Farm (Wheat Farm)
S$500 cost, 450 income/min, 1.1 min payback — undisputed best opener
Strengths
- Fastest payback in the game
- Scales into late game
- Pairs with everything
- Low cost = low risk
Weaknesses
- Zero defense stats
- Vulnerable without Border Tower protection
- Outscaled by factories in mid-game
Oil Refinery / Oil Rig
S$1,200 cost, 380 income/min, post-May 2026 buff — essential mid-game transition
Strengths
- Strong sustained income
- Late-game scaling
- Multiplier chain synergy
- Buffed in May 2026
Weaknesses
- Higher upfront cost ($1,200)
- Longer payback (3.2 min)
- Vulnerable early
Air Base (Black Hawks)
S$50M+ late-game meta dominator — 6-8 min rush timing destroys unprepared opponents
Strengths
- Fastest rush timing (6-8 min)
- Highest mobility in game
- Crush economy-first players
- S-tier meta rating
Weaknesses
- Extremely expensive ($50M+)
- Hard-countered by early anti-air scout
- Requires perfect timing and scouting
Nuclear Reactor
S~1,000/min passive income — the milestone building of late game
Strengths
- Highest non-trophy passive income
- Late-game engine
- Powers entire military transition
Weaknesses
- Massive invasion target
- Requires defensive cluster
- Long build time
Missile Launcher
SArea denial + burst damage — essential for both offense and defense
Strengths
- Area denial
- Burst damage
- Core defense essential
- Combined arms synergy
Weaknesses
- High cost
- Requires protection
- Slow fire rate
Workshop
SExpands builder count — always get 2 before 3rd farm. Most overlooked building.
Strengths
- Multiplies build speed
- 2nd Workshop = essential
- Enables fast Phase 3
Weaknesses
- No direct income
- Slot cost in early game
Market
A$800 cost, 280 income/min, 2.9 min payback — trade route bonuses in alliances
Strengths
- Trade route bonuses
- Alliance synergy
- Reliable income
- Good payback (2.9 min)
Weaknesses
- Requires alliance for full value
- Lower income than S-tier
Wood Plant
A$1,000 cost, 120 income/min — your transition out of pure crops
Strengths
- 3x efficiency vs alternatives
- Industrial transition marker
- Compounding permanent upgrade
Weaknesses
- Moderate payback (8.3 min)
- Slot-competitive with crops
Tank Base
AArmored frontline — essential for mid-game ground pushes
Strengths
- Armored frontline
- Damage absorption
- Objective pushing
Weaknesses
- Outscaled by air in late game
- Slow movement
- Expensive
Storage Center
AAuto-collects from nearby factories — build BEFORE clustering, not after
Strengths
- Automation = saved time
- Essential QoL
- Build before factory cluster
Weaknesses
- No direct income
- Requires proper placement
Barracks
B$750 cheap infantry for early defense — outscaled quickly by tanks and air
Strengths
- Cheap ($750)
- Fast production
- Early defense
Weaknesses
- Weak units
- Outscaled quickly
- No income
Power Plant
BUnlocks critical tech tree upgrades — strategic necessity
Strengths
- Tech tree gateway
- Multiplier access
- Advanced unit unlocks
Weaknesses
- Moderate income
- No direct combat value
Border Tower
C$150 basic cheap defense — essential starter protection
Strengths
- Cheapest defense ($150)
- Early game essential
- Easy to place
Weaknesses
- Minimal scaling
- Outclassed by advanced defenses
- No income