Building handbook

How improvements build your economy

Nations in Economics and War are collections of cities, and cities produce nothing on their own. Improvements are the buildings that generate money, extract resources, manufacture goods, house citizens and raise your military caps. This page explains the rules and lists every building in the game with its exact cost and output.

Step 01

Buy infrastructure first

Infrastructure is the backbone of a city. Every 50 infrastructure unlocks one improvement slot, and infrastructure alone already pays base income each hour. Buy it in small batches — the price per unit rises as a city grows.

Step 02

Zone the right land

Each improvement sits on a specific kind of land: agricultural, urban, industrial, resource or military. Zone land in the category you plan to build on — a farm cannot be placed on industrial land, and unzoned improvements simply cannot be started.

Step 03

Understand your slot cap

Slots are capped twice over. Infrastructure earns you one slot per 50 built, and your city count sets a ceiling of 12 slots with one city, rising by 4 slots for every extra city you charter. Whichever number is smaller is your real limit, so grow infrastructure and city count together.

Step 04

Build for a purpose

Commerce buildings raise money and population. Resource sites pull steel, oil, food and uranium out of the ground. Manufacturing refines raw goods into higher value output. Civil services grow population and clean pollution, and military buildings raise the caps on the forces you may field.

Step 05

Watch upkeep, not just income

Every improvement charges money upkeep every hour. What matters is net income — the number shown on the city header. If net income goes negative, demolish the weakest building (you get a third of its cost back) or raise commerce before you build more.

Step 06

Unlock national projects

Projects are one-off national purchases. They raise per-city building limits and multiply income, resource output or pollution reduction across every city you own. Buy them once your cities are already close to their limits.

Slot maths at a glance

Cities ownedSlot ceiling per cityInfrastructure to reach it
112600
216800
3201,000
5281,400
8402,000
12502,500
20502,500
Every improvement

Commerce

BuildingCostLandUpkeep /hMax per cityProduces /h

Bank

Turns deposits into hourly revenue for the treasury.

$250,000 · 20 steel8 km² urban$7505$3,200 · +1% population

Supermarket

Everyday commerce that keeps citizens spending locally.

$90,0005 km² urban$3004$1,150 · +1% population

Shopping Mall

Large retail hub with strong revenue and civic pride.

$450,000 · 40 steel14 km² urban$1,4004$5,600 · +2% population

Stadium

Draws crowds, tourism and a happier population.

$1,000,000 · 90 steel25 km² urban$3,0003$9,500 · +3% population

Subway

Moves workers cheaply and clears the air.

$550,000 · 60 steel10 km² urban$1,8001$3,400 · +4% population · -8 pollution

Resource Production

BuildingCostLandUpkeep /hMax per cityProduces /h

Farm

Grows food on agricultural land.

$45,00020 km² agricultural$1202014 food · +1 pollution

Oil Well

Pumps crude oil from resource land.

$130,000 · 10 steel12 km² resource$400106 oil · +4 pollution

Iron Mine

Extracts ore that feeds your steel mills.

$140,000 · 10 steel12 km² resource$420104 steel · +5 pollution

Uranium Mine

Strategic ore for reactors and warheads.

$380,000 · 30 steel18 km² resource$1,20050.5 uranium · +8 pollution

Coal Mine

Cheap bulk fuel that feeds mills and smelters.

$95,00010 km² resource$30010+6 pollution

Strip Mine

Brutal open-cast coal extraction — filthy, but fast.

$260,000 · 20 steel22 km² resource$9004+20 pollution

Bauxite Mine

Raw ore for the aluminum smelters.

$150,000 · 10 steel12 km² resource$45010+5 pollution

Lead Mine

Heavy metal for casings, shot and shielding.

$145,000 · 10 steel12 km² resource$43010+6 pollution

Offshore Rig

Deep-water crude at scale, well away from your cities.

$620,000 · 60 steel20 km² resource$2,000418 oil · +6 pollution

Deep Shaft Mine

A costly shaft that pulls several ores at once.

$700,000 · 70 steel24 km² resource$2,40036 steel · 0.2 uranium · +12 pollution

Manufacturing

BuildingCostLandUpkeep /hMax per cityProduces /h

Steel Mill

Refines ore into finished steel at scale.

$320,000 · 40 steel16 km² industrial$1,1005$900 · 12 steel · +12 pollution

Crude Refinery

Stabilises crude for storage and onward sale.

$300,000 · 35 steel · 20 oil16 km² industrial$1,0005$850 · 11 oil · +14 pollution

Gasoline Refinery

Cracks crude into the fuel your war machine burns.

$380,000 · 45 steel · 30 oil16 km² industrial$1,3005$700 · +14 pollution

Aluminum Smelter

Bakes bauxite into light alloy for aircraft frames.

$400,000 · 50 steel18 km² industrial$1,4005$600 · +15 pollution

Ordnance Works

Casts lead and powder into crates of ammunition.

$460,000 · 60 steel18 km² industrial$1,6005$500 · +11 pollution

Coking Plant

Bakes coal into coke, lifting steel and fuel output together.

$340,000 · 40 steel14 km² industrial$1,2004$500 · 6 steel · +16 pollution

Munitions Factory

Produces the shells and rounds combat consumes.

$420,000 · 60 steel18 km² industrial$1,5005$1,600 · 3 steel · +10 pollution

Civil Services

BuildingCostLandUpkeep /hMax per cityProduces /h

Police Station

Keeps order so commerce keeps running.

$75,0004 km² urban$7505$600 · +2% population

Hospital

Healthy citizens mean a bigger workforce.

$100,0006 km² urban$1,0005+5% population

Recycling Center

Scrubs pollution out of an industrial city.

$125,000 · 15 steel8 km² industrial$7003-18 pollution

Military

BuildingCostLandUpkeep /hMax per cityProduces /h

Barracks

Houses and trains infantry.

$60,0006 km² military$4005+3,000 soldier cap

Armour Factory

Builds and services tank formations.

$260,000 · 30 steel12 km² military$1,2005+6 pollution · +250 tank cap

Hangar

Establishes aircraft capacity for the nation.

$500,000 · 50 steel · 20 oil20 km² military$2,5005+5 pollution · +15 aircraft cap

Drydock

Berths and maintains the fleet.

$900,000 · 120 steel · 40 oil30 km² military$3,5003+4 pollution · +5 ship cap
National projects
ProjectCostEffect

International Trade Center

Raises commerce nationwide and allows two extra banks in every city.

$15,000,000 · 600 steelIncome ×1.05 · +2 bank per city

Telecommunications Satellite

Further raises commerce and allows two extra malls per city.

$30,000,000 · 900 steel · 40 uraniumIncome ×1.08 · +2 shopping mall per city

Iron Works

Modern smelting lifts steel output across the nation.

$12,000,000 · 500 steelResources ×1.06

Emergency Gasoline Reserve

Strategic fuel stockpiles boost refining throughput.

$12,000,000 · 400 oilResources ×1.06

Arms Stockpile

Standing munitions reserves make your forces hit harder.

$18,000,000 · 800 steelMilitary ×1.05

Green Technologies

Cleaner industry cuts national pollution sharply.

$20,000,000 · 400 steelPollution ×0.7

Nuclear Research Facility

Required before your nation can field strategic warheads.

$45,000,000 · 1200 steel · 250 uraniumUnlocks new capabilities

Missile Launch Pad

Unlocks conventional missile construction and launches.

$22,000,000 · 900 steel · 300 oilUnlocks new capabilities

Central Intelligence Agency

Expands your spy roster and covert operations.

$10,000,000Unlocks new capabilities

Ready to build? Open your cities →