MINI WAR
5 build orders12 min readMay 2026

Opening Route Library

Mini War Build Orders

Five opening routes for stable economy, Fast Air pressure, military control, and late-game scaling.

Table of Contents

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?

Q1. How much Mini War opening experience do you have?
Q2. What style are you trying to play?

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.

1:30Priority
Build the first Workshop

This is the highest-priority early purchase because builder speed compounds through every later structure.

Do not delay the first Workshop.

Source 4
2:30

Unlock Army Training

Cheap military baseline without committing to a full army build.

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.

4:30
Build Bank

Prevents cash flow and storage from capping during the first real scaling burst.

5:00Priority

Scout and run the transition checkpoint

This is where Economy First guidance says the opening starts converting into military capability.

Source 1
5:30

Unlock Army Control

The extra army slot gives defensive flexibility without abandoning economy.

8-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.

DifficultyIntermediate
RiskMedium vulnerable window
Air Base12 min+
0-5

Maximize workers, farms, and Workshops

Spend as little as possible on military during the compounding phase.

Source 1
5:00Priority

Scout before greed turns into liability

The route is safe only if the opponent cannot immediately punish the transition.

Source 1
6:00

Unlock Fast Workers

Boosting existing output is better than adding weak production at this point.

10+

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.

DifficultyAdvanced
RiskHigh if scouted
Air Base6-8 min
0-3

Standard economy disguise

Open normally so the opponent does not see the air commitment early.

4:00
Build Oil Rig early

Accelerates the industrial chain and replaces the skipped Wood Plant timing.

5:30Verify

Confirm no anti-air coverage

If anti-air is already visible, do not force the rush.

No scout, no rush.

6:00Priority
Start Air Base

This is the core timing. Late Air Base turns into ordinary mid-game air.

8:00Priority

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.

6:00 Air Base starts8:00 first wave launches10-12 min anti-air window closes

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.

DifficultyIntermediate
RiskMedium
Air Base10 min+
0-3

Standard economy foundation

Even military openings need enough income to keep units coming.

4:00

Unlock Officer Training

Damage upgrades make the smaller early army relevant.

4:30Priority

Scout the opponent's base

Map information is the resource this opening buys.

6:00

Start nearest camp or garrison expansion

Military openings naturally pair with territory control.

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.

DifficultyExpert
RiskHigh long vulnerable window
Air Base15 min+
0-8

Survive with minimal defense

Every unnecessary Barracks delays the tech investment that makes this route work.

Source 2
All game

Keep aggressive scouting active

Low defense only works if you see threats early enough to answer cheaply.

Source 2
8-12

Buy economic amplification tech

Fast Workers, Mass Production, and Smart Factories increase the value of existing output.

Source 2
12+

Add military efficiency tech

Army Training, Officer Training, and Elite Training turn income into better units.

15+

Layer territory expansion tech

Conqueror and Emperor matter after the economy and army can use the map.

20+

Move into terminal tech

Army Size III and Mech Research become finishers, not opening investments.

DimensionEconomy FirstLate Game Scaling
Core investmentFactory countFactory count plus tech tree
Transition signalIncome can carry militaryTech amplification is active
Early riskMediumHigh
Late strengthStrongExtreme 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. 1

    Income per minute is at least 2x expected military upkeep.

  2. 2

    Scouting confirms the opponent cannot immediately punish the transition.

  3. 3

    The key economy buildings for the current phase are already built.

  4. 4

    Economic tech is capped or no longer the best immediate spend.

  5. 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.

Dimension10-MinuteEconomyFast AirMilitaryLate Game
DifficultyBeginnerIntermediateAdvancedIntermediateExpert
RiskLowMediumHighMediumHigh
First military building6 min8 minAir Base3 min10 min+
Air Base timing10 min+12 min+6-8 min10 min+15 min+
Best againstAnyEconomy mirrorsNo anti-airExpansion routesLong games
Countered byNoneAir RushAnti-air + scoutEconomy scalingEarly attacks
Current meta ratingBASBA

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.

Next tools

Sources used for this guide