Buildings & Mansion
The Mansion gates everything
Section titled “The Mansion gates everything”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.
Upgrade order
Section titled “Upgrade order”- Mansion (and its direct prerequisites)
- Resource facilities — Bank, Gunsmith, Warehouse, Smelter, Diamond Lab
- Defense — Wall, Radar
- 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.
What the buildings do
Section titled “What the buildings do”| Building | Role |
|---|---|
| Mansion | Central hub; caps all other buildings; raises crew capacity |
| Wall | Primary defense; holds traps; stationed defenders get buffs (L25 → +10% Trap ATK) |
| Radar | Detects incoming attacks; rival intel |
| Bank / Gunsmith / Warehouse / Smelter / Diamond Lab | Produce the five resources |
| Training Centre | Trains associates; upgrades add slots + buffs |
| Investment Centre | Research hub — your “second queue” (see Research) |
| Hospital | Heals wounded; capacity by level; only ~60% of wounded recoverable |
| Workshop | Crafts Underboss gear sets |
| Private Club | Babes system (unlocks ~Mansion 15) |
| Faction Club / Hotel / Hostage Cell / Interrogation Room | Faction features, reinforcements, morale buffs |
The queue trick
Section titled “The queue trick”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.