Quick summary
Choose the route by what you can survive
New players should run the 10-Minute Standard Opening. If you already scout consistently, Economy Opening is the safest macro route, Fast Air Base is the sharpest punish, Military Opening buys map information, and Late Game Transition turns a lead into technology compounding.
Route selector
Not sure which build order to run?
Standard route
10-Minute Standard Opening
This is the universal Mini War build order. The first ten minutes create enough income to keep playing, enough defense to avoid cheap punishment, and enough information to choose a mid-game branch instead of guessing.
Stage 1
Economic Foundation
The first three minutes are about opening income, construction speed, and a small defensive tripwire. Do not spend real money on army production yet.
This is the highest-priority early purchase because builder speed compounds through every later structure.
Do not delay the first Workshop.
The first cash reserve decides whether your 3-5 minute build stays smooth.
Unlock Army Training
Cheap military baseline without committing to a full army build.
Minimum early defense that discourages cheap harassment.
Stage 1 forbidden moves
- No Barracks before the foundation is complete.
- No territory expansion before Storage Center is planned.
- No reactive military spending unless you are already being attacked.
Stage 2
Industrial Transition
Minutes three through eight turn the opening from manual crop income into a base that can build while you scout.
Auto-collection frees attention for scouting and transition decisions.
Source 4The second builder shortens the industrial build queue.
Prevents cash flow and storage from capping during the first real scaling burst.
Scout and run the transition checkpoint
This is where Economy First guidance says the opening starts converting into military capability.
Source 1Unlock Army Control
The extra army slot gives defensive flexibility without abandoning economy.
Population and safety, not a full attack commitment.
Use the available metal chain in your data/server path before advanced military buildings.
Source 48-minute branch map
Scout first, then choose the next route.
A meta rating
Economy Opening
Maximize early economic spend and use income to crush opponents later. The route is strongest when you can survive the early attack window.
Maximize workers, farms, and Workshops
Spend as little as possible on military during the compounding phase.
Source 1Scout before greed turns into liability
The route is safe only if the opponent cannot immediately punish the transition.
Source 1Unlock Fast Workers
Boosting existing output is better than adding weak production at this point.
This is the minimum conversion that protects the income lead.
Add military while continuing expansion
The advantage is that income can fund both at once.
Window 1 / 0-5 min
Maximize factories and worker output while military spend stays minimal.
Risk: Fully exposed to a sharp Air Rush.
Window 2 / 5-10 min
Convert the economy base into military production before opponents punish greed.
Risk: Most losses happen here: too early wastes income, too late dies to mid-game pressure.
Window 3 / 10 min+
Turn the income lead into simultaneous army production and continued expansion.
Risk: Only safe if scouting prevented the early punish.
S meta rating
Fast Air Base Opening
Hit the air window before defensive coverage is ready. The first wave must target economy, not enemy army units.
Standard economy disguise
Open normally so the opponent does not see the air commitment early.
Accelerates the industrial chain and replaces the skipped Wood Plant timing.
This is the prerequisite bridge for the air timing in the current data path.
Confirm no anti-air coverage
If anti-air is already visible, do not force the rush.
No scout, no rush.
This is the core timing. Late Air Base turns into ordinary mid-game air.
Pairs with Air Base to convert air pressure into building damage.
Launch first wave into economy targets
Priority: Black Hole Generator, Nuclear Reactor, Data Center, then Barracks.
Pressure window
Air works because the first strike arrives before coverage.
B meta rating
Military Opening
Trade some economy speed for army presence and map information. Its real value is knowing what the opponent is doing early.
Standard economy foundation
Even military openings need enough income to keep units coming.
Creates visible army presence and starts the information game.
Do not let scouting attention break your economy collection.
Unlock Officer Training
Damage upgrades make the smaller early army relevant.
Scout the opponent's base
Map information is the resource this opening buys.
Use scouting results to decide pressure or defense.
Start nearest camp or garrison expansion
Military openings naturally pair with territory control.
The army must be backed by a real economy before minute 8.
A meta rating
Late Game Transition Build Order
Convert an early lead into technology compounding. The route is not simply Economy First; it spends on tech-tree amplifiers that make every factory worth more.
Survive with minimal defense
Every unnecessary Barracks delays the tech investment that makes this route work.
Source 2Keep aggressive scouting active
Low defense only works if you see threats early enough to answer cheaply.
Source 2Buy economic amplification tech
Fast Workers, Mass Production, and Smart Factories increase the value of existing output.
Source 2Add military efficiency tech
Army Training, Officer Training, and Elite Training turn income into better units.
Layer territory expansion tech
Conqueror and Emperor matter after the economy and army can use the map.
Move into terminal tech
Army Size III and Mech Research become finishers, not opening investments.
| Dimension | Economy First | Late Game Scaling |
|---|---|---|
| Core investment | Factory count | Factory count plus tech tree |
| Transition signal | Income can carry military | Tech amplification is active |
| Early risk | Medium | High |
| Late strength | Strong | Extreme if it survives |
Transition framework
The 5-point transition check
The strongest build order still loses if the transition is mistimed. Use this checklist before spending the economy lead on military.
- 1
Income per minute is at least 2x expected military upkeep.
- 2
Scouting confirms the opponent cannot immediately punish the transition.
- 3
The key economy buildings for the current phase are already built.
- 4
Economic tech is capped or no longer the best immediate spend.
- 5
The transition has a named target: Air Base, Tank Base, or territory expansion.
Transition rule: income/min >= military upkeep x 2
Transitioning too early
Military spend drains the economy and the base stalls.
Transitioning too late
A mid-game attack destroys the economy before it matters.
No clear target
Resources split across economy and military without either becoming strong.
Route comparison
Five build orders side by side
Fast Air Base is highlighted because it is the sharpest current timing, not because every player should force it every match.
| Dimension | 10-Minute | Economy | Fast Air | Military | Late Game |
|---|---|---|---|---|---|
| Difficulty | Beginner | Intermediate | Advanced | Intermediate | Expert |
| Risk | Low | Medium | High | Medium | High |
| First military building | 6 min | 8 min | Air Base | 3 min | 10 min+ |
| Air Base timing | 10 min+ | 12 min+ | 6-8 min | 10 min+ | 15 min+ |
| Best against | Any | Economy mirrors | No anti-air | Expansion routes | Long games |
| Countered by | None | Air Rush | Anti-air + scout | Economy scaling | Early attacks |
| Current meta rating | B | A | S | B | A |
Route-specific mistakes
The mistake that kills each route
10-Minute Standard Opening
Error: Building Barracks during Stage 1.
Fix: Keep the first three minutes economy-only except for the cheap Border Tower tripwire.
Economy Opening
Error: Waiting until after minute 10 to start military conversion.
Fix: Start the 5-10 minute transition once income per minute is at least twice military upkeep.
Fast Air Base Opening
Error: Using the first wave on military targets.
Fix: Strike Black Hole Generator, Nuclear Reactor, Data Center, and production first.
Military Opening
Error: Stacking troops without scouting.
Fix: Use the first units to reveal the opponent's plan, then choose pressure or conversion.
Late Game Transition Build Order
Error: Overbuilding early defenses.
Fix: Build only enough defense to live, then put the surplus into economic tech.
FAQ
Mini War build order questions
Which Mini War build order should beginners use?
Use the 10-Minute Standard Opening. The first three minutes should be Farm House, Wheat Farm, Carrot Farm, and Workshop, with no real military commitment until the economy is stable.
What is the strongest Mini War build order right now?
Fast Air Base is the highest-pressure route in the current May 2026 meta because it attacks before anti-air coverage is normally ready. It is strong only when you scout first and target economy buildings.
When should Economy Opening transition into military?
Use the 5-10 minute transition window. A practical rule is to transition when income per minute is at least twice the military upkeep you expect to carry.
What should I do if Fast Air Base fails?
If the first wave is stopped, stabilize into economy immediately instead of forcing a second wave. If anti-air is already visible, hit ground targets or switch into a defensive conversion.
How is Late Game Scaling different from Economy First?
Economy First focuses on factory count and income. Late Game Scaling adds technology compounding, so each existing factory becomes stronger, but the vulnerable early window lasts longer.
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