MINI WAR
May 2026 Live Build43 S/A picks54 ranked buildings

Current Meta Rankings

Mini War Tier List

Every Mini War building ranked by ROI, meta impact, slot pressure, and late-game scaling so you can pick what to build, upgrade, or skip before the map closes.

Tier Meanings

Read the Ranking Code

S and A are priority slots. B is matchup dependent. C and D are warning tiers for buildings that need a very specific reason.

STier meaning

Mandatory

Must-build anchors for stable economy, defense, or decisive pressure.

ATier meaning

Core

Reliable picks that fit most build orders and rarely waste a slot.

BTier meaning

Situational

Useful when the map, timing, or opponent pressure creates demand.

CTier meaning

Starter

Short-term stopgaps that should be replaced once better slots open.

DTier meaning

Avoid

Poor ROI or weak meta fit unless a future patch changes the math.

Building Rankings

S to D Board

Tap any building card to open its detailed stats, strengths, weaknesses, unlocks, and usage notes.

S

Mandatory

28 buildings in current meta

A

Core

15 buildings in current meta

B

Situational

10 buildings in current meta

C

Starter

0 buildings in current meta

No buildings in this tier for the current meta.

D

Avoid

1 buildings in current meta

Tier S

S Tier Mandatory

Skipping these is the difference between an early elimination and a top-board finish.

Gold CaveFactory

Mines gold. Tier S for premium resource value, not raw ROI.

Cost
$450,000
Time
45 min
BankFactory

Unlocks Market Access. The only building that appears in all 4 major build orders.

Cost
$1,000,000
Time
60 min

Unlocks Financier and Trader market-price upgrades that scale with the whole economy.

Cost
$5,000,000
Time
1h 15m

Mines diamonds. Premium market resource best added after Bank and Research Lab.

Cost
$7,500,000
Time
1h 30m

Mines uranium ore. Raw feedstock for the Nuclear Reactor combo package.

Cost
$10,000,000
Time
2h

Converts uranium into stable uranium. The late-game econ skeleton anchor.

Cost
$20,000,000
Time
3h

Produces data cubes at +$96/min. The stable income floor after Nuclear Reactor #1.

Cost
$50,000,000
Time
3h

$1B endgame trophy. Generates Dark Matter after the Reactor/Data skeleton is already won.

Cost
$1,000,000,000
Time
24h

Produces Alien Essence. The $7.5B endgame raw-material factory beyond Blackhole.

Cost
$7,500,000,000
Time
48h

$50B S-tier endgame factory that produces Antimatter at +16/10s. The stable high-value alternative to Quantum Core Generator.

Cost
$50,000,000,000
Time
48 hr

$250B final factory that produces Quantum Core at +18/10s. Highest-cost factory and longest confirmed building timer.

Cost
$250,000,000,000
Time
72 hr
Mega DrillFactory

Crate-only secret-tier oil generator. Outputs +256/10s and cannot be bought with cash.

Cost
$0
Time
1h

Epic Tier S must-build housing: +10 civilian cap in an 8x8 footprint, with the cheapest Tier S cost per civilian.

Cost
$400,000
Time
20 min

Legendary late-game housing bridge: +13 civilian cap, 8x8 footprint, and the first house to beat Small House density.

Cost
$2,500,000
Time
45 min

pure class, only the finest live here

Cost
$10,000,000
Time
1 hr
HotelHouse

Mythic endgame housing with +20 civilian cap, a 14x14 footprint, and a direct 14x14 path toward Giant Skyscraper.

Cost
$50,000,000
Time
1 hr

Secret-tier prestige housing: +30 civilian cap in the same 14x14 footprint as Hotel, with a 24-hour build-time wall.

Cost
$1,000,000,000
Time
24 hr

Final Secret house: +55 civilian cap, a 17x12 footprint, and the full-series space-efficiency record at 0.270 Civ/tile.

Cost
$25,000,000,000
Time
48 hr
HangarMilitary

warthog airfield, close air support

Cost
$1,200,000
Time

elite airbase, F35 fighter jets

Cost
$2,400,000
Time

launches missiles. boom. 250 damage.

Cost
$4,500,000
Time

B2 bombers on standby. elite stuff.

Cost
$10,000,000
Time
Air BaseMilitary

Spawns Black Hawk helicopters. META CORE for Air Rush timing and late-game air depth.

Cost
$50,000,000
Time

spawns THE BEST artilery

Cost
$5,000,000,000
Time
Mech StationMilitary

Futuristic Mechs !

Cost
$25,000,000,000
Time
WorkshopSpecial

Adds one builder for parallel construction. Tier S builder-economy Meta Core with universal 0:30 Critical timing.

Cost
$0
Time

Auto-collects nearby factory production so full factories do not sit idle. Critical in Economy Opening, High elsewhere.

Cost
$0
Time
Tier A

A Tier Core

Always worth the slot. The backbone of every successful build order.

WindmillFactory

Converts wheat into flour. Higher sell price than raw crops.

Cost
$1,800
Time
19s
Oil RigFactory

Drills oil. High market value resource with consistent demand.

Cost
$13,000
Time
30s
Wood PlantFactory

Processes the Tree Farm wood chain with much higher wood throughput.

Cost
$1,000
Time
5 min
Iron CaveFactory

Mines iron ore. Essential for mid-game economy scaling and Air Base tech planning.

Cost
$80,000
Time
20 min

Produces cement. High-value industrial resource.

Cost
$180,000
Time
30 min
VillaHouse

Uncommon housing bridge with +5 civilian cap, strong $600/Civ cost efficiency, and a large 8x8 footprint.

Cost
$3,000
Time
21s

Uncommon housing with +6 civilian cap in an 8x6 footprint, making it denser than Villa and a clean Modern Block placeholder.

Cost
$7,500
Time
27s

Only Rare-tier house: +8 civilian cap in the same 8x6 footprint as Apartment Building, but with a 10-minute build-time wall.

Cost
$40,000
Time
10 min
Sniper TowerMilitary

Eyes in the sky, bullets from above. Tier A defense power with 0 current build orders.

Cost
$4,000
Time
Vehicle BaseMilitary

Light vehicles for fast patrols, scouting, and harassment. Cheap mobility with 0 current build orders.

Cost
$8,000
Time
Tank BaseMilitary

spawns tanks. tanks are good.

Cost
$25,000
Time
Heli PadMilitary

chopper support from the skies

Cost
$140,000
Time

High-DPS minigun ground unit. Epic combat power, but 0 current build orders and no mainstream meta role.

Cost
$300,000
Time

Rocket siege units for building pressure. Expensive Tier A firepower with 0 current build orders.

Cost
$600,000
Time

Heals nearby units. A late-game Military Tier A support building, not a unit factory.

Cost
$7,500,000
Time
Tier B

B Tier Situational

Useful in the right context. Not a priority, but never a waste when the game state calls for it.

Wheat FarmFactory

A basic farm that produces wheat. Best first building for new players.

Cost
$150
Time
7s
Coal CaveFactory

Mines coal. A solid step up from farms in mid-early game.

Cost
$500
Time
13s
Tree FarmFactory

Produces wood. Pairs well with Wood Plant for higher output.

Cost
$1,000
Time
16s

Produces carrots. A mid-game transition crop used while saving toward Oil Rig.

Cost
$6,500
Time
21s
LibraryFactory

Produces books. Knowledge is currency.

Cost
$9,000
Time
27s

Cheapest civilian-cap building: +2 civilians, 4x4 footprint, and a 5s build time.

Cost
$150
Time
5s

Best common-house space efficiency: +3 civilians in the same 4x4 footprint as Farm House.

Cost
$300
Time
10s
HouseHouse

Standard Common housing with +4 civilian cap and a 6x4 footprint.

Cost
$700
Time
15s
Border TowerMilitary

A cheap watchtower with a pistol guy. Military Opening uses two at 5:00 for perimeter defense.

Cost
$150
Time
BarracksMilitary

Infantry straight out of basic training. Military Opening gets soldiers online at 3:30.

Cost
$750
Time
Tier C

C Tier Starter Only

Place once, then sell the slot for something better.

No buildings in this tier for the current meta.

Tier D

D Tier Avoid

Consistently underperforms relative to cost. Skip unless you have no other options.

Corn FarmFactory

Produces corn. Identical opening ROI to Wheat Farm, but has no processor chain.

Cost
$150
Time
8s

Evaluation

How Tiers Are Decided

A building can have impressive raw numbers and still rank lower if it arrives too late, blocks a better slot, or fails against current pressure strategies.

ROI per Slot

Every building competes for finite land. We weigh production rate, unlock cost, and ramp time.

Meta Fit

Does the building enable the current top archetypes: Economy First, Air Rush, or Territory Control?

Late-Game Relevance

Buildings that fall off after Stage 3 cannot earn S, no matter how strong their early curve is.

Patch Notes

Tier List Version History

A compact record of major ranking shifts so returning players can see what changed before rebuilding their opening.

Live Build re-calibration

Air Base confirmed S tier. Bunker added to A tier.

Air Power Tuning patch

Missile Launcher moved S → A. Air Base remains S.

Player Questions

Tier List FAQ

How often is the tier list updated?

After every major patch or Live Build update.

Why is [Building X] ranked lower than expected?

Tiers are based on ROI per slot, meta fit, and late-game scaling, not raw stats.

Can I suggest a tier change?

Join the community discussion and share your reasoning across the five evaluation dimensions.

Next Moves

Turn Rankings into Builds