Game Zone Academy
TG · Aktenvermerk

Complete Headquarters & Building Guide

Plane jede Hauptquartierstufe von 1 bis 35, bereite Voraussetzungen frühzeitig vor und setze Bauarbeiter, Ressourcen und Beschleunigungen dort ein, wo sie nachhaltigen Fortschritt schaffen.

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Advance Headquarters quickly, but never blindly. Keep one builder on the HQ route and the other on the next prerequisite or a building that supports your active squad. Check two HQ levels ahead, preserve unopened resource chests, collect alliance help before using speed-ups and stop levelling buildings merely to make the base look even.

What Headquarters level actually changes

Headquarters is the main gate for building levels, hero levels and later systems. Each HQ level raises the hero level cap by five, reaching 150 at HQ30 and 175 at HQ35. It also grants account attributes and unlocks the ability to raise other buildings.

HQ level alone does not create a strong account. A rushed HQ with weak troops, research, heroes, gear and drone can still lose badly. The useful strategy is a controlled rush: reach the next valuable unlock while keeping the systems that make it usable close enough behind.

The two-level runway

  1. Open the current HQ and note both prerequisite buildings.
  2. Check the following HQ level in this guide or the live upgrade screen.
  3. Builder 1 starts the current HQ as soon as requirements are met.
  4. Builder 2 starts the slowest prerequisite for the next HQ.
  5. During the HQ timer, refill food, iron and coins for the next step.

This prevents the common pattern of finishing a ten-day HQ upgrade and discovering that a forgotten Wall or Alliance Centre now needs another week.

HQ 1–10: sprint and unlock

Timers are short, so follow the tutorial and keep moving. Join an active alliance immediately: alliance help removes time from nearly every meaningful construction.

Target HQ Required building levels Base food + iron Coins
2 Drill Ground 1 and initial Squad requirement 68 each
3 Wall 2 1,000 each
4 Barracks 3, Drill Ground 3 2,500 each
5 Barracks 4, Wall 4 20,000 each
6 Wall 5, Drill Ground 5 91,000 each
7 Wall 6, Tank Centre 6 240,000 each
8 Tech Centre 7, Alliance Centre 7 390,000 each
9 Tech Centre 8, Tank Centre 8 620,000 each 200,000
10 Tech Centre 9, Hospital 9 750,000 each 240,000

Building names can appear as Centre/Center or Alliance Centre/Alliance Support Hub depending on localisation. The Tank Centre is part of the fixed HQ route even if Aircraft or Missile becomes your eventual main squad.

HQ 11–20: build the foundation

Target HQ Required building levels Base food + iron Coins
11 Tech Centre 10, Wall 10 1.9M each 600K
12 Tech Centre 11, Barracks 11 3.2M each 1.0M
13 Tech Centre 12, Tank Centre 12 3.5M each 1.1M
14 Tech Centre 13, Drill Ground 13 4.9M each 1.6M
15 Tech Centre 14, Wall 14 6.8M each 2.2M
16 Tech Centre 15, Alliance Centre 15 12M each 3.9M
17 Tech Centre 16, Tank Centre 16 16M each 5.1M
18 Tech Centre 17, Hospital 17 28M each 8.9M
19 Tech Centre 18, Wall 18 33M each 11M
20 Tech Centre 19, Barracks 19 60M each 19M

This is where construction changes from minutes to days. Keep the Tech Centre near the HQ route, begin concentrating on one hero type and maintain enough Hospital and Drill Ground capacity for the battles you actually fight.

HQ 21–30: the resource wall

Target HQ Required building levels Base food + iron Coins
21 Tech Centre 20, Tank Centre 20 84M each 27M
22 Tech Centre 21, Drill Ground 21 110M each 35M
23 Tech Centre 22, Wall 22 140M each 44M
24 Tech Centre 23, Alliance Centre 23 170M each 54M
25 Tech Centre 24, Tank Centre 24 290M each 93M
26 Tech Centre 25, Hospital 25 400M each 130M
27 Tech Centre 26, Wall 26 530M each 170M
28 Tech Centre 27, Barracks 27 740M each 240M
29 Tech Centre 28, Tank Centre 28 1.0B each 330M
30 Tech Centre 29, Drill Ground 29 1.4B each 460M

These are base costs before research, profession, survivor, title or temporary reductions. The live screen shows the amount your account will actually pay. At this stage, unopened level-based resource chests are particularly valuable because their contents grow with HQ level.

HQ 31–35: Age of Oil

Progress beyond HQ30 opens during the post-Season-2 Age of Oil era. It requires the appropriate HQ Expansion research and Oil in addition to ordinary resources. The route also changes from two simple prerequisites to several high-level buildings at once.

Target HQ Required buildings and research Food + iron Coins Oil
31 Tech Centre 30, Tank Centre 30, Barracks 30, HQ Expansion 1.6B each 510M 1.44M
32 Tech Centre 31, Tank Centre 31, Barracks 31, Wall 31 1.7B each 560M 2.304M
33 Tech Centre 32, Tank Centre 32, Barracks 32, Hospital 32, Drill Ground 32 1.9B each 620M 3.9168M
34 Tech Centre 33, Tank Centre 33, Barracks 33, Wall 33, Alliance Centre 33 2.0B each 650M 7.05024M
35 Tech Centre 34, Tank Centre 34, Barracks 34, Hospital 34, Drill Ground 34 2.1B each 680M 14.10048M

Server timing and later updates can alter the expansion route. Confirm all prerequisites and Oil costs in the live HQ screen before opening chests or committing long builders.

What to upgrade besides prerequisites

Gebäude Why it matters Priority rule
Technology Centre Unlocks and speeds permanent research; appears throughout the HQ route. Keep close to the required level and avoid long idle periods.
Alliance Centre Increases help capacity and supports alliance functions. Essential prerequisite levels; useful whenever help capacity limits timers.
Main troop centre Supports the troop type used by the primary hero formation. After fixed prerequisites, prioritise the centre matching the main squad.
Barracks Unlock and train stronger unit tiers. Maintain enough high-level barracks to train and promote the required troops.
Drill Ground Raises total troop capacity. Upgrade when capacity restricts full marches or sustained war activity.
Hospital Protects wounded units from becoming permanent losses. Never let real combat demand greatly exceed usable capacity.
Wall Frequent HQ prerequisite and defensive gate. Follow the route; do not overinvest expecting it to replace a strong formation.
Component Factory Produces continuing drone-component value. Collect consistently; upgrade when output improvement beats the current HQ route cost.
Resource buildings Provide steady food, iron and coin. Upgrade selectively, especially coin; avoid forcing every mine to HQ level.

Controlled rush versus maxing the base

Maxing every building before the next HQ feels tidy but delays hero caps, building ceilings, troop progression and level-based rewards. An uncontrolled rush creates the opposite problem: a high HQ with weak combat, poor hospital capacity and no resources.

Rush the HQ when… Pause and strengthen when…
The next level unlocks a meaningful system, hero cap or troop path. The main squad cannot clear content expected at the current level.
Both prerequisites and the next resource target are prepared. Hospital or Drill Ground limits normal alliance participation.
Research and main military buildings remain functional. Tech, troops, heroes, gear or drone have been neglected for several HQ levels.
The alliance can provide full help and protection. The upgrade would empty every chest with no runway for the next prerequisite.

Builder strategy

One builder

Follow the prerequisite chain tightly. Start the slowest required building first and avoid decorative upgrades. A second permanent or subscription builder offers enormous value because construction time is the main constraint.

Two builders

  • Builder 1: current HQ or its slowest prerequisite.
  • Builder 2: the next HQ prerequisite, Tech Centre, main troop centre, Hospital or Drill Ground.

More builders or temporary queues

Give every queue a lane. Extra queues should prepare future prerequisites or repair a defined weakness; they should not consume resources on low-value buildings just to remain visibly active.

Construction speed: apply every reduction first

  1. Activate the best available construction profession skills, survivor bonuses or temporary title.
  2. Use the appropriate construction-speed buff if the upgrade justifies it.
  3. Start the building.
  4. Request alliance help and wait for the help cycle.
  5. Only then apply construction speed-ups.

Speed bonuses usually affect the timer when the construction begins. Applying them after starting may not recalculate the existing job. Check the live timer before confirming.

Resource-chest discipline

  • Keep resource-choice and level-based chests closed until the builder is ready.
  • Open only the shortfall, not the whole inventory.
  • Spend exposed resources quickly so they cannot be looted.
  • Keep a coin reserve for research; buildings and Special Forces compete for it.
  • Plan Oil separately because the HQ31–35 requirement accelerates sharply.

Time construction for Alliance Duel

Construction power and construction speed-ups normally score on Day 2, Base Expansion, with further building opportunities on Day 5 depending on current rules. Start a long prerequisite in advance so it completes after reset, ask for helps, then speed through planned upgrades.

Do not build something useless for points. A correct prerequisite completed on the right day gives permanent progress and event rewards together.

Building priorities by account stage

Bühne Main objective Support buildings
HQ 1–10 Unlock systems quickly. Exact prerequisites, Tech Centre, Alliance Centre.
HQ 11–20 Establish one squad and working growth engine. Main troop centre, Barracks, Hospital, Drill Ground.
HQ 21–25 Protect resources and prepare the HQ30 runway. Tech Centre, required military buildings, selective capacity.
HQ 26–30 Complete pre-Oil HQ progression and T10 preparation. Special Forces research, Barracks, main combat infrastructure.
HQ 31–35 Manage Oil and simultaneous high-level prerequisites. Oil production, Tech Centre and the exact multi-building route.

Common building mistakes

  • Upgrading every building to match Headquarters.
  • Checking only the current prerequisite instead of the next two levels.
  • Leaving a builder idle while waiting for a perfect event.
  • Opening all resource chests and exposing the surplus.
  • Using speed-ups before alliance helps arrive.
  • Raising all three troop centres equally before one formation is strong.
  • Neglecting Hospital capacity and turning wounded units into permanent losses.
  • Assuming HQ30 alone unlocks T10 without the Special Forces research path.
  • Entering Age of Oil without a production and research plan.

Commander checklist

  • I know the prerequisites for my next two HQ levels.
  • Each builder has a defined route.
  • The Technology Centre and main troop buildings remain functional.
  • Resource chests stay closed until the exact shortfall is known.
  • Alliance helps are complete before speed-ups are used.
  • Construction is aligned with VS Day 2 when waiting is sensible.
  • My HQ level has not outrun the squad, research, hospital and troop foundation needed to use it.

Frequently asked questions

Should I rush Headquarters?

Yes, in a controlled way. Reach valuable caps and unlocks without maxing every side building, but pause when the working squad, research or troop infrastructure can no longer use the higher level effectively.

Which building should the second builder upgrade?

The slowest prerequisite for the following HQ is the default answer. If that is already covered, use Tech Centre, the main troop centre, Barracks, Hospital or Drill Ground according to the current bottleneck.

Should all Barracks remain equal?

No. Maintain enough high-level capacity for the troop tier and promotion routine you use. Lower barracks can produce or promote lower tiers while the leading barracks handles the strongest available units.

Does HQ30 unlock T10 immediately?

No. HQ and Technology Centre levels are part of the gate, but Unit X/T10 is reached through the Special Forces research path and its prerequisites.

Referenzen und Nachweise

  1. Last War Wiki — Headquarters (level requirements, base costs, hero caps and HQ31–35 expansion).
  2. Last War Vault — HQ Progression Guide (account stages and building priorities).
  3. Last War Handbook — HQ Requirements 1–35 und HQ Requirements Calculator (current cross-check).
  4. Game Zone Academy — Complete Research Guide und Ressourcenmanagement.

Evidence reviewed 26 July 2026. Costs shown are published base values and can be reduced by account bonuses. Localisation, server era and updates can change prerequisites or unlock timing; the live HQ panel is the final authority.

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