Conqora

Economy guide: how gold works and what to build

Conqora guide · updated 2026-10-14

Everything you build, sail or launch in Conqora costs gold, and gold decides who wins the long games. This guide explains every source of income, what each building costs and does, and the order that works in most matches.

Where gold comes from

What buildings cost

BuildingPriceWhat it does
City125K, doubling each time you own one more, capped at 1M+250K troop capacity per level; station for trains
Port125K, doubling, cap 1M (counts your factories too)Sends trade ships; builds Warships and Carriers; station for trains
Factory125K, doubling, cap 1M (counts your ports too)Runs trains to your cities and ports; longer trains at higher level
Defense Post50K, +50K each, cap 250KLand within 30 tiles is five times harder to take; your attacks there move three times faster
Missile Silo1MLaunches Atom Bombs, Hydrogen Bombs and MIRVs; one launch, then a 75-second cooldown
SAM Launcher1.5M, +1.5M each, cap 3MShoots down nukes (80% hit chance) and bombers (85%) in range
Warship250K, +250K each, cap 1MPatrols the sea, sinks boats, captures trade ships
Aircraft Carrier1.5M, +1.5M each, cap 4M; one per three port levelsAir Raid (150K) destroys a building; Nuke Bomber (750K) drops an atom bomb
Atom Bomb750KSmall blast (radius 12–30 tiles)
Hydrogen Bomb5MHuge blast (radius 80–100 tiles)
MIRV35MSplits into many warheads over the target

Because prices double, the fifth city costs 1M, the same as the sixth and every one after it. Upgrading a city or port (middle click, or the upgrade button in its window) raises its level instead: a level-2 city gives two cities' worth of troop capacity, and a level-3 port counts as three ports for trade bonuses and carriers.

A build order that works

  1. Minute 0–2: expand into empty land; buy your first City as soon as you can afford it.
  2. Minute 2–4: first Port on the coast; a Defense Post on the border facing your strongest neighbour.
  3. Minute 4–7: second City, second Port. Trade income now outpaces land income. A Warship if boats keep landing on your coast.
  4. Minute 7–12: a Factory between your cities and ports once you have three or four stations; rail income is strongest when it runs to an ally's station, so build toward allies. A Missile Silo once you have 2–3M banked, mainly as a threat.
  5. Late game: SAMs on the side facing the biggest nuke user, upgrades instead of new buildings, Hydrogen Bombs for whoever is near 80%.
The "Fast economy" and "2x/3x gold" quick-game modifiers change the timings above (faster building, more gold) but not the order. "Instant build" removes construction time entirely.

Spending rules of thumb

Gold sitting in the bank earns nothing, just like troops at the cap. Early, every 125K should become a city or port within seconds. Later, keep a reserve equal to one Hydrogen Bomb (5M) when someone is approaching the win line, and spend the rest. Never buy a Missile Silo before your second port: the port pays for the silo; the silo pays for nothing.

Next: nukes, silos and SAMs.