The starting plot
What your starting plot in Build and Conquer gives you, how much room you have to build, and the layout choices that decide whether your city reaches level.
Your starting plot is the land your country builds on: an empty space with a limited build area and the tutorial's first hints. Lay roads that can extend and keep industry on its own side — the plot is small enough that layout mistakes are expensive.
Every country in Build and Conquer begins the same way: one player, one empty plot, and a tutorial that gets you building without explaining much. The plot's size is the real constraint on your first day — everything you place limits what you can place later.

What you start with
| Element | Detail |
|---|---|
| Land | A buildable plot of your own; other players have theirs elsewhere on the map |
| Buildings | None — you place everything yourself after the tutorial hint |
| Money | Enough to start; your first shop changes the curve |
| Neighbours | Up to seven other countries on the same server |
Layout decisions that pay off
- Roads first, and grid-shaped. Placement snaps to roads; a grid you can extend beats a single street you cannot.
- Housing in rows near the plot's inner edge, where it is easiest to protect and expand.
- Industry on the far side, ideally with its own road spur — factories next to bedrooms is the layout mistake that costs a rebuild.
- Leave room for the level 5 push. 2,500 population of housing is a lot of buildings, and they need road frontage.
When you outgrow it
You will. The game supports more city slots (the More City Slots pass exists for exactly this), and the map has room beyond your first plot. Grow the layout rather than restarting: your city level is kept, so improvements to the same country always beat a fresh start.
See the roads page for layout craft and the city levels guide for what you are building toward.





