$1,000+/min
Use $1,000/min as the practical income threshold for saving toward the $1,000,000 purchase without freezing your route.
Mini War Bank Guide
Bank is not a high-output factory. Its +$36/min Coin Bag production is ordinary. The real reason it is Tier S is Market Access, the system that lets every strategy sell resources at better market windows.
Bank is Tier S because it changes how all resources are sold. ROI Score 0.04 measures only Coin Bag output and misses the market-access function.
3-Second Decision
Bank has one of the worst raw ROI Scores in the building list, yet it appears in every major build order because Market Access is more valuable than its +$36/min production.
Use $1,000/min as the practical income threshold for saving toward the $1,000,000 purchase without freezing your route.
Bank unlocks the ability to time resource sales around stronger market prices. Coin Bag output is secondary.
10-Minute, Economy, Military, and Fast Air Base all include Bank for market access or tech funding.
Raw ROI only counts +$36/min. It cannot price a system unlock that improves every later resource decision.
If you judge Bank like Wheat Farm, it looks terrible. Judge it like Market access, and Tier S makes sense.
Used only to estimate your post-build income curve. Payback is calculated from building cost and income gain.
ROI Logic
Bank has two values: a tiny direct output and a much larger market function. The build orders are pointing at the second one.
Bank produces Coin Bags at the same modeled income as basic farms. This is not why it appears in major routes.
The real function is access to market timing: sell resources when prices are favorable instead of accepting fixed auto-sell value.
Every current major route includes Bank, and every note points to market access rather than Coin Bag production.
Fandom's early/mid-game market advice uses 30%+ sell windows. That tactic requires access to the market system.
Bank is one of the clearest examples where tier rating is about strategic function, not direct output.
The direct output is small. The market unlock is what changes the whole economy.
| Metric | What it does | Importance |
|---|---|---|
| Output value | +$36/min Coin Bag production | Minor |
| Function value | Unlocks Market Access | Primary |
| Economic effect | Time sales around 30-40% market windows | Global |
| Strategic proof | Appears in all 4 major build orders | Critical |
Bank should be evaluated as a market system unlock. Its production stat is almost a distraction.
The route notes tell you why Bank exists: every one of them says market access or funding.
| Metric | 10-Minute | Economy | Military | Fast Air Base |
|---|---|---|---|---|
| Current step | Step 8 | Step 7 | Step 5 | Step 5 |
| Timing | 5:00 | 5:00 | 2:30 | 2:30 |
| Priority | Critical | Critical | High | Critical |
| Note | Activate Market access | Market access | Early market access | Market access for tech funding |
| Strategic role | Default economy | Macro conversion | Military funding | Air tech funding |
Bank is the only current economy building that cuts across all four major strategy families for the same reason: market access.
The difference is whether your resources sell passively or you can choose stronger market moments.
| Metric | No Bank | With Bank |
|---|---|---|
| Resource selling | Fixed auto-sell | Manual market timing |
| Market peaks | Cannot exploit | Can sell at 30%+ windows |
| Route funding | Slower tech savings | Better timing for tech spikes |
| Build order status | Missing core route step | All major routes enabled |
Market access is a route-wide multiplier, even though the site ROI formula cannot measure it.
True ROI Model
The raw ROI formula only counts Coin Bag output. A better estimate includes the extra value from selling the rest of your economy at stronger market prices.
| Metric | Raw output ROI | Market-access model |
|---|---|---|
| Measured value | +$36/min Coin Bags | 30% market uplift on total income |
| Example income | Bank only | $1,000/min economy |
| Added value | +$36/min | +$300/min |
| Payback | 27,777.8 min | About 3,333 min |
| Read | Looks terrible | Still expensive, but 8.3x faster |
Bank remains expensive. The important point is that ROI 0.04 undercounts it by ignoring the market system it unlocks.
$36 divided by $1,000,000 is why the default ROI score is nearly zero.
At $1,000/min total income, a 30% market uplift is worth about $300/min across the whole economy.
Still a long payback, but far closer to reality than the Coin Bag-only 19-day estimate.
Player Pattern
Community and site signals disagree only if you read them as the same metric. Build orders treat Bank as a system unlock; tier lists often judge long-term building replacement value.
Fandom places Bank at the end of the early route and before Research Lab and Diamond Cave, making it the pivot into mid-game scaling.
Cross-strategy proofBank appears in Economy, Air Rush, Turtle/Military, and Territory/Standard openings because every strategy needs funding.
Tier list contextTechWiser grades Bank lower from a long-term hold perspective. That does not erase its route role as a market unlock.
Every minute without Bank is a minute without market timing. ROI 0.04 is not measuring that opportunity cost.
Gold Cave has better raw ROI, but without Bank you cannot use market peaks to maximize the Gold output.
Bank's +$36/min is ordinary. Its job is unlocking a system that affects the rest of the economy.
Slot Decision
Gold Cave looks better by raw ROI, but it has no build order support and no market function. Bank makes later Gold Cave output more valuable.
| Decision Point | Bank | Gold Cave |
|---|---|---|
| Cost | $1,000,000 | $450,000 |
| Income/min | +$36/min | +$36/min |
| ROI Score | 0.04 | 0.08 |
| Payback | 27,777.8 min | 12,500 min |
| Tier | S | S |
| Build orders | 4 routes | 0 routes |
| Function value | Market Access | None |
| Decision | Build first | Build after Bank |
Gold Cave is a resource building. Bank is a system unlock. The system unlock comes first because it improves how future resources are sold.
After Bank
Bank is the pivot between early resource progression and the expensive mid-to-late game. It unlocks market timing before the next major costs arrive.
Unlocks Market Access and turns resource timing into an economy-wide decision.
Unlocks Financier and Trader upgrades that boost all income globally.
A major mid-game resource target after the Bank and Research Lab funding path is online.
Strong after Bank because Gold can be sold into better market windows.
After mid-game scaling, the path moves toward Nuclear Reactor, Data Center, and endgame systems.
The moment Bank is built, the economy stops being only about production and starts being about when to sell and how to fund global upgrades.
Build Timing
Use three signals together: income threshold, build order timing, and progression route position.
At $1,000/min, saving $1,000,000 takes about 1,000 minutes. This is the first point where Bank becomes a realistic savings target.
Current build orders place Bank between 2:30 and 5:00, with Critical priority in three of the four routes.
Progression methodThe broad progression reads Windmill -> Oil Rig -> Bank. Do not treat Bank as optional once Oil is stable.
When income is high enough and Oil Rig is already handled, Bank should become the main savings target before optional Gold Cave or Research Lab spending.
✅ No prerequisites. Available from the start.
Once income is around $1,000/min, stop splitting cash across optional buildings and make Bank the savings target.
After Bank is placed, do not treat resources as passive income. Sell into strong market windows to realize the unlock value.
Bank sets up the funding path toward Research Lab, Diamond Cave, and later global income upgrades.
Balanced opening for any strategy. The safe default.
Note: Activate Market access.
Macro-first. Maximum income before any military commitment.
Note: Market access.
Early army presence. Stop greedy opponents before they scale.
Note: Early market access.
Air pressure before they have anti-air. Explosive timing attack.
Note: Market access for tech funding.
No confirmed patch changes are recorded for Bank yet. This section will update when verified balance changes are added to the building data.
Yes. Bank is one of the most strategically important early-to-mid game buildings because it unlocks Market Access. It appears in all 4 major build orders, not because of its +$36/min Coin Bag output, but because market access lets you time resource sales around stronger 30%+ price windows.
Bank does two things. It produces Coin Bags at +$36/min, which is ordinary. More importantly, it unlocks Market Access, letting you manually sell resources when market prices are high instead of relying only on fixed auto-sell value.
Build Bank once income is around $1,000+/min and you can realistically save $1,000,000. In current build orders, Bank appears between 2:30 and 5:00 as a High or Critical step, depending on route.
Build Bank first. Gold Cave has better raw ROI and costs less, but it has 0 current build order appearances and no market function. Bank unlocks Market Access, which makes later Gold Cave output more valuable.
Because Tier S reflects strategic importance, not only output per dollar. Bank is the only building currently appearing in all 4 major build orders. Its Tier S value comes from unlocking the market system, which static ROI Score cannot measure.
After Bank, move toward Research Lab for Financier and Trader upgrades, then Diamond Cave as a premium resource path. Gold Cave is also better after Bank because market access helps you sell high-value resources at better windows.