MINI WAR
May 2026 Live Build40 S/A picks51 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

25 buildings in current meta

A

Core

15 buildings in current meta

B

Situational

11 buildings in current meta

C

Starter

0 buildings in current meta

No buildings in this tier for the current meta.

D

Avoid

0 buildings in current meta

No buildings in this tier for the 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. One of the best mid-to-late game income sources.

Cost
$450,000
Time
45 min
BankFactory

Produces coin bags. Massive income at endgame scale.

Cost
$1,000,000
Time
60 min

Produces research. Unlocks Financier and Trader upgrades that boost all income.

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

Mines diamonds. Premium resource with top-tier market value.

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

Mines uranium ore. Feeds the Nuclear Reactor for Stable Uranium.

Cost
$10,000,000
Time
2h

Converts uranium into stable uranium. Extremely high value output.

Cost
$20,000,000
Time
3h

Produces data cubes. High production rate at +16/10s.

Cost
$50,000,000
Time
3h

Generates dark matter. Produces +48/10s — the highest rate of any standard factory.

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

Produces alien essence. The most expensive factory in the game.

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

Produces oil at +256/10s — by far the highest single-resource output in the game.

Cost
$0
Time
1h

reach for the sky

Cost
$400,000
Time

iconic shape, iconic residents

Cost
$2,500,000
Time

pure class, only the finest live here

Cost
$10,000,000
Time
HotelHouse

it can hold a lot of people!

Cost
$50,000,000
Time
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 a black hawk!

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

Each Workshop adds one builder, speeding up all construction.

Cost
$0
Time

Automatically collects nearby factory production. Eliminates manual clicking.

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

Industrial wood production. Same cost as Tree Farm but 3x output.

Cost
$1,000
Time
5 min
Iron CaveFactory

Mines iron ore. Essential for mid-game economy scaling.

Cost
$80,000
Time
20 min

Produces cement. High-value industrial resource.

Cost
$180,000
Time
30 min
VillaHouse

fancy living for fancier civilians

Cost
$3,000
Time

modern design, modern citizens

Cost
$40,000
Time
Sniper TowerMilitary

eyes in the sky, bullets from above

Cost
$4,000
Time
Vehicle BaseMilitary

light vehicles for fast patrols

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

brrrrrt. minigun guy included.

Cost
$300,000
Time

rockets rolling out, extra firepower

Cost
$600,000
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
Corn FarmFactory

Produces corn. Identical cost to Wheat Farm — diversify early resources.

Cost
$150
Time
8s
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-tier crop with decent market value.

Cost
$6,500
Time
21s
LibraryFactory

Produces books. Knowledge is currency.

Cost
$9,000
Time
27s

rustic home for hard-working farmhands

Cost
$150
Time
HouseHouse

standard housing, standard civilians

Cost
$700
Time
Border TowerMilitary

a cheap watchtower with a pistol guy

Cost
$150
Time
BarracksMilitary

infantry straight out of basic training

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.

No buildings in this tier for the current meta.

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