Farms and food
Farms in Build and Conquer: where agriculture fits into the resource and city systems, and how farming districts compare with industry when you are planning.
Farms are one of the production families in Build and Conquer, sitting beside industry in the resource chain. Give them their own block with road access — mixing them into housing wastes plots you will want for apartments later.
Farms are part of the production layer of Build and Conquer, listed by the developers alongside factories and shops as one of the systems that keeps a country standing. They occupy plot space the same way as any other building and follow the same road-and-coverage rules.

Where farms fit
| Layer | Example buildings | Job |
|---|---|---|
| Housing | Apartments, houses | Population |
| Commercial | Shops, supermarkets | Income |
| Agriculture | Farms and farm buildings | Production from land |
| Industry | Factories, refineries, steel works | Refined goods, military supply |
Planning advice
- Give agriculture a block of its own, away from the residential district. Plot space is the scarcest thing you own, and the level 5 housing push needs every plot you can reach with a road.
- Keep it on the road grid. Like every production building, farms depend on access.
- Prioritise by what you actually need next. If you are saving for missiles, the steel chain beats agriculture; if you are growing toward city level 5, housing beats both.
Farming as scenery
The community guide footage shows players using farm plots deliberately as landscaping — a band of farmland between the city and the industrial zone reads as a real country, and it costs nothing extra if the land was going to sit empty anyway. That is legitimate: money and population come from density, but a plot you are not using yet can still be productive.
For the rest of the production chain, start at the resources overview and follow it into fuel and refineries.





