HQ Progression Guide: Levels 1-35
How HQ Progression Works
Your Headquarters (HQ) level gates everything in the game. Higher HQ means higher building levels, better troops, stronger heroes (hero level cap increases by +5 per HQ level), and access to more systems.
Before each HQ upgrade, you must meet specific building requirements. Always check what is needed for the next HQ level and work toward those prerequisites first.
The single biggest rule: never let your builder sit idle. Always have something upgrading.
HQ Upgrade Requirements Table
The Prerequisites, Power and Build Time columns below are verified in-game for every HQ level (1–35). "Troop Center" in-game is the Tank Center — build whichever combat centre matches your squad type. Food and Iron costs are equal at every level.
Prerequisites, Power and Build Time are exact (verified in-game, all 35 levels). Build Time is the BASE time — before construction-speed buffs, alliance help and speedups, so your real time is lower. The Food / Iron / Coins figures are community estimates: the game doesn't expose upgrade resource costs, so treat those as a planning guide and confirm in your own client. HQ 31–35 also gate on a specific Tech Center research.
| HQ | Prerequisites | Power | Base Build Time | Food = Iron (est.) | Coins (est.) |
|---|---|---|---|---|---|
| 2 | Drill Ground 1, 1st Squad 1 | 900 | 2s | 34 | — |
| 3 | Wall 2, Recon Plane 1 | 1,800 | 47s | 1K | — |
| 4 | Barracks 3, Drill Ground 3 | 2,700 | 1m | 2.5K | — |
| 5 | Wall 4, Barracks 4 | 3,600 | 11m | 20K | — |
| 6 | Wall 5, Drill Ground 5 | 4,500 | 35m | 91K | — |
| 7 | Wall 6, Tank Center 6 | 5,400 | 1h 33m | 240K | — |
| 8 | Tech Center 7, Alliance Center 7 | 6,300 | 3h 7m | 390K | — |
| 9 | Tech Center 8, Tank Center 8 | 7,200 | 4h 22m | 620K | 200K |
| 10 | Tech Center 9, Hospital 9 | 8,500 | 5h 40m | 750K | 240K |
| 11 | Tech Center 10, Wall 10 | 9,900 | 7h 22m | 1.9M | 600K |
| 12 | Tech Center 11, Barracks 11 | 12,100 | 9h 35m | 3.2M | 1M |
| 13 | Tech Center 12, Tank Center 12 | 15,000 | 12h 28m | 3.5M | 1.1M |
| 14 | Tech Center 13, Drill Ground 13 | 18,000 | 16h 13m | 4.9M | 1.6M |
| 15 | Tech Center 14, Wall 14 | 21,600 | 22h 42m | 6.8M | 2.2M |
| 16 | Tech Center 15, Alliance Center 15 | 25,800 | 1d 7h | 12M | 3.9M |
| 17 | Tech Center 16, Tank Center 16 | 31,400 | 1d 20h | 16M | 5.1M |
| 18 | Tech Center 17, Hospital 17 | 37,800 | 2d 14h | 28M | 8.9M |
| 19 | Tech Center 18, Wall 18 | 46,300 | 3d 15h | 33M | 11M |
| 20 | Tech Center 19, Barracks 19 | 55,500 | 5d 2h | 60M | 19M |
| 21 | Tech Center 20, Tank Center 20 | 67,900 | 6d 14h | 84M | 27M |
| 22 | Tech Center 21, Drill Ground 21 | 82,500 | 8d 14h | 110M | 35M |
| 23 | Tech Center 22, Wall 22 | 99,200 | 11d 4h | 140M | 44M |
| 24 | Tech Center 23, Alliance Center 23 | 118,000 | 15d 15h | 170M | 54M |
| 25 | Tech Center 24, Tank Center 24 | 138,800 | 21d 21h | 290M | 93M |
| 26 | Tech Center 25, Hospital 25 | 166,000 | 30d 16h | 400M | 130M |
| 27 | Tech Center 26, Wall 26 | 197,900 | 42d 22h | 530M | 170M |
| 28 | Tech Center 27, Barracks 27 | 234,600 | 60d 2h | 740M | 240M |
| 29 | Tech Center 28, Tank Center 28 | 278,000 | 78d 3h | 1B | 330M |
| 30 | Tech Center 29, Drill Ground 29 | 328,500 | 101d 14h | 1.4B | 460M |
| 31 | Tech Center 30, Barracks 30, Tank Center 30 | 388,300 | 111d 18h | 1.53B | 510M · +1.44M Oil |
| 32 | Tech Center 31, Barracks 31, Tank Center 31, Wall 31 | 452,000 | 122d 22h | 1.7B | 560M · +2.24M Oil |
| 33 | Tech Center 32, Barracks 32, Tank Center 32, Hospital 32, Drill Ground 32 | 517,900 | 135d 5h | 1.9B | 620M · +3.92M Oil |
| 34 | Tech Center 33, Barracks 33, Tank Center 33, Wall 33, Alliance Center 33 | 587,500 | 141d 23h | 2B | 650M · +7.05M Oil |
| 35 | Tech Center 34, Barracks 34, Tank Center 34, Hospital 34, Drill Ground 34 | 658,800 | 149d 2h | 2.1B | 680M · +14.1M Oil |
Key takeaways:
- Tech Center is required at every level from HQ 8 onward — always one level behind your target HQ, so start it early. It's the biggest bottleneck in the game.
- Costs escalate sharply after HQ 20 — save your resource chests for this phase.
- Build times are brutal from HQ 25+ — base times run into weeks, then months (HQ 35 ≈ 149 days base). Construction-speed buffs, alliance help and speedups are essential.
- Coins appear at HQ 9; Oil at HQ 31. Make sure you have steady income by then.
HQ 1-10: Sprint Phase
Goal: Blast through this as fast as possible. Resources are plentiful and timers are short.
Priorities
- Upgrade HQ non-stop — use speedups freely here, they are cheap at this stage
- Follow the tutorial — it gives excellent rewards
- Tech Center — keep it matching your HQ. It is the biggest bottleneck throughout the game
- Barracks — keep within 1-2 levels of HQ
- Join an alliance on day one
What NOT to Do
- Do not upgrade resource production buildings beyond what is required for HQ prerequisites
- Do not upgrade the Material Workshop
- Do not spend gems on anything — save for VIP
- Do not worry about squad composition yet — use whatever heroes you have
HQ 11-20: Foundation Phase
Goal: Build your first proper squad. Get into a rhythm of daily progression.
This is where the game slows down. Upgrades take hours instead of minutes. Get used to planning ahead.
Building Priority
- HQ prerequisites — always work toward whatever buildings are needed for the next HQ upgrade
- Tech Center — must match HQ level. This unlocks troop tiers and research
- Hospital — keep capacity high. Troops that exceed hospital capacity after a battle die permanently
- Barracks and Drill Grounds — keep within 1-2 levels of HQ
- Walls — required at multiple HQ tiers
Research (Tech Center)
Your Tech Center unlocks research trees. Priority order:
- Troop upgrades — higher troop tiers are dramatically stronger than lower ones
- Combat stats for your primary squad type
- Construction speed and research speed bonuses
- March-related research later
Squad Building
By HQ 15 you should be building toward a mono-type squad. In pre-season, Tank is the dominant meta:
- Tank heroes are the easiest UR heroes to get early
- The recommended early squad is Murphy, Williams, Kimberly, Stetmann, Marshall
- Focus all hero investment on this squad
- See the Tank Squad Guide for full details
The Drone
After Stage 38 you unlock the Drone Center. Start upgrading it immediately — it provides global stat bonuses to your entire squad.
HQ 21-25: Growth Phase
Goal: Max out your primary squad. Start accumulating gold gear materials. Prepare for the push to HQ 30.
Building Priority
- HQ prerequisites — always first
- Tech Center — always matching HQ
- Hospital — capacity should cover your full army
- Military buildings matching your primary squad type
Resource Crunch
Around HQ 25 you will notice resources getting tight. Building costs jump significantly.
- Do not waste resources on unnecessary building upgrades — only upgrade what is needed for HQ or your squad
- Save resource chests — do not open them until you need to spend immediately
- Participate in every event — events are now your primary resource source
Gold Gear
Around HQ 22-25 you can start working toward gold (legendary) gear for your primary squad heroes.
- Do not craft randomly — follow the gear craft order in the Gear Guide
- Focus on your main DPS hero first (Kimberly for Tank squads)
- Buy Legendary Gear Blueprints from the Honor Shop — this is the single best use of Honor Points
Planning Ahead
Check the requirements for HQ 26-30. The biggest bottleneck is typically the Tech Center and specific building levels. Start those upgrades early so you are not blocked.
HQ 25-30: Late Pre-Season
Goal: Reach HQ 30. Build gold gear for your primary squad. Prepare for Season 1.
Building Priority
- HQ to 30 — this is the finish line for pre-season
- Tech Center maxed — unlocks T10 troops at level 30, which are a massive power jump
- All prerequisite buildings — clear the path to HQ 30
- Hospital — max capacity
T10 Troops
When your Tech Center hits level 30, you unlock Tier 10 troops. These are dramatically stronger than lower-tier troops and are one of the biggest power spikes in the game. Getting here should be a high priority.
Oil (After Season 2 — Not Yet)
Oil is not part of pre-season or Season 1. It arrives with the "Age of Oil" off-season after Season 2, which is when the HQ cap finally lifts past 30 (toward 35) and oil becomes the primary resource bottleneck. Through pre-season, Season 1 and Season 2 you run on Food / Iron / Coin — don't plan around oil until then.
Squad Status at HQ 30
By HQ 30 your primary squad should be:
- All 5 heroes well-levelled with skills invested
- Working toward full gold gear (see Gear Guide for craft order)
- T10 troops unlocked and training
- Drone at a decent level
You may be starting to think about a second squad (Aircraft) for the mid-game meta transition — but do not start investing until your primary squad is in a strong position.
General Tips for All Levels
- Never let your builder idle — this is the single biggest factor in progression speed
- Never let research idle — same principle
- Save gems for VIP — VIP 6 gives you a second builder queue, which effectively doubles your building speed
- Do not open resource chests early — resources in your base can be stolen. Items in your inventory cannot
- Plan for VS (Building Day) — save your bigger upgrades for the Arms Race building day for extra event points
- Use the "Next 2 HQ levels" rule — before starting a long upgrade, check the requirements for your next two HQ levels and start the slowest prerequisite first
Related Guides
- Getting Started — first steps for new players
- Squad Building Fundamentals — how squads work and troop type bonuses
- Tank Squad Guide — the dominant early-game squad
- Resource Management — gathering, protecting, and spending resources
- Gear Guide — gold gear craft order and upgrade path
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