Gaming Guide

Mini War Tier List (May 2026): Best Factories, Military Buildings, and Houses

Rankings and exact stats for the buildings that drive economy, defense, and late-game power in Mini War.

Rankings and exact stats for the buildings that drive economy, defense, and late-game power in Mini War.

Mini War rewards players who get their economy moving fast and then transition cleanly into air and missile power. Building choices in the first ten minutes carry the most weight, because a single overpriced structure can stall your income and cost you territory in the mid-game. The rankings below sort factories, military buildings, and houses by real impact, then list the exact costs and production figures so you can plan a build order without guessing.

Quick answer: Open with 2–3 Farms, add an Oil Refinery as soon as income stabilizes, then layer in a Factory before spending on military. Late-game power comes from Air Base (Black Hawks) plus Missile Launcher.


Mini War building tier list (May 2026 meta)

The current meta favors explosive early economy that snowballs into air superiority and long-range missile threat. Farms and refineries dominate openers, while late-game strength rests on mythic and secret military structures backed by tech tree multipliers.

TierBuildingsWhy it ranks here
SFarm, Oil Refinery, Air Base (Black Hawks), Missile Launcher, Rocket BunkerBest income-to-cost ratios early; air mobility and burst firepower decide late games.
AMarket, Mine, Factory, Tank Base / Big Tank Base, Heli PadStrong mid-game income and frontline value with low risk.
BBarracks, Power Plant, Research Lab, Sniper Tower, General’s BaseUseful but situational; many unlock tech rather than win fights outright.
CBorder Tower, Vehicle Base, Special Forces, Warehouse / HousingCheap starter or support value that does not scale.
DBasic Turrets / Walls, RadarPure defense or visibility with no income and high opportunity cost.

S Tier breakdown

Farm is the clear best opener. Its income-to-cost ratio is unmatched, and payback can land under two minutes with good placement. Stack several early, then pair with houses for population and markets for trade. The main weakness is that Farms are vulnerable without cheap early defense.

Oil Refinery received a buff in the May 2026 balance pass and now delivers strong sustained income that scales into the late game. It works well alongside factories and power plants for multiplier chains and is the cleanest way to move beyond basic farming.

Air Base (Black Hawks) dominates late. Fast, flexible air units excel at raiding, map control, and supporting ground pushes, and they pair naturally with missile launchers for combined arms. Missile Launcher adds area denial and burst damage; keep it positioned safely behind your tank lines. At the top end, the Rocket Bunker is the most expensive structure in the game and provides endgame firepower.


Factories ranked by cost and production

Factories are the backbone of your economy. Early structures are cheap and fast, while late-game generators demand huge investment and long build times but produce far more per cycle. The table below lists each factory with its cost, resource, build time, and production rate.

FactoryCostResourceBuild TimeProduction
Wheat Farm$150+6/10s Wheat7s+6/10s
Corn Farm$150+6/10s Corn8s+6/10s
Coal Cave$500+6/10s Coal13s+6/10s
Tree Farm$1K+6/10s Wood16s+6/10s
Wood Plant$1K+20/10s Wood5m+20/10s
Windmill$1.8K+6/10s Flour19s+6/10s
Carrot Farm$6.5KCarrot Carrot21s+6/10s
Library$9K+6/10s Books27s+6/10s
Oil Rig$13K+6/10s Oil30s+6/10s
Iron Cave$80K+6/10s Iron20m+6/10s
Cement Plant$180KCement Cement30m+6/10s
Gold Cave$450K+6/10s Gold45m+6/10s
Bank$1MCoin Bag Coin Bag60m+6/10s
Research Lab$5MResearch Research1h 15m+6/10s
Diamond Cave$7.5MDiamond Diamond1h 30m+6/10s
Uranium Cave$10MUranium Ore Uranium Ore2h+15/10s
Nuclear Reactor$20MStable Uranium Stable Uranium3h+12/10s
Data Center$50MData Cube Data Cube3h+16/10s
Blackhole Generator$1BDark Matter Dark Matter24h+48/10s
Area 51 Lab$7.5BAlien Essence Alien Essence48h+30/10s
Antimatter Reactor$50BAntimatter Antimatter48h+16/10s
Quantum Core Generator$250BQuantum Core Quantum Core72h+18/10s

Note: The Blackhole Generator stands out among late-game factories. It carries the highest production rate in the list at +48/10s with a 24-hour build, making it the strongest single income source before the multi-billion secret tiers.


Military buildings ranked by cost and units

Military structures unlock progressively as your income climbs. Early defense comes cheap, but the units that win late-game fights, including Black Hawks and rocket artillery, sit behind major investments. The table below lists each military building with its cost, the units it produces, and unit health.

Military BuildingCostUnitsHP
Border Tower$1501 Soldier 1 Soldier120 HP
Barracks$750100 HP each 2 Soldiers100 HP each
Sniper Tower$4K1 Sniper 1 Sniper80 HP
Vehicle Base$8K2 Light Vehicles 2 Light Vehicles600–750 HP
Tank Base$25K1,000 HP 2 Tanks1,000 HP
Helipad$140K2 Heavy, 1 Light Helicopter 2 Heavy, 1 Light Helicopter600–1,200 HP
Special Force$300KMixed Infantry Mixed Infantry150–200 HP
Missile Hangar$600K2 Rocket Trucks, 1 Rocket Unit 2 Rocket Trucks, 1 Rocket Unit120–400 HP
Hangar$1.2M3 Fighter Jets 3 Fighter Jets900 HP each
Big Tank Base$2.4M4 Modern Tanks 4 Modern Tanks1,500 HP each
Big Hangar$3M4 Fighter Jets 4 Fighter Jets800 HP each
Missile Launcher$4.5MMissile System Missile SystemN/A
Military Hospital$7.5MAmbulance Ambulance1,650 HP
General’s Base$10M1,200 HP each 5 B2 Bombers1,200 HP each
Air Base$50M2 Black Hawks 2 Black Hawks1,500 HP each
Artillery Depot$250M2 Rocket Tanks 2 Rocket Tanks3,000 HP each
Rocket Bunker$5B2 Elite Artillery 2 Elite Artillery2,750 HP each
Mech Station$25B4,500 HP each 2 Mech Units4,500 HP each

The Rocket Bunker is the most expensive building in Mini War at $5 Billion, with Secret rarity. Mech Station units carry the highest individual health at 4,500 HP each, which is why they anchor elite late-game ground compositions.


Houses ranked by cost and population

Houses raise your population cap so you can support more factories and keep production running. Build one or two early, then upgrade as your economy grows. The table lists each house with its rarity, cost, and population bonus.

HouseRarityCostPopulation
Small HouseCommon Common$300+3
HouseCommon Common$700+4
VillaUncommon Uncommon$3K+5
Apartment BuildingUncommon Uncommon$7.5K+6
Modern BlockRare Rare$40K+8
Skyscraper$400K Epic$400K+10
Helix TowerLegendary Legendary$2.5M+13
The ManorMythic Mythic$10M+14
Giant SkyscraperSecret Secret$1B+30
Double Turbo TowerSecret Secret$25B+55

Build order for fast progression

Place 2–3 Farms immediately and protect them with a cheap Border Tower. Early cash flow decides the match more than raw military power, so resist spending on expensive units first.
Add a Market or Mine once income stabilizes, then bring in an Oil Refinery for sustained income. A Factory follows because it produces both income and free units, accelerating your early army without heavy spending.
Build 1–2 Houses to lift your population cap and support more structures. Sell resources promptly so you do not waste income against storage limits.
Transition to military once your economy holds. Tank Bases and Heli Pads carry the mid-game, while Air Base (Black Hawks), Missile Launchers, and General’s Base bombers form the late-game core. Add Big Tank Bases or Mech Stations for durable ground holding.

The most common mistake is over-investing in defense too early. Border Towers and basic turrets generate no income, so build only what you need to survive while your economy compounds. Join an alliance early for shared bonuses and protection, and check the in-game build menu for exact costs and build times before committing to a large purchase, since values shift with balance updates.