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LUCKY ROSES #3 Gathering Speed +30%
GROWTH GUIDE / BUILDING STRATEGY

Building Priority

Upgrade what unlocks progress. Let low-return buildings wait.

You don't need every building to match your Headquarters level. Keep your next HQ upgrade moving, invest in the systems that make your account stronger, and save your builders for upgrades that matter.

THE SHORT VERSION

Core buildings unlock progression. Secondary buildings earn their place through useful benefits. Resource buildings can usually wait after Level 20.

01
COREKeep these moving

HQ progression, troop tiers, alliance utility, and army scale.

02
SECONDARYUpgrade with purpose

Speed, survivability, rally value, gathering, and faction strength.

03
RESOURCEDefault stop: Level 20

Useful passive output, but rapidly competing with more important builder time.

01
Highest Priority

Core buildings

These are the buildings most likely to control your next unlock, troop progression, or overall account scale.

🏛️

Headquarters

Your account's level gate. HQ determines the ceiling for other buildings and drives the next major unlocks. Plan the next HQ target first, then build toward its prerequisites.

🔬

Laboratory

A recurring HQ prerequisite and the engine behind research. Keep it close to HQ so research access and the next Headquarters push do not get blocked.

🪖

Troop Camps

Assaulter, Shooter, and Rider Camps unlock stronger troop tiers and rotate through HQ requirements. Prioritize the camp needed for your next HQ and the troop type that matters most to your main formation.

🧱

City Walls

Mostly a progression gate rather than a high-return stat building, but it repeatedly becomes an HQ prerequisite. Do not let it fall so far behind that it stalls the next push.

🤝

Alliance Center

Required at several HQ milestones and improves alliance-help utility. It also sets the ceiling for Rally Square progression, so active alliance players should keep it healthy.

🎖️

Military Center

Raises troop capacity and supports the size of the army you can field. It is not simply a Structure Power upgrade; it directly supports combat scale.

Best habit: Before your HQ finishes, check the requirements for the next HQ level and start bringing that prerequisite forward. This prevents long dead periods where Headquarters is ready but a forgotten Wall, Alliance Center, or Troop Camp is days behind.
02
Useful, Not Automatic

Secondary buildings

These buildings can be extremely valuable, but they should earn their builder time instead of being upgraded simply to match HQ.

📣

Rally Square

Improves rally participation and rally combat bonuses. Level 20 is a meaningful breakpoint, with later rally-cap jumps at higher milestones, so push it when alliance combat matters.

🍽️

Restaurant

Increases troop-training speed. Valuable when replacing losses or pushing large training events, but it does not need to keep pace with HQ at all times.

📚

Bookstore

Increases research speed. Its value compounds over long research timers, making it a strong secondary upgrade whenever the core HQ path is not consuming both builders.

🏡

Villa

Increases construction speed and free-finish time. Strong long-term value because every future building benefits from the speed bonus.

🏥

Hospitals

Increase wounded capacity and reduce the chance that heavy fighting turns into permanent troop loss. PvP-active accounts should keep these from falling too far behind.

📦

Warehouses

Protect more resources from being looted. Upgrade for practical protection or spare Structure Power, but they normally sit behind progression and combat-support buildings.

🏭

Production Center

Improves gathering speed and troop load. Useful for accounts that gather heavily, but it is a support upgrade rather than an HQ-path requirement.

⚔️

Faction Buildings

Toxic Fog Garden, Dawn Tower, and Steel Factory strengthen their matching faction. Prioritize the building tied to your main formation before investing evenly in all three.

03
Efficiency Stop

Resource buildings: Level 20 is the default

Passive production keeps increasing after Level 20, but the construction cost and builder time become harder to justify compared with core progression.

20DEFAULT STOP

Get the passive economy established, then move on.

For most accounts, take these buildings to roughly Level 20 and leave them there while the important systems advance. Go higher intentionally — for Structure Power, a specific production need, event scoring, or because your meaningful upgrade queues are already covered.

🌾
FarmhouseFood production
Lv. 20
🪵
LumberyardWood production
Lv. 20
🏘️
ResidenceZent production
Lv. 20
⚡
Wind TurbineElectricity production
Lv. 20
⚙️
Smelting PlantPassive equipment/material production
Lv. 20
🎯
Training GroundPassive Heroic EXP production
Lv. 20
Not a hard cap: Level 20 is a SIN Command efficiency recommendation, not an in-game maximum. Higher levels still increase output and Structure Power; they simply move down the priority list for most developing accounts.
04
Queue Check

Five questions before you start a build

Use this order whenever your builder becomes free and you are deciding what deserves the next timer.

01

Does it unlock the next HQ?

If yes, it moves to the front of the queue.

02

Does it unlock a troop tier or major system?

Troop Camps and meaningful unlocks beat cosmetic Structure Power.

03

Does it create an account-wide speed or survival benefit?

Villa, Bookstore, Hospitals, and key support buildings can be worth fitting between HQ pushes.

04

Is it only passive production?

Default to Level 20 and stop unless you have a specific reason to go farther.

05

Are you upgrading only because the building is behind?

Equal-looking building levels are not the goal. Efficient progression is.