The experience tells you to manage money, workers, population, resources, happiness, power, research, production, and city expansion. It does not publish incomes, costs, or caps. Use this page to see which systems are confirmed, which are only player reports, and what to check when a city stalls.
Confirmed systems
| System | What is confirmed | What is not published |
|---|---|---|
| Money | You manage money as the country grows. A strong economy is described as what wins wars. | Income per building, shop prices, and repair costs. |
| Workers | Workers are a managed value, listed apart from population. | How neighbourhoods change the cap. |
| Population | Population is managed separately from workers in the same sentence. | Whether the two numbers move together. |
| Resources | Resources are managed. | The full resource list and any rates. |
| Happiness | Happiness is managed. | Which buildings raise or lower it. |
| Power | Power plants are a named build, and power is a managed value. | Output per plant and what shuts down at zero. |
| Research | You research new technology before manufacturing vehicles and missiles. | The tree, costs, and prerequisites. |
| Production | Production is managed, and you manufacture vehicles and missiles. | Factory recipes. |
| City expansion | The country grows from a plot into large cities. | The control that buys the next city size, and how many slots More City Slots adds. |
A practical order without invented prices
- Give the plot roads, neighbourhoods, farms, and shops before you spend the session only on missiles.
- Add factories, power plants, and water networks before you treat a blackout or a dry city as a combat problem.
- Spend research on technology you can already supply.
- Manufacture vehicles and missiles after that supply exists.
- Expand when the current city is full of working systems. More City Slots costs 249 Robux on the 11 October 2026 listing and does not say how many slots you gain.
Player reports that are still open
These come from comments on the 30 September 2026 missile tutorial for this place. They are questions, not patch notes.
- A player asked how to upgrade the city. Expansion is in the official description. The button or cost is not.
- A player said mines would not connect to a coal-fired power plant. That is the public evidence that mines and a coal-fired plant are things players are trying to link. The connection rule is unpublished. Follow the building prompt. Do not assume a missing road is the bug until the prompt says the link is valid.
- A player asked how to unlock the nuclear power plant. Power plants are official. A separate nuclear unlock is not published. Do not buy a pass because a comment hopes it skips that unlock.
- A player said missile reloads failed while uranium was the missing resource, and that only the hypersonic missile reloaded. See Unlock the Missile Quests before you treat uranium as a confirmed recipe.
When the country is stuck
- No money: farms, shops, factories, and production are the named economic pieces. There is no published offline-cash rule.
- No workers, or a population that will not rise: neighbourhoods are the named housing-side build. The cap formula is unknown.
- Buildings that will not run: power plants and water networks are both named. A factory with no power or no water is a stated kind of problem even though the exact shutdown message is not.
- Research that will not start: research sits on the same list as resources and production. Read the in-game requirement. The specific resource is not on the experience page.
- War that deletes the city: defense and alliances are part of the loop. Replace power and production before you replace the army.
Some guides print supermarket income, a 250-resident military unlock, or a mainland cash multiplier. Those figures are not in the experience description or the linked tutorial. Do not plan a city around them.
More detail sits on Economy, City systems, Reported materials, and Research and production.
