Build and Conquer Missile Launch and Reload: Controls and Resource Costs
The October 13 tutorial shows Military Buildings and Medium Military Warehouse for missile storage.
Which storage path is demonstrated?
YellowHeadVin opens Military → Buildings → Medium Military Warehouse at 0:46 in his October 13 recording. The surrounding menu shows Small and Medium Military Warehouses along with Barracks and Military Car Storage. Read the product’s current storage requirement; these cards do not prove all units share a single storage rule.
What does the recorded target interface show?
The October 5 missile tutorial displays weapon selection, ready inventory and a count of units or buildings in the target circle. That target counter is distinct from a quest hit total. A visible launch or availability count is not proof of the current reload recipe or a fixed weapon-capacity limit.
Read the weapon selected, available stock and intended target before using the launch control shown by your current interface. The inspected evidence does not establish a universal key binding or a current distance-validity rule, so this guide does not invent one.
What is known about reload and timing?
A pinned creator comment under the October 13 tutorial says interceptors can be manually reloaded. We have not verified its exact control path or resource inputs. Do not publish uranium, fuel or ammunition recipes from unsourced claims.
Another recording shows a historical change notice stating 0.1 second between missile launches; automatic captions misread it as 7.1. The notice is reproduced in a public video, not independently authenticated here as a current developer post. That value is a historical launch-delay statement, not an observed reload time or a weapon-specific cooldown table.
How should you diagnose an unavailable launch?
Keep the current product recipe, ready inventory, storage and target state separate. Verify each visible failed condition before manufacturing a larger batch. A researched node is not a finished weapon, and a stored item is not evidence that every target is eligible.
How does the later volley-wait message change the check?
The October 15 recording at 3:38 explicitly says to wait 20 seconds before another 100 projectiles. This is a batch-launch restriction; it does not establish an individual reload timer or override every earlier version. The range and cooldown guide separates this notice from stock, manufacturing, research and flight time.
Where should you go next?
Evidence & recording dates
Recorded values describe the source shown below. They may differ from your current game. Interpret numerical fields together with their version and context.
- YellowHeadVin — Cluster and Hypersonic missiles, warehouse menu YellowHeadVin · 0:46–0:55 · Checked 2026-10-14
Military Buildings menu and missile storage. Personal inventory counts are not universal troop limits; showcase is not a controlled combat benchmark.
- YellowHeadVin — GLCM, MRBM and Hypersonic research quests YellowHeadVin · 4:24 · Checked 2026-10-14
Recorded GLCM12, MRBM25 and Hypersonic100 hits; reset or cumulative counting not established.
- YellowHeadVin — Historical update notice reproduced in a public video YellowHeadVin · 6:22 · Checked 2026-10-14
Public recording of developer-looking notice dated03/10/2026; not a directly authenticated current official changelog. Text says0.1-second launch delay, not the automatic-caption7.1.
- Top Missile Combos — explicit volley waiting message YellowHeadVin · 3:38 · Checked 2026-10-15
HUD message says wait 20 seconds before another 100 projectiles; distinct from individual reload, flight and research.
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