Strategic areas
Strategic areas in Build and Conquer: what capturing one gives you, the reported +20% income and +30% population bonus, and how to hold one without bleeding.
Strategic areas are mainland capture points that pay a country-wide bonus while held — community testing measured +20% income and +30% population. Take one with a mixed force, hold it with a garrison, and expect company.
Strategic areas are the reason to leave home in Build and Conquer. They are capture points on the mainland that, while held, lift your entire country — not just the units standing on them.

The bonus
Community testing measured a held sector adding roughly +20% income and +30% population. Those two numbers compound: more population pays more shop income, and the income funds the army that holds the sector. A country holding ground simply grows faster than an identical country that does not.
Taking one
- Scout first — HIMARS sees far, and knowing the defenders decides everything.
- Break the defence with missiles — hit interceptors and power before you walk in.
- Push with a mixed force — BMP-2 speed in front, T-72s behind, drones watching the flanks.
- Stand on the point. Capture is a hold, not a visit.
Holding one
- Garrison properly. A token squad loses the sector to the first raid and donates the kills.
- Pair up with an ally — one country's army on the point, another's economy funding it, is the standard arrangement in alliances.
- Watch the server mood. When one country starts winning, the others gang up; that is the game working as intended.
- Know when to let it go. A sector you cannot hold costs units every hour. Bank the bonus while it lasts, then fall back and rebuild.
Read the full war picture in the tunnels and mainland guide, or the missiles that decide most sector fights.





