Does research spawn trucks and missiles?
No. The listing splits research (unlock technology) from manufacture (vehicles and missiles). Factories and military buildings still produce.
Build and Conquer research on Roblox Place 103767961452227 by The Slop Company is the listing step “research new technology.” Manufacturing vehicles and missiles is a separate production step. This page is a reading order, not an official tree dump. Node names and costs stay TBA. Verified October 12, 2026 on Build and Conquer [V0.1]. Play on Roblox.
| Fact | Detail |
|---|---|
| Platform | Roblox · Desktop, Console, Mobile, Tablet |
| Genre | Strategy · city builder + military contest |
| Place | 103767961452227 |
| Developer | The Slop Company |
| Official job | Research new technology |
| Not the same step | Manufacture vehicles and missiles |
| Tier 1 / 2 / 3 | Community planning frame — not an official tree |
| Node costs | TBA — this wiki does not invent them |
| Lookalikes | Not C&C tech trees, not iOS BNC Studios ranks |
The listing splits the sentence on purpose: research new technology, then manufacture vehicles and missiles. A Build and Conquer research click that lights a node does not spawn a truck or a missile. Factories and military buildings still have to produce.

| Step | Does | Still needs |
|---|---|---|
| Research | Unlock technology | Cash, power, and a research pad that can finish |
| Manufacture | Build the unlocked design | Factories and/or military production |
| Vehicles | Haul or combat after manufacture | The unlock plus a production building |
| Missiles | Later military output | Unlock plus manufacture — chain lives on the missiles page |
If the HUD shows a node as done, you have permission to produce. You do not yet have the object. Spending the last coins on research while shops are empty is the same stall as placing a factory on day-one dirt.
Vehicle names stay TBA unless a session pass confirms them. Community recaps talk about drones as a later unlock-then-build loop. Treat those names as Community / Unverified. Haul versus combat roles sit on vehicles.
The next question is timing: when the pad is safe, not which invented cost to pay.
Official meters include research next to money, workers, population, resources, happiness, power, production, and city expansion. The pad is safe when cash and power survive a full construction cycle — the same gate economy uses before any later spend.
| Ready when | Not ready when | Why |
|---|---|---|
| Shops on the ring harvest residents | Housing with no food or jobs | Research spends cash the loop still needs |
| Power and water hold a construction cycle | You are mid-blackout | The pad will sit dark |
| Factory spur exists or is reserved | The ring ate every edge tile | Unlocks need a place to manufacture |
| Military still waiting on the reserved strip | Missiles are the first district | Listing order is city, then tech, then army |
Community layout parks research next to factories so unlocks are not walked across the neighbourhood. That is a habit, not a listing blueprint. Exact footprint size stays TBA.
Community recaps also name medium and large research pads under a military menu. Those HUD labels stay Unverified. The listing kind is still “research new technology.” Place the kind when the city can pay; do not hunt a fan-wiki silo for a cost.
Once the pad is live, you need a way to read the tree without inventing nodes. That is the Community tier frame — labelled as Community on purpose.
There is no official published Build and Conquer technology tree on the Roblox listing. The three-tier split below is a Community planning frame so you do not skip from empty plot to missiles. It is not a node dump. Costs, prerequisites, and in-game tab names stay TBA.
| Frame (Community) | Planning focus | Do not treat as |
|---|---|---|
| Tier 1 — basics | Infrastructure, early city run, energy and resource support | An official tab named “Tier 1” |
| Tier 2 — production | Processing, factory throughput, manufacture support | A priced node list |
| Tier 3 — military tech | Vehicle tech, missile tech, later battlefield support | A finished army |
If a friend says “rush Tier 3,” they are using this wiki’s reading aid, not The Slop Company’s listing. Copy the order: basics that keep the meters alive, then production that can actually manufacture, then military technology. Skip a tier in conversation and you will skip a bill in the city.
Four other Community route labels sometimes appear in recaps — economy, military, defense, transport — and they all still start at infrastructure. Intelligence / spy trees belong to lookalike MMOs, not this Place, unless a session pass shows them.
Drones and vehicles still wait on unlock then production. That queue is the next section, not a hidden cost table.
Matched by build plan, shared topics, and guide progression — not random related links.
Community recaps on this Place show a research facility, then a “Start research” action on a later drone after the previous drone is unlocked. That is still two bills: research time, then space to manufacture. This page will not invent the research duration or the pad cost.

| Queue piece | Community recap | Wiki status |
|---|---|---|
| Research facility / office | Pad where unlocks start | Kind matches listing; size labels Unverified |
| Previous unlock first | Later drone waits on the first drone | Community chain — not an official node name |
| Start research | Queue the next design | Action exists in recaps; cost TBA |
| Manufacture space | Need a free pad to build the unit | Unlock ≠ a unit on the map |
| Vehicles / trucks | Haul vs combat after manufacture | Names TBA — vehicles |
| Missiles | Separate manufacture + later quest chain | Teaser only — missiles |
If the recap HUD flashes a number, treat it as Community / Unverified. BETA menus move. Publishing that number as a wiki stat would be an invented node cost.
Missiles are listing manufacture, not a research-only drop. The military-base quest chain (SRBM → GLCM → MRBM → Hypersonic BM in one recap) belongs on missiles. This page only reminds you: unlock, then still manufacture, then the army page.
If the HUD uses names the listing never used, fence them before you plan the whole tree around them.
Starter recaps name extra HUD rows. Keep them visible so you can match a menu, then stamp Unverified. Do not promote them as official Build and Conquer research nodes until a session pass confirms the label on Place 103767961452227.

| Name you may see | Claimed role (community) | Status |
|---|---|---|
| Medium research office / facility | Mid pad under a military menu | Unverified label; research kind is listing |
| Large research pad | Bigger / more convenient pad in recaps | Unverified |
| New drones / corridor drone | Later unlock-then-build loop | Unverified names; still unlock ≠ manufacture |
| Tier 1 / 2 / 3 as in-game tabs | Planning frame on this wiki | Community — not listing copy |
| Exact research costs / durations | Recap HUD flashes | TBA — do not copy as stats |
| iOS ranks / C&C structures | Other games | Wrong experience |
BETA UIs move. A recap that says “click military, then the medium research facility” is one player’s HUD, not official node copy. Promoting those strings as required tech would mix this wiki with Command & Conquer trees and iOS BNC Studios research.
If your session shows a research pad under military, you may place it as the listing research step and still treat stats as TBA. If your session does not show drones, do not hunt a fan wiki for a build cost.
Scan the mistake table so a wrong name does not become a spent treasury.
Scan this before you queue another node. Each row is a Build and Conquer technology failure mapped to a fix.
| Mistake | Fix |
|---|---|
| Joined the wrong Roblox experience | Confirm Place 103767961452227 and Build and Conquer [V0.1] |
| Research as the first district | Roads, food, shops, power, then the pad |
| Unlock treated as a finished missile or truck | Manufacture still needs factories / military |
| Invented node costs copied from a recap HUD | Costs stay TBA — Community numbers are not listing stats |
| Community Tiers treated as official tab names | Label the 1/2/3 frame Community every time |
| Research pad on the housing ring | Park near the factory spur (Community siting) |
| Skip production and rush military tech | Tier 2 in the Community frame exists so manufacture can run |
| Copying Command & Conquer or iOS tech trees | Wrong game — listing sentence only |
| Missile quest counts on this page | Chain and unverified counts live on missiles |
| Research while blackout or food-negative | Repair meters first on economy |
Before you press research, name the bill: unlock now, manufacture later, army after the city can feed it. If you cannot name the later building that will produce the design, you are not researching — you are hoping.
When that split is automatic, open military so tunnels and defense are not a surprise after the first unlock.
Next: deploy troops after the city can feed them — military.
Manufacture after unlock: vehicles and missiles. Keep meters alive on economy.
No. The listing splits research (unlock technology) from manufacture (vehicles and missiles). Factories and military buildings still produce.
No. It is a Community planning frame on this wiki: basics, production, then military tech. The Roblox listing does not publish those tabs or node costs.
When cash and power hold for a construction cycle — after shops and the grid, not as a first-hour pad.
Community HUD labels. Unverified. The listing job is still research new technology. Costs stay TBA.
Names stay Unverified. Recaps show an unlock-then-build loop. Do not invent a required order or a cost.
On the missiles page. This page only reminds you unlock is not a silo. Kill counts stay unverified there too.
No. This page is Roblox Place 103767961452227 by The Slop Company only.
October 12, 2026
Matched by build plan, shared topics, and guide progression — not random related links.