Build and Conquer resources
How resources work in Build and Conquer: extraction buildings and the raised mine limit, refineries, the steel works and truck chain, and why missiles need.
Build extraction buildings for raw iron and oil, refine them with small or medium refineries, then turn iron into steel at a steel works. Trucks move steel to factories, and every missile launch spends steel, fuel and money.
Industry is the least glamorous and most decisive part of Build and Conquer. You can win a first fight on shops alone, but you cannot sustain a missile war without a working resource chain — and the game does not warn you when it breaks.

The chain, step by step
| Step | Building | Output | Notes |
|---|---|---|---|
| 1. Extract | Resource buildings (mines, extraction) | Raw iron, oil and materials | Mine limit was raised from 10 to 12 — deploy all of them |
| 2. Refine | Small or medium refinery | Fuel, refined materials | Medium refinery is worth upgrading to when you can |
| 3. Produce | Steel works | Steel | Steel is the bottleneck resource for missiles |
| 4. Move | Trucks | Delivery between industrial buildings | The truck chain broke for a day in a recent patch and was fixed |
| 5. Build | Factories | Vehicles, rockets, missile parts | Consumes steel, fuel and money |
The steel bottleneck
Every missile and interceptor costs steel, fuel and money. That makes steel the true limit on how much war you can run: players who skip the steel works reach a point where their missiles simply stop being produced, without an obvious error message. If your military production stalls, check the truck route and the steel works first — that is where it broke for everyone else.
Practical numbers and habits
- Max your extraction buildings. With the limit now 12, there is no reason to run fewer unless power is tight.
- Refine locally. Moving raw ore around instead of refined product wastes truck time.
- Keep reserves. Storage capacity was buffed in a recent patch, so a buffer of steel and fuel is now cheap insurance.
- Watch power. Refineries and steel works pull power; if a district browns out, production silently slows.
Where resources go
Resources do not earn money directly — they earn the right to build military. The loop that pays is: raw resources → industry → steel and fuel → missiles and vehicles → mainland pressure → captured sectors → +20% income and +30% population to fund the next round. If you are not fighting, you are running the chain for someone else's war.





