The mainland
The mainland in Build and Conquer: the shared battlefield where every country fights, how deploying works, what is worth taking, and the PvP rules that.
The mainland is the shared map outside your plot where all fighting happens. Deploy through a tunnel, move units with right-click, and fight over strategic areas whose bonuses power your economy back home.
The mainland is Build and Conquer's shared space: the part of the map that every country on the server can reach, and the only place a war can actually be fought. Your plot is where you build; the mainland is where you spend what you built.

Rules of the mainland
| Rule | Detail |
|---|---|
| Getting there | Tunnels, deployed from your military base |
| Control | Right-click orders; your character can teleport with E |
| PvP | Deploying enables PvP on your base — you are a target now |
| Stakes | Strategic areas, whose bonuses are the reason to be there |
What is worth fighting for
- Strategic areas — the headline prize; holding one boosts income and population country-wide.
- The nuclear power plant point — the capture quest that unlocks late-game generation.
- Missile quest hits — five, twelve, twenty-five and a hundred hits on enemy units or buildings, the unlocks for every missile in the game.
- Nothing else, usually. Empty ground costs units to hold and pays nothing; do not garrison scenery.
How fights actually go
Missiles first: they break defences and buildings from a distance. Ground units second: they take and hold whatever the missiles cleared. Air defence throughout: it decides whose missiles work. The players who lose are usually the ones who brought one of the three and not the others.
Coming to the mainland later
The developers have map expansion and aerial units on the roadmap, which would add a third dimension to all of this. Until then, the ground game is what it is — see strategic areas for where the fighting concentrates, and the tunnels and mainland guide for how to survive it.





