vs ground, needs fuel |
| HIMARS | Military base | Also needs its rockets produced separately; doubles as a spotter |
| Missiles | Missile production, fed by steel works | Steel + fuel + money per launch |
The single most repeated piece of veteran advice: do not buy soldiers before you buy drones or tanks. Eight guns per squadron means early infantry consumes your whole industrial output, while one drone can raid, scout and force a reaction.
Deploying without losing your base
- Build air defence first. C-RAM (limit 6), RA3 interceptors, Iron Dome and Pantsir are the standard layer; anti-air was buffed globally in a recent patch.
- Then build tunnels. Tunnels are how troops reach the mainland.
- Deploy from the military base. Once troops are on the mainland, right-click moves them and HIMARS can spot targets from long range.
- Remember deploying turns your base PvP on. Your plot is now a legal target. Do not deploy, then log off for the night — combat logging is penalised with a 30% hit for a week.
Fighting on the mainland
Wars are fought over strategic areas. Holding one applies a country-wide bonus (community-measured at +20% income and +30% population), which is why the experienced players fight at all: it is an economy play with guns attached.
- Scout with HIMARS before committing. One HIMARS sees far and costs less than losing a tank column blind.
- Keep missiles for defences, not for infantry. A missile spent killing one soldier is a missile not spent killing a power plant.
- Take sectors you can hold. A sector you lose every hour is worse than a sector you never touched, because you keep paying for the units defending it.
Defending your own plot
Layered defence works, single towers do not. The community layering that survives missile attacks: C-RAM for close defence, RA3 or Iron Dome for cruise and ballistic, Pantsir as the all-rounder, and spread them so one cluster missile cannot delete the whole network. Then build bunkers and air raid sirens around your population — they are cheap and they are the difference between losing a building and losing a district.





