Sub-topics continue in Research Order · Resource Efficiency. If the basic systems are still new to you, start with Core Systems.
Back in the early days of our server, there was an alliance mate who started the same day I did. At some point I noticed his HQ was two levels ahead of mine. It wasn’t a spending gap either. The difference was one thing: I upgraded HQ requirement buildings only when I ran into them, and he raised them in advance. I watched my HQ sit idle for days because of a single Tech Center more than once before it finally clicked. This page is the order I wish someone had handed me back then.
The principle I settled on after a few seasons
HQ → Tech Center → (required buildings) → resources/combat. That’s honestly most of it. HQ unlocks the ceiling on every building, feature, and troop tier, so when HQ stops, your whole account stops. And anything not on your HQ’s requirement list can usually wait. I always plan two HQ levels ahead and pre-raise the next requirements — an HQ upgrade stalling on one building is the most painful kind of wasted time.
Building priority (tiers)
Here’s the table version. For what it’s worth, nearly every stall I’ve personally hit was the Tech Center.
| Priority | Building | Why |
|---|---|---|
| Tier 1 | HQ | Unlocks max level/feature/content for nearly everything. Always first |
| Tier 1 | Tech Center | Effectively second. Most expensive and the #1 cause of stalls — keep at or just ahead of HQ |
| Tier 2 | Barracks / Drill Grounds | Troop production & healing core. Keep HQ ±1–2 |
| Tier 2 | Wall | Defense / requirements. Iron-heavy at high levels |
| Tier 2 | Alliance Center · Hospital | Often HQ requirements. Up to the needed level |
| Tier 3 | Resource production/storage (farms, iron, vaults + warehouses) | Materials for everything; warehouses guard against raids |
| Tier 3 | Combat buildings (tank/air/missile) | Pick one troop type and build that line first |
The whole thing boils down to one rule: if it isn’t an HQ requirement, defer it. My personal bar for resource buildings is a free builder and zero outstanding HQ prereqs.
Phase-by-phase
Early (HQ 1–15)
Go HQ → Barracks → Drill Grounds so troop production never stops. On research, do Development/Economy first for build/training speed and resources. I know the combat research looks tempting early — I stared at it too — but holding off ends up faster.
The Drone Center unlocks at HQ15 and it’s the biggest power source at that point, so don’t ignore it. That said, there’s no need to force-rush to 15. Once it opens, just start collecting parts daily.
Mid (HQ 15–32)
This is the stretch where you keep Barracks/Drill/Hospital/Tech Center hugging your HQ level to hold both combat power and sustain. For combat buildings, focus one troop type only. I went all-in on the tank line and I don’t regret it. For reference, capital eligibility is HQ32.
Late (HQ 32–35+)
T11 prereqs: HQ 27+ plus Barracks 35 plus Armament Institute (4 researches). A lot of people assume the “35” is an HQ level — it’s the Barracks. That exact argument has broken out in our alliance chat more than once. Awakening isn’t HQ-gated at all (5★ + EW Lv20 + shards).
And then there’s HQ31, the Oil wall. From HQ31 on, Oil becomes a mandatory, limiting resource. You can have Food, Iron, and Gold overflowing and upgrades will still stop dead without Oil. Unlock Oil Wells via Special Forces research as early as you can and keep growing them — I prepped this ahead of time and sailed through 31 without a major stall.
One more thing on the Hospital: it’s “sustain,” not “power.” Keep its capacity high enough to save at least 70% of your wounded, and losses or counterattacks heal back instead of dying — a huge saving over the long run. For the Tech Center, keep both Base Development (build speed) and Units (combat power) moving with your HQ level.
Milestones (verified)
| Milestone | Condition |
|---|---|
| Drone Center | HQ15 (+T7 troops) |
| Capital eligibility | HQ32 |
| Oil bottleneck | HQ31 (Oil required for all upgrades after) |
| T11 troops | HQ 27+ + Barracks 35 + Armament Institute (4 researches) |
Mistakes I’ve made or watched happen
Neglecting the Tech Center is number one. The moment your HQ stalls on its requirement, the whole account stalls with it. Keep it moving alongside HQ.
Over-investing in decorations and mines beyond HQ requirements is another classic trap — it eats more time than anything else in marathons and seasons.
Speedups are the one I can speak on with painful authority. Early on I dribbled mine away on small trainings and heals, and when my HQ push window came I had nothing left and just sat there waiting for timers. Stack them or they barely register. Details in Resource Efficiency.
Last one: spreading across multiple troop types. One main type first.
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