Is there an official Build and Conquer tier list?
No. The Roblox listing has no S–C dump. This page uses Community / BETA V0.1 scene ranks only.
Build and Conquer tier list and best buildings for V0.1 BETA: opening shops vs early missiles vs power timing. Community ranks. Place 103767961452227.
Opening housing and shop footprints on Place 103767961452227 — Community scene ranks, not an official S–C dump.
~10 min read
This Build and Conquer tier list is a Community scene rank for Roblox Place 103767961452227 by The Slop Company, stamped Build and Conquer [V0.1] / V0.1 BETA. The listing has no official S–C dump. Grade opening economy buildings against early missiles and against power/water timing. Verified October 12, 2026. Play on Roblox.
| Fact | Detail |
|---|---|
| Platform | Roblox · Desktop, Console, Mobile, Tablet |
| Genre | Strategy · city builder + military contest |
| Place | 103767961452227 |
| Developer | The Slop Company |
| Stamp | Community / BETA V0.1 — not an official ladder |
| Scenes | Opening economy · power/water timing · early missiles |
| Numbers | Costs / DPS / output TBA — no fake damage table |
| Lookalikes | Not C&C units, not iOS BNC Studios buildings |
Start here if you searched Build and Conquer tier list and landed on a Barracks / Ore Refinery / iOS Gold Mine ladder. Wrong game. This wiki grades listing kinds by the job they do in one scene. A shop is S in the opening and still not a missile. A missile is C in the opening and can rise after the home plot is solvent.
| Grade | Meaning on this page | Not this |
|---|---|---|
| S | Fund this kind first in this scene | Highest DPS / official patch note |
| A | Fund next, once the S row is live | A named unlock you must rush |
| B | Useful after the scene’s meters hold | A dump of Unverified HUD labels |
| C | Usually a waste in this scene | Never useful in any later scene |
The listing order is empty plot → neighbourhoods and roads → farms and shops → factories → power plants and water → research, vehicles, missiles, tunnels. Official copy: a strong economy wins wars; a strong military protects what you built. That sentence is the rank logic.
Research Tiers 1–3 on this wiki are a Community planning frame (basics / production / military tech). They are not this Build and Conquer tier list. Do not merge those frames.
Opening economy is the first scene most searches actually want — Build and Conquer best buildings before anyone has a military menu.
Opening scene = first connected neighbourhood that can eat and pay. Listing kinds only. Stats stay TBA. If the plot is still hungry, this table beats every war pad.

| Tier | Kind | Why this scene | Status |
|---|---|---|---|
| S | Roads | Every other footprint dies off the net | Listing |
| S | Neighbourhoods / housing | Population and future workers | Listing |
| S | Farms | Food in the same session as homes | Listing |
| S | Shops | Harvest residents into cash | Listing |
| A | Power plants (as demand rises) | Keep the first jobs alive — not a day-one flex | Listing |
| A | Water networks (as demand rises) | Homes and industry stall dry | Listing |
| B | Factories | Production after shops and grid hold | Listing |
| B | Research | Unlock tech when cash survives a build cycle | Listing (function) |
| C | Military / tunnels | Later bill; community recaps call early guns expensive | Listing + Community timing |
| C | Missiles / combat vehicles | Manufacture after research — not first-hour cash | Listing |
Community HUD recaps open Housing → Apartments. Packing hints (~32 pop finished, ~48 after an upgrade) stay Community / Unverified. Use them only as density, not as a wage model. Expensive housing is more value *to the shops*, not a cash building by itself — that match lives on economy.
Do not S-rank a Mall or Supermarket label here. Those HUD names are Unverified shop tiers. The listing kind is shops. Place them if the menu shows them; do not pretend they have official rates.
Once people live on the road, the next scene is not “more apartments.” It is whether power and water can keep that S row running.
Power/water timing is its own scene. Plants are not S on an empty dirt pad. They become S the moment housing and jobs exist and the meters start to wobble. Factories never outrank the grid in this scene.

| Tier | Kind | When the grade applies | When it drops |
|---|---|---|---|
| S | Power plants | Jobs or homes already exist; blackout risk | Placed as the first footprint |
| S | Water networks | Population and industry are on the ring | Spammed before any housing |
| A | Shops (still) | Need cash to buy the next plant | You already drained coins on missiles |
| A | Farms | Food crash will idle the grid you just built | You skipped roads |
| B | Factories | Grid holds for a construction cycle | Queued to “fix” a blackout |
| B | Research | Cash and power survive that cycle | Mid-blackout unlock rush |
| C | Extra housing row | Workers already idle or dry | Always, if meters are red |
| C | Military / missiles | This scene is capacity, not war | Until shops pay the pad |
Community layout parks plants off dense housing and factories on a spur. That is not an official blueprint; the map lives on city layout. Exact draw stays TBA. Nuclear as a HUD name stays Unverified — the listing kind is power plants.
A city that looks rich but blacked out is not solvent. Unpowered jobs idle Build and Conquer workers. Idle workers starve shops. That chain is why plants jump the Build and Conquer best buildings row the moment demand exists.
If the temptation is still “one missile will solve income,” the next section is the early-missile scene — it stays C until manufacture has a city behind it.
Matched by build plan, shared topics, and guide progression — not random related links.
Early-missile scene = you still need shops, food, and a live grid, but the military menu is glowing. Official copy: research new technology, then manufacture vehicles and missiles. Unlock is not a finished volley. This Build and Conquer tier list will not paste a damage ladder.

| Tier | Spend | Why | Status |
|---|---|---|---|
| S | Keep shops + farms + grid alive | Listing: economy wins wars | Listing |
| A | Home defense pad (once shops pay) | Community: defend first when military appears | Community timing |
| A | Research (solvent cycle) | Unlock ≠ manufacture; still a real bill | Listing |
| B | Military buildings after city level gate | Recaps: options ~city level 2 / ~250 pop — Unverified | Community / Unverified |
| B | Haul vehicles after factories exist | Trucks move inputs; they are not a tycoon | Listing + Community |
| C | First-hour missiles | No shop loop yet; pad eats the last coins | Community scene rank |
| C | Tunnels for “easy cash” | Mainland occupation is later PvP, not income | Community |
| C | C&C / iOS unit copies | Wrong game | Do not use |
Community recaps say the first military options show around city level 2, with a population gate near 250. Treat both as Community / Unverified. Even then, early guns are described as expensive relative to a poor plot. Defense before pressure is the recap habit — details on military.
The missile chain (SRBM → GLCM → MRBM → Hypersonic BM) is a later manufacture path on missiles. Hit counts stay unverified. Ranking Hypersonic BM as a global S here would be fan fiction.
When cash, food, and power survive a full construction cycle, you pick the next spend from the situation table — not from another game’s unit roster.
Mid-page decision table. Situation → which scene’s S row. Do not reread the whole Build and Conquer tier list every placement.
| If you see this | Scene | Fund first (Tier) | Do not fund |
|---|---|---|---|
| Empty plot, no spine | Opening | S — roads | Housing off dirt, missiles |
| Homes with no food | Opening | S — farms | Mall HUD name, factories |
| People on the road, no cash | Opening | S — shops | A second apartment row |
| Blackout / dry homes | Power/water | S — plants / water networks | Another factory |
| Idle workers, grid live | Opening + jobs | A — connected powered jobs | More housing |
| Shops paying, meters green one cycle | Later | B — factories then research | Skip food to rush unlock |
| Military menu just lit, shops thin | Early missiles | S — keep shops; A — defense if you must | C — first volley |
| Want “mainland money” | Early missiles | S — home shops | C — tunnels as income |
Name the scene. If you cannot, you are about to S-rank a C spend. Catalogue the actual listing kind on buildings before you promote a HUD label.
Community crash repair stays the same as the economy page: power and water, then food, then idle workers into jobs, then shop cash, then production. Military waits.
If the HUD shows a name this wiki will not S-rank, the Unverified fence is next.
Starter recaps name extra HUD entries the Roblox listing does not. This Build and Conquer best buildings list keeps them visible so you can match a menu, then stamps Unverified. They do not get a colored S because we have no Place-tied rates.
| Name you may see | Claimed role (community) | Grade on this page |
|---|---|---|
| Supermarket | Stronger early shop | Use as listing shop if shown — no S without rates |
| Mall | Later commercial tier | Off the opening S row |
| Nuclear (power) | High-output plant | Listing kind is power plants — Unverified name |
| Bunker / Air Raid Siren | Defense props | Not opening economy; Unverified |
| Apartments / mid-rise | Dense housing HUD row | Housing itself is S in the opening; stats Unverified |
| Iron Dome / Arrow / C-RAM labels | Air defense in recaps | Military page — not an opening S |
| Research Tiers 1 / 2 / 3 | Wiki planning frame | Not this scene ladder |
BETA menus move. Promoting Mall, Nuclear, or a bunker stack as required Build and Conquer best buildings would mix this wiki with Command & Conquer base lists and iOS BNC Studios trees.
If your session shows Supermarket under shops, place it as a shop-tier building and keep stats TBA. If your session does not show Nuclear, do not hunt a fan cost.
Scan the mistake table so a pretty HUD row does not become a global S.
Scan this before you treat any colored cell as a patch note. Each row is a Build and Conquer tier list failure mapped to a fix.
| Mistake | Fix |
|---|---|
| Joined the wrong Roblox experience | Confirm Place 103767961452227 and Build and Conquer [V0.1] |
| Copied a C&C or iOS unit S–C table | Delete it — listing kinds and scenes only |
| One global S row for every hour | Re-grade when the scene changes |
| S-ranked missiles on an empty plot | Opening S is roads, housing, farms, shops |
| S-ranked factories to print first-hour cash | Shops harvest residents; factories wait on the grid |
| S-ranked power plants as the first pad | Plants jump only when demand exists |
| S-ranked Supermarket / Mall / Nuclear / Bunker | Unverified HUD — listing names only |
| Treated Community 32/48 pop or 250 military gate as official | Keep Unverified; do not build a DPS sheet |
| Merged research Tiers 1–3 into this ladder | Different Community frame — unlock ≠ rank |
| Used tunnels as an income S | Home-plot shops first; mainland is PvP |
Before you queue, say the scene out loud: opening, grid, or early missiles. Then pick the colored row for that scene only.
When that habit sticks, place the S-rank opening loop on the plot instead of arguing about a fake global ladder.
Next: catalogue every listing kind before you S-rank a HUD name — buildings.
Run the first hour in that order on beginner guide. Keep meters alive on economy.
No. The Roblox listing has no S–C dump. This page uses Community / BETA V0.1 scene ranks only.
Roads, neighbourhoods, farms, and shops. Power plants and water networks rise as soon as those exist. Factories, research, military, and missiles wait.
They spend cash the opening still needs. Research unlocks technology; factories and military buildings still manufacture. Missiles can rise after shops and the grid hold.
No. They are scene grades with no DPS table. Costs and output stay TBA.
No. Those are other games. This wiki is Place 103767961452227 by The Slop Company only.
No official rank. Those HUD labels are Unverified. Treat them as listing shops if your menu shows them.
No. Tiers 1–3 are a Community planning frame on the research page. This ladder grades scenes, not tech tabs.
October 12, 2026
Matched by build plan, shared topics, and guide progression — not random related links.