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Buildings & Mansion

The Mansion is your central hub: it can’t be moved or destroyed, you have exactly one, and its level caps the level of every other building. Upgrading it unlocks features, raises production limits, and enables stronger troop deployments. When in doubt, the Mansion (and its prerequisites) come first.

  1. Mansion (and its direct prerequisites)
  2. Resource facilities — Bank, Gunsmith, Warehouse, Smelter, Diamond Lab
  3. Defense — Wall, Radar
  4. Faction buildings — Faction Club (L25 → +10% Raid ATK), Faction Hotel, etc.

Keep resource buildings behind Mansion prerequisites — upgrading them out of order wastes resources you’ll need for the gate.

BuildingRole
MansionCentral hub; caps all other buildings; raises crew capacity
WallPrimary defense; holds traps; stationed defenders get buffs (L25 → +10% Trap ATK)
RadarDetects incoming attacks; rival intel
Bank / Gunsmith / Warehouse / Smelter / Diamond LabProduce the five resources
Training CentreTrains associates; upgrades add slots + buffs
Investment CentreResearch hub — your “second queue” (see Research)
HospitalHeals wounded; capacity by level; only ~60% of wounded recoverable
WorkshopCrafts Underboss gear sets
Private ClubBabes system (unlocks ~Mansion 15)
Faction Club / Hotel / Hostage Cell / Interrogation RoomFaction features, reinforcements, morale buffs

Run the Mansion in one construction slot and the Investment Centre in the other so both advance at once. Combined with the second construction queue purchase and Labor Unions research (~40% faster builds) plus Underboss construction specialties, build times collapse. Never leave a queue idle.