# Build and Conquer Hub > Build and Conquer guides, building references and practical planning tools for the Roblox strategy game by The Slop Company. Independent fan-made resource. Not affiliated with The Slop Company or Roblox. Guides cite official descriptions and dated gameplay evidence. Recorded values may differ from the live game. Follow the linked page for full context and keep dates and source limitations with any citation. [Sources & editorial method](https://buildandconquer.org/updates/source-notes/) · [About](https://buildandconquer.org/about/) ## For readers & AI - [Guide index](https://buildandconquer.org/index.md): Published-page summaries with canonical links, editorial dates and cited sources. Read the linked pages for full guides and interactive tools. - [Topic directory](https://buildandconquer.org/categories.md): Published guides and tools grouped by game system, using the same links as the visible footer. - [Source register](https://buildandconquer.org/sources.md): Evidence cited by published pages, including creators, check dates, recording context, scope and links back to the guides that use it. ## Getting started - [Getting started](https://buildandconquer.org/guides/) - [Build and Conquer Beginner Guide: Plan Your First City](https://buildandconquer.org/guides/beginner-guide/): Start with the build menu and a small, connected residential district. Read each placement tooltip before buying, allow construction to finish, and expand one system at a time. This guide offers a planning route; use your current game panel for prices, population gates, and operating requirements. - [Build and Conquer Beginner Mistakes: Diagnose Your First City](https://buildandconquer.org/guides/beginner-mistakes/): The most useful beginner checks are specific: a building may need a road within four studs, a substation must overlap existing power coverage, and a city gate may count houses separately from total residents. Recorded menus also separate construction materials from workers and utilities. Fix the visible failed condition before repeating the same purchase. - [Build and Conquer Controls: Build, Rotate, Drag & Travel](https://buildandconquer.org/guides/controls/): The recorded desktop build menu uses left mouse to place and R to turn a selected building. Its toolbar labels Delete, Undo, Drag, Move and Rotate. Housing drag placement and an E travel shortcut are demonstrated in a separate October recording. These are dated desktop controls, not a verified mobile binding sheet. - [Build and Conquer Land Expansion: Buy Room for Your Next District](https://buildandconquer.org/guides/expansion-and-land/): The October 12 land panel shows a three-by-three section grid and one of nine sections owned. A selected section is blocked because it does not touch owned land. The displayed quote is $50,000 and the panel says prices double with each section. Treat these as recorded session values and check adjacency before budgeting. - [Build and Conquer Road Placement: Distance & District Planning](https://buildandconquer.org/guides/road-placement/): Several recorded building panels require placement within four studs of a road. The road tool shows left mouse to start a line and X to cancel. This guide applies those visible conditions to a small district; it does not assume every building has the same distance or that roads solve utility and worker requirements. - [Build and Conquer Troubleshooting: City Growth & Placement](https://buildandconquer.org/guides/troubleshooting/): When a city stalls, inspect the exact building or upgrade that is blocked. Read its placement condition, confirm construction has finished, and compare each requirement with the relevant counter. Change one thing at a time. This checklist helps isolate the problem without assuming that every failure is a Beta bug. ## City levels & layouts - [City levels & layouts](https://buildandconquer.org/cities/) - [Build and Conquer City Level 2: Population & House Requirements](https://buildandconquer.org/cities/city-level-2/): A Suburban House 10 tooltip in the October 11 recording describes level 2 as 500 residents with at least 300 in houses. Total residents and house residents are separate conditions. An earlier creator's spoken 250-resident figure conflicts with this panel. Use the dated example to interpret your current tooltip rather than assume a universal live threshold. - [Build and Conquer City Level 3: Total and House Resident Gates](https://buildandconquer.org/cities/city-level-3/): The October 11 Large Military Factory tooltip lists city level 3 as 5,000 residents with at least 1,500 in houses. Both conditions matter. A separate supermarket panel only prints the total, so it is not a complete replacement. Check your own tooltip before building and plan any house-category shortage separately. - [Build and Conquer City Level 4: Houses, Apartments & Total Residents](https://buildandconquer.org/cities/city-level-4/): Fundo's recorded High Rise City Apartment tooltip lists level 4 as 10,000 residents, including 2,500 in houses and 6,000 in apartments. These three counters should be checked separately. The population checklist models that exact record; it does not certify the current game gate, every level-4 unlock, or the operating readiness of a new apartment. - [Build and Conquer City Level 5: Read the 20,000-Resident Tooltip](https://buildandconquer.org/cities/city-level-5/): The October 11 Glass Apartment Tower tooltip says it unlocks at city level 5 and shows 20,000 residents. This is the observed total-population condition on that building, not proof of every level-5 requirement. A nearby spoken house-population figure is a different statement. Keep its scope visible when planning an advanced housing purchase or checking an older tutorial. - [Build and Conquer City Levels: Read the Current Requirements](https://buildandconquer.org/cities/city-levels/): Read the current placement or upgrade tooltip before targeting a city level. Recorded tutorials show conflicting population gates, and some requirements distinguish houses from apartments. Use dated examples to learn the interface, then enter your live values into the planner. A population total alone may not satisfy the full gate. - [Build and Conquer Late-Game City Layout: Plan Capacity Before Expanding](https://buildandconquer.org/cities/late-game-city-layout/): An advanced layout should budget the new buildings' construction materials and operating demand before expanding the plot. The tower recording shows 180 capacity alongside steel, power, water and upkeep needs. Land expansion also has an adjacency condition. Plan separate residential, utility and production zones with space to extend them; this is design advice, not a tested optimal map. - [Build and Conquer Starter City Layout: A Connected Test District](https://buildandconquer.org/cities/starter-city-layout/): A practical starter layout begins with one road-connected housing block and room for water and power support. The recorded panels require nearby roads, while a substation must overlap existing power before relaying it. This is a suggested test district built around visible requirements, not a measured fastest layout or a promise about every building's coverage. ## Building reference - [Building reference](https://buildandconquer.org/buildings/) - [Build and Conquer Building Directory: Roles & Planning](https://buildandconquer.org/buildings/building-directory/): Use this directory to find a building family and the questions to ask before constructing it. The official description names the core families, while current tooltips provide their costs, output, and unlock requirements. The directory groups roles; it does not pretend to be a complete live price or unlock database. - [Build and Conquer Factories: Inputs, Output and Operating Demand](https://buildandconquer.org/buildings/factories/): Factories have product-specific inputs. The October 11 Shahed-236 panel names a Large Military Factory recipe using money, steel and fuel. That manufacturing recipe is not a civilian iron-to-steel conversion or the factory construction cost. Read the selected product, facility and operating conditions separately before planning a batch. - [Build and Conquer Farms: A Recorded Field and Income Example](https://buildandconquer.org/buildings/farms/): The October 12 Farm Field panel shows $75 income per pay cycle, a $600 construction quote, water and $2 upkeep. Its card lists 16 seconds of construction. That panel does not show a food recipe. Evaluate this field as the recorded income-producing structure, and inspect the selected farm type before assigning outputs or resource requirements to it. - [Build and Conquer Glass Apartment Tower: Cost, Income & Unlock](https://buildandconquer.org/buildings/glass-apartment-tower/): The October 11 tower panel shows 180 residents, a $70,000 quote, 700 steel and 80 seconds of construction. It lists $865 income, $126 upkeep, 125 energy, water and nearby-road placement. Its level-5 tooltip names 20,000 residents. These dated values support a construction and operating worksheet; they do not establish live costs or total city profit. - [Build and Conquer High Rise City Apartment: Cost, Capacity & Requirements](https://buildandconquer.org/buildings/high-rise-city-apartment/): The recorded High Rise City Apartment lists 48 residents, a $6,552 quote, $225 income and $33 upkeep per pay cycle. It also needs steel, energy, water and road access, with a level-4 population condition. These values belong to Fundo's recording. The listed $192 income-minus-upkeep margin does not include every supporting cost of the city. - [Build and Conquer Housing: Capacity, Costs & Workers](https://buildandconquer.org/buildings/housing-and-workers/): Compare housing by the population category you need, the capacity on its card, and its construction and operating conditions. Dated gameplay can show how to read those fields, but its values may have changed. Use the current panel for a plan, and keep total population separate from category-specific upgrade requirements. - [Build and Conquer Mall: Strip Mall Income and Requirements](https://buildandconquer.org/buildings/mall/): The September 30 Strip Mall panel lists $200 income and $8 upkeep per pay cycle, service for 75 citizens and 20 energy demand. It requires water and nearby road access. Its worker labels conflict: three in the tooltip and eight in the sidebar. Check the current panel before allocating staff. - [Build and Conquer Mid Rise City Apartments: Three Cards Compared](https://buildandconquer.org/buildings/mid-rise-city-apartment/): Fundo's recorded menu shows three separately named Mid Rise City Apartment cards. Apartments 1 and 2 each list 32 residents; Apartment 3 lists 40. Their construction quotes and build times differ. These are separate cards, not proof of an upgrade changing one apartment into another. Compare them within that recording and check the current placement tooltip before buying. - [Build and Conquer Military Base: Production, Quests & Deployment](https://buildandconquer.org/buildings/military-base/): Separate research, manufacturing and storage when planning military infrastructure. Recorded quests unlock research, selected nodes name factories, and the warehouse tutorial opens Military Buildings for missile storage. A tutorial’s military-base phrase does not prove one building performs every role. Keep facility construction prices distinct from product recipes and personal inventory counts. - [Build and Conquer Power Plants: Turbines, Substations & Capacity](https://buildandconquer.org/buildings/power-plants/): The recorded Energy menu includes Wind Turbine, Solar Panel, Coal Power Plant and Nuclear Power Plant, while a Substation relays existing coverage. A substation is not established as a generator by its panel. Check both the selected generator's output and coverage before expanding; the inspected sources do not supply a verified output or fuel-cost table for every plant. - [Build and Conquer Suburban Houses: House Counts and Placement](https://buildandconquer.org/buildings/suburban-houses/): A generic House in the October 12 recording shows five residents, while a separate Suburban House 10 tooltip in the October 11 recording displays a level-2 gate. These are different named records. Use houses for house-specific population conditions, and check their own capacity, utilities and placement instead of substituting apartment capacity or a guessed upgrade curve. - [Build and Conquer Supermarket: Income, Workers and Level 3](https://buildandconquer.org/buildings/supermarket/): The September 29 Large Supermarket panel lists $260 income and $10 upkeep per pay cycle, eight workers, 20 energy, water and service for 100 citizens. It requires a road within four studs and city level 3. Its $2,640 quote is a recorded session price, not a guaranteed live price. ## Economy & population - [Economy & population](https://buildandconquer.org/economy/) - [Build and Conquer Happiness: Read Resident Bonuses and City Counters](https://buildandconquer.org/economy/happiness/): The finances explanation in the October 12 recording links higher happiness with larger resident payments. Housing bonuses can be local: the Glass Apartment Tower says its happiness applies to its own residents. The Shop panel even has conflicting header and detail values. Keep those scopes and discrepancies visible instead of inventing a city-wide multiplier or a proven stacking rule. - [Build and Conquer How to Get Money: Pay Cycles, Shops & Quests](https://buildandconquer.org/economy/how-to-get-money/): The October 12 finances panel separates resident payments, shop trade income and upkeep, with a thirty-second pay interval. The same recording shows income on houses, shops and a Farm Field, and recommends claiming completed quests. Start by inspecting your net pay and current building quotes; no universal fastest money setup is established by those examples. - [Build and Conquer Money Guide: Spending, Upkeep & Reserves](https://buildandconquer.org/economy/money-management/): Compare a purchase with your current objective, construction budget, and listed operating conditions. Keep income and upkeep on the same cycle before subtracting them. Reserve size is your choice, based on your next commitments. The guide explains a decision method and does not promise a universal best money-making building. - [Build and Conquer Population Growth: Houses, Apartments & Capacity](https://buildandconquer.org/economy/population-growth/): Use the correct population category before planning more housing. Recorded cards show five residents for a starter House, 32 or 40 for named Mid Rise apartments, 48 for a High Rise and 180 for a Glass Tower. These values belong to different recordings. Capacity arithmetic does not establish instant occupancy, current unlock eligibility or available workers. - [Build and Conquer Production Chains: Find the Bottleneck](https://buildandconquer.org/economy/production-chains/): Inspect the building that needs a resource, identify its listed inputs and operating conditions, and follow any shortage back to its source. Add capacity where the shortage begins. This guide supplies a planning worksheet; exact recipes, output rates, staffing rules, and utility requirements should come from your current building panel. - [Build and Conquer Upkeep and Profit: Calculate a Listed Margin](https://buildandconquer.org/economy/upkeep-and-profit/): Listed income minus listed upkeep is a useful building-panel margin, but it is not total city profit. The October 12 finances panel separately adds resident and shop payments and subtracts upkeep. Recorded housing and farm examples can demonstrate the arithmetic. Utility support, construction cost, occupancy and other city spending must remain separate unless the source establishes them. - [Build and Conquer Workers: Free Workers and Building Demand](https://buildandconquer.org/economy/workers/): Recorded HUDs display total residents and free workers separately. A selected Oil Pump needs four workers, while the Shop panel needs two. Those observations establish distinct counters and building demands, not a universal resident-to-worker ratio. Read the current free-worker counter and the next building's requirement before treating population growth as a complete staffing solution. ## Resources & utilities - [Resources & utilities](https://buildandconquer.org/resources/) - [Build and Conquer Fuel: Small and Medium Refinery Data](https://buildandconquer.org/resources/fuel/): The inspected refinery cards list 30 fuel per minute for Small Refinery and 90 for Medium Refinery. They have different storage, staffing, power and city requirements. Use a supplied, operating refinery for the fuel stage and budget demand separately. The panels do not establish an exact oil-to-fuel conversion ratio. - [Build and Conquer Iron: Resource Menu, Mining & Construction Uses](https://buildandconquer.org/resources/iron/): The October 12 Mine panel lists 200 coal per minute with a chance of iron, not a dedicated fixed iron output. It needs workers, energy, water and road access. A separate recorded infantry recipe consumes iron. Use the Mine's current tooltip to check availability; the inspected evidence does not establish the probability, amount or guaranteed rate of iron drops. - [Build and Conquer Power: Supply, Demand & Substation Checks](https://buildandconquer.org/resources/power/): Power generation and coverage are distinct checks in the recorded tutorial. A Substation must overlap an area that already has power before relaying to its own circle. Individual buildings add listed demand, such as 20 energy for the recorded Oil Pump. Check the receiver's overlap and road condition before treating another generator as the solution to every unsupported building. - [Build and Conquer Resource Shortages: Trace Missing Inputs](https://buildandconquer.org/resources/resource-shortages/): Trace a shortage from the selected purchase to its required material and the producer supplying it. Recorded panels distinguish steel for construction, fuel for drones, and workers, energy and water for extraction. More producers can add demand without fixing a failed condition. Verify each stage before calculating a production queue. - [Build and Conquer Steel: Building Requirements and Supply Checks](https://buildandconquer.org/resources/steel/): The inspected housing and drone panels show concrete steel uses: 53 for the recorded High Rise, 700 for the Glass Tower and 40 per Shahed-236 manufacture. The tower tooltip names Steelworks or factories as supply sources. The sources do not establish an iron-to-steel conversion rate, so use the actual selected production recipe rather than an invented universal ratio. - [Build and Conquer Water: Build the Supply Before Expanding Housing](https://buildandconquer.org/resources/water/): Water is explicitly required by the recorded House, Shop, Farm Field, Oil Pump and advanced apartment panels. A Water Tower appears in the tutorial's service choices. The sources establish those needs, but not a universal coverage radius, pipe layout or throughput. Inspect the water facility and each receiving building's current panel before adding another unsupported batch. ## Research & unlocks - [Research & unlocks](https://buildandconquer.org/research/) - [Build and Conquer Drone Research: Shahed and Later Prerequisites](https://buildandconquer.org/research/drone-research/): The October 11 Shahed-236 panel requires Shahed-136 researched and a Medium Research Office or bigger. It shows fourteen minutes at x1 and unlocks a separate Large Military Factory recipe. The visible branch continues to Karrar. Those are recorded prerequisites and manufacturing inputs, not current damage, flight range, interception odds or proof that researching a node instantly creates a drone. - [Build and Conquer Missile Research: SRBM, GLCM & MRBM Branches](https://buildandconquer.org/research/missile-research/): The recorded tree lists SRBM, GLCM Tomahawk, MRBM and Hypersonic BM research durations. Military quests separately reward research availability after hit objectives. Complete the matching quest, then inspect the node and production stage. Neither a completed quest nor a research timer establishes a manufactured missile, live recipe or cooldown. - [Build and Conquer Research Facilities: Office Size, Workers & Water](https://buildandconquer.org/research/research-facilities/): The recorded M16 node accepts a Small Research Office or bigger; Shahed-236 requires a Medium Research Office or bigger. A Large Office shows speed and funding settings. These establish size prerequisites, not every office price or concurrent slot limit. Inspect the intended node and current operating conditions before researching. - [Build and Conquer Research Guide: Follow the Recorded Technology Tree](https://buildandconquer.org/research/research-guide/): The research-office interface shows prerequisites, office size, research time and a separate manufacturing recipe. Military quests can unlock research availability rather than grant finished missiles. Follow the quest, node and production stage separately. A recorded research duration is not a construction time, flight time or launch cooldown. ## Military units - [Military units](https://buildandconquer.org/military/) - [Build and Conquer Air Defense: CIWS, Arrow and Research](https://buildandconquer.org/military/air-defense/): The recorded air-defense research branch includes PAC-2, PAC-3, Tamir and Arrow. An October 5 quest screen rewards PAC-3 and Tamir research availability after specified interception objectives. These are dated unlock observations, not a current interception-rate or coverage table. Read the current quest and selected node before comparing the cost or effectiveness of a defensive system. - [Build and Conquer Artillery: HIMARS, GMLRS and Deployment](https://buildandconquer.org/military/artillery/): The October 11 Deploy Forces screen identifies HIMARS and states that it needs six GMLRS. The same order screen separates stored vehicles, ready types and vehicles picked. A vehicle and its required ammunition are separate checks. This record supports preparation and deployment guidance, but does not establish artillery range or damage. - [Build and Conquer Drones: Shahed Research, Preparation & Deployment](https://buildandconquer.org/military/drones/): Shahed-236 needs Shahed-136 and a Medium Research Office or bigger, then unlocks a separate Large Military Factory recipe. Recorded Military quests count specified hits with drones or missiles. These establish progression and supply steps, not damage, interception odds or a universal best drone. Check the current node and product before manufacture. - [Build and Conquer Military Guide: Prepare, Defend & Deploy](https://buildandconquer.org/military/defense-and-deployment/): Make a military plan around a specific objective and the requirements shown in your game. Check research, manufacturing inputs, and city support before committing resources. The official description confirms vehicles, missiles, alliances, and troop deployment through tunnels. Exact unit gates and combat outcomes need current in-game evidence. - [Build and Conquer Soldiers: M16 Research and Weapon Manufacturing](https://buildandconquer.org/military/soldiers/): The October 1 M16 research panel requires a Small Research Office or bigger and lists manufacturing in a Military Factory for $100, five iron and six seconds each. This establishes a recorded weapon-manufacturing step, not a verified soldier-squad conversion or universal troop cap. Complete research and inspect the current production and deployment interfaces before assembling a force. - [Build and Conquer Tanks: Read the Vehicle Research Branch](https://buildandconquer.org/military/tanks/): The older tree shows Marder, researched Leopard-2A4 and quest-locked Leopard 2A6. Those labels establish dated research branches, not complete tank prices or combat statistics. Read the exact vehicle’s prerequisite, manufacturing facility and inputs before producing it. A researched predecessor does not guarantee the next quest-locked node is ready. - [Build and Conquer Troop Limits: Orders, Launchers and Inventory](https://buildandconquer.org/military/troop-limits/): Build and Conquer shows several different limits. The October 11 deployment screen has a ten-vehicle order counter; the Shahed-236 launcher card uses 100-per-city and max-100-shared wording. Neither establishes a universal army cap. Read what the counter counts before buying storage, constructing another launcher or splitting a deployment order. - [Build and Conquer Tunnels and Deployment: Move Troops to the Mainland](https://buildandconquer.org/military/tunnels-and-deployment/): The official game description confirms sending troops through tunnels to the mainland. It does not publish a full control sequence, cost table or universal capacity. Treat production, storage and deployment as separate checks before moving a force. This guide provides a planning checklist for a supported system without inventing a tunnel button, travel time or transfer rule. ## Missiles & quests - [Missiles & quests](https://buildandconquer.org/missiles/) - [Build and Conquer GLCM: The Tomahawk Research Step](https://buildandconquer.org/missiles/glcm/): The recorded Precision Strike quest lists 12 hits on enemy ground units or buildings and rewards GLCM research availability. The GLCM Tomahawk research node separately displays 30 minutes at x1 in the inspected tree. These are dated progression fields, not a current damage, manufacturing-cost, range or cooldown specification. Check the current quest and node before spending. - [Build and Conquer Hypersonic BM: Historical Unlock Guide & Quest Checks](https://buildandconquer.org/missiles/hypersonic-bm/): The recorded Hypersonic Funnies quest lists 100 hits on enemy ground units or buildings and rewards Hypersonic BM research availability. The Hypersonic BM research node separately displays 1 hour 10 minutes at x1 in the inspected tree. These are dated progression fields, not a current damage, manufacturing-cost, range or cooldown specification. Check the current quest and node before spending. - [Build and Conquer Missile Launch and Reload: Controls and Resource Costs](https://buildandconquer.org/missiles/launch-and-reload/): The October 13 tutorial shows Military Buildings and Medium Military Warehouse for missile storage. A creator note mentions manual interceptor reload, but no full reload control or recipe is verified. Keep storage, ready inventory and targeting separate, and do not reuse research duration as a launch cooldown or personal stock as a universal cap. - [Build and Conquer Missile Range and Cooldown: The Volley Wait](https://buildandconquer.org/missiles/range-and-cooldown/): The October 15 recording explicitly shows a volley-limit message requiring 20 seconds before another 100 projectiles. That is a batch-launch restriction, not a per-missile reload timer. Research, manufacturing, flight and launch waiting are separate clocks. Numeric per-weapon firing ranges remain unverified, so this guide does not invent a range table. - [Build and Conquer Missile Unlock Guide: Research, Quests & Manufacturing](https://buildandconquer.org/missiles/unlock-guide/): The October 5 quests show 5, 12, 25 and 100 hits for SRBM, GLCM, MRBM and Hypersonic research rewards. Completion unlocks research availability, not a manufactured missile. Follow the quest, research and production stages separately. These dated quotas may change; the screenshots do not establish whether counters reset or accumulate. - [Build and Conquer MRBM: The Recorded Ballistic Research Step](https://buildandconquer.org/missiles/mrbm/): The recorded Strategic Reach quest lists 25 hits on enemy ground units or buildings and rewards MRBM research availability. The MRBM research node separately displays 35 minutes at x1 in the inspected tree. These are dated progression fields, not a current damage, manufacturing-cost, range or cooldown specification. Check the current quest and node before spending. - [Build and Conquer SRBM: The Recorded Research and Quest Entry](https://buildandconquer.org/missiles/srbm/): The recorded First Strike quest lists 5 hits on enemy ground units or buildings and rewards SRBM research availability. The SRBM research node separately displays 25 minutes at x1 in the inspected tree. These are dated progression fields, not a current damage, manufacturing-cost, range or cooldown specification. Check the current quest and node before spending. ## Defense & team strategy - [Defense & team strategy](https://buildandconquer.org/strategy/) - [Build and Conquer Alliances and Teamplay: Plan Roles and Deployment](https://buildandconquer.org/strategy/alliances-and-teamplay/): The official listing confirms alliances and mainland deployment, but does not supply alliance buttons, sharing rules or friendly-fire settings. Coordinate objectives, production roles and timing while checking your session’s actual interface. These are team-planning recommendations, not claims of automatic research sharing, quest credit or a guaranteed cooperation bonus. - [Build and Conquer Anti-Air Placement: Match the Incoming Threat](https://buildandconquer.org/strategy/anti-air-placement/): Match defense placement to the incoming weapon class. The October 13 CIWS tooltip describes drones and cruise missiles; Arrow 3 describes high-altitude ballistic defense and explicitly excludes drones. Protect important districts with suitable systems and budget their upkeep. These panels do not establish numeric coverage radii or a guaranteed interception layout. - [Build and Conquer City Defense Layout: Protect the Systems You Depend On](https://buildandconquer.org/strategy/city-defense-layout/): Identify the income, utility and manufacturing positions your city depends on before buying defenses. Recorded panels expose support needs; defensive nodes have their own prerequisites. Reserve room around key systems and inspect current defense menus. This is planning advice based on dependencies, not a measured best layout or an interception-radius model. - [Build and Conquer Drones vs C-RAM: A Recorded 72-Drone Raid](https://buildandconquer.org/strategy/drones-vs-c-ram-and-missiles/): Warmense’s October 3 raid selects 72 Shahed targets and later shows airborne explosions with 43 drones still up. The clip demonstrates the difference between selection, ready stock and in-flight counts. It does not isolate each interception cause, provide final per-target damage or prove a universal drone-versus-C-RAM success rate. ## Rankings & comparisons - [Rankings & comparisons](https://buildandconquer.org/tier-list/) - [Build and Conquer Air Defense Tier List: CIWS vs Arrow by Threat](https://buildandconquer.org/tier-list/air-defense-tier-list/): For the two inspected October 13 cards, CIWS is the relevant choice against drones and cruise missiles; Arrow 3 is the specialist for high-altitude ballistic threats and cannot engage drones. This is a conditional role ranking. It does not rank every interceptor or claim measured damage, coverage, reload speed or interception rates. - [Build and Conquer Building Tier List: Housing Cards by Objective](https://buildandconquer.org/tier-list/building-tier-list/): The published housing comparison uses four cards from Fundo's single recording, not every building in the game. Apartment 3 has the lowest recorded quote per listed resident among those four, while the High Rise has the largest capacity per copy. Other objectives need different fields. This is a reproducible, scenario-based comparison rather than a claimed universal S-tier building list. - [Build and Conquer Supermarket vs Mall: Same-Recording Comparison](https://buildandconquer.org/tier-list/supermarket-vs-mall/): In the same September 30 recording, Large Supermarket lists $260 income and $12 upkeep, versus Strip Mall’s $200 and $8. Both use 20 energy. Supermarket has a higher quote and city gate. Compare listed margins and eligibility, while leaving mall worker efficiency unranked because its two staffing labels disagree. - [Build and Conquer Vehicle Tier List: Displayed Damage and Roles](https://buildandconquer.org/tier-list/vehicle-tier-list/): In the October 11 Deploy Forces frame, Leopard-2A6 lists 52 damage, Leopard-2A4 lists 45 and Marder lists two. HIMARS instead shows a six-GMLRS requirement. Rank those labels only for the stated attribute or role. They do not establish damage per second, value per resource, armor performance or a universal battlefield winner. ## Planning tools - [Planning tools](https://buildandconquer.org/tools/) - [Build and Conquer Building Comparison: Dated Cards and Margins](https://buildandconquer.org/tools/building-comparison/): Compare housing, retail and refinery cards within one recording dataset. Missing values stay unverified, and different recordings cannot be mixed. Cost per resident requires actual housing capacity; listed operating margins exclude city support costs. Use a comparison for the stated objective, then read the current purchase and operating conditions. - [Build and Conquer City Upgrade Checklist: Recorded Gates and Your Counts](https://buildandconquer.org/tools/city-upgrade-checklist/): Select a dated city-level condition and enter the total and housing-category counts printed on its panel. The checklist shows each deficit separately without adding category residents to the total. Levels 2, 3, 4 and 5 have scoped records; passing checks only those recorded population fields, not every current requirement. - [Build and Conquer Construction Budget: Resource Calculator](https://buildandconquer.org/tools/resource-budget/): Enter a whole building quantity, then add each required resource with its available balance, reserve, and cost per building. The calculator checks every resource and exposes shortfalls. It uses your inputs instead of assumed prices. Research conditions, placement, production cycles, and running costs remain separate checks. - [Build and Conquer Population Planner: Housing Calculator](https://buildandconquer.org/tools/population-planner/): Enter the current count, a population target, and capacity per new building. The planner rounds up to whole buildings and shows the projected count and excess. Choose the housing category that matches your objective. The calculation does not verify city level gates, utilities, construction completion, or eligibility in the game. - [Build and Conquer Production Planner: Buildings, Inputs & Output](https://buildandconquer.org/tools/production-planner/): Enter a target output and each building's output over the same period. The planner rounds up to whole buildings and shows total output, surplus and the input consumed by that queue when you enter it. An empty input stays unknown rather than zero. The calculation uses your recipe and does not verify staffing, utility coverage or actual factory eligibility. ## Updates & evidence - [Updates & evidence](https://buildandconquer.org/updates/) - [Build and Conquer Beta Checklist: What to Recheck After Updates](https://buildandconquer.org/updates/beta-status/): After an update, recheck the live panels for the parts of your plan that matter: construction prices, housing conditions, research gates, and operating requirements. The official experience is in Beta. This page is a review checklist, not an invented patch log or a promise that every listed system changed in the latest update. - [Build and Conquer Change History: What Our Recorded Sources Show](https://buildandconquer.org/updates/change-history/): This history records differences and observations in the sources inspected for the hub, rather than claiming a complete developer patch timeline. The records include research trees, military quests, housing gates, newer drones and missile storage. A source's publication date does not prove the release date of every feature it contains. Each entry preserves its evidence class and its limits. - [Build and Conquer Known Issues: Recorded UI Discrepancies](https://buildandconquer.org/updates/known-issues/): Two inspected recordings show conflicting interface values: Strip Mall worker labels disagree, and Small Refinery price labels differ. These are documented display discrepancies with unknown live status, not proof of an active server bug or a tested fix. Check your current selected and completed building before planning around either disputed value. - [Build and Conquer Latest Update: Official Status and Verified Details](https://buildandconquer.org/updates/latest-update/): The official listing reviewed on October 14 identifies the game as Beta, but a listing date is not a patch log. Inspected recordings show a newer drone research branch and a later missile-storage tutorial with Cluster BM. These are dated community observations, not a complete changelog or a promise of an upcoming release. Check the linked evidence for each change. - [Build and Conquer Sources: How We Check Guide Evidence](https://buildandconquer.org/updates/source-notes/): We distinguish official descriptions, visible gameplay panels, creator commentary, and our planning advice. A recorded panel can establish what appeared in that recording; it cannot guarantee the live build is unchanged. Conflicting values stay labeled with their sources. Our tools accept current user inputs rather than silently choosing an old figure. ## Code status - [Code status](https://buildandconquer.org/codes/) - [Build and Conquer Codes: Verified Status and Official Sources](https://buildandconquer.org/codes/code-status/): No usable Build and Conquer redemption code was verified in the official public sources inspected for this hub on October 14. That is a verification status, not proof that no code could exist. We also have not verified a redemption interface. Do not enter account credentials on a code site or treat an unlinked reward claim as an official announcement.