Factories
Factories in Build and Conquer: what the building family produces, how production scales with upgrades, and how to size an industrial district without.
Factories turn steel, fuel and money into missiles, vehicles and rockets. Keep production running continuously, upgrade existing lines before adding new ones, and remember a factory without power or steel quietly produces nothing.
Factories are the building family that converts your economy into military power in Build and Conquer. They are the least forgiving buildings in the game, because a factory that is missing an input does not warn you — it just sits there costing maintenance.

What the family covers
| Output | Inputs | Goes to |
|---|---|---|
| Missiles | Steel, fuel, money | Your missile silos and launchers |
| Interceptors | Steel, fuel, money | Air defence reloads |
| Vehicles and tanks | Refined materials, money | Mainland pushes |
| Rockets | Refined materials | HIMARS fire support |
| Weapons | Materials, money | Squadrons (8 guns each) |
Running them well
- Check all three inputs before a war. Money is the one players forget — missile production draws from the same wallet as your city.
- Upgrade, then expand. An upgraded line produces more per plot, and the upgrade-all action makes it a one-click job.
- Keep power headroom. Factories and refineries are the heaviest power draw in the game; plan generation before you build the district.
- Watch the steel. Since the steel works and truck chain were added, military production stalls when deliveries stall. That is the first thing to check when missiles stop appearing.
What is changing
The developers have announced a military production improvement update and a ground unit rework. Build your industrial district as blocks along roads rather than one giant factory so you can re-tune it when the patch lands.
See the full walkthrough in the factory and industry guide, and the input chain in fuel and refineries.





