Housing and apartments
Housing values in Build and Conquer: mid-rise apartments at 32 to 48 population, the level 5 glass tower at 180, and how to place housing fast with the drag.
Housing is your population, and population is everything else. Mid-rise apartment one gives about 32, apartment two about 48 at max, and the level 5 glass tower holds 180 and adds happiness. Place rows with click-and-drag.
Housing is the engine of Build and Conquer. Every population point you add raises the ceiling on shop income, unlocks the next city level and supplies the workers your industry needs — which is why the fastest players spend their first hour placing apartments, not guns.

The values people have measured
| Building | Population | Notes |
|---|---|---|
| Mid-rise apartment one | ≈32 | Best early value; the building most guides start with |
| Mid-rise apartment two | ≈48 at max | Narrow footprint — rows of these are the standard growth move |
| Glass tower (level 5) | 180 | Adds +8 happiness as well as population |
| Houses and suburbs | Lower density | For scenery and realism once you can afford the space |
Placing housing fast
The tutorial makes you place buildings one at a time. The real tool is click-and-drag: pick the building, hold the mouse button, and sweep it across your plot. It snaps to the grid and queues every copy without further clicks — a 2,500-population city level is minutes of work, not hours.
Sorting out housing quality
- Start dense, upgrade later. Cheap apartments first; the level 5 glass tower replaces starter housing once your income supports it.
- Expensive housing is better value per plot once you can afford it, because population per plot is the number that compounds.
- Keep housing on the residential side of your layout, away from refineries and steel works.
- Happiness buildings go in the same district — the glass tower brings its own, but parks and services stack on top.
The population side of the ledger is covered in the population guide; the district layout in neighbourhoods.





