To advance quickly in Last War, postpone internal resource production plots, wall fortifications beyond mandatory prerequisites, low-tier economic tech nodes, and secondary barracks. Progress in the early and mid-game relies on clearing Headquarters (HQ) milestones, expanding march sizes, and unlocking higher soldier tiers.
Internal base resource fields produce negligible hourly output compared to active world map gathering, event chests, and alliance rewards. Deferring low-impact projects preserves your limited builder queues, construction speedups, gold, and iron for structures that directly advance your base tier and squad power.
| Upgrade Category | Priority | Reason to Postpone | Better Alternative Investment |
|---|---|---|---|
| Resource Plots (Farmland, Mines) | Low | Low hourly yields; resources in storage invite enemy plunder | World map gathering, daily event crates, alliance gifts |
| Wall Fortifications | Minimal (Prereq only) | High defense HP does not stop attacks once garrison troops fall | HQ prerequisites, Tank Center, Tech Center |
| Economy Research | Low | Percentage boosts yield less than combat and event tech | Combat branches, troop tier unlocks, Alliance Duel tech |
| Auxiliary Barracks | Low | High upgrade cost; one max-level barrack unlocks your top soldier tier | Drill Grounds (march size), Alliance Center (help timers) |
Low-Impact Buildings to Defer
Focus builder time exclusively on functional unlocks and the direct prerequisites required for your next Headquarters tier.
Passive Resource Production Fields
Upgrading Farmland, Iron Mines, and Gold plots yields minimal returns relative to their construction time and upfront costs. A high-tier resource field generates an amount of iron or food in an hour that active gathering marches or daily Arms Race crates match in minutes. Additionally, uncollected or stored internal resources make your base an attractive target during Warzone Duel and Kill Events. Keep resource plots at low levels until a future HQ requirement forces an upgrade.
Base Wall Beyond Prerequisites
Upgrading the Wall increases durability hit points, but wall durability alone cannot stop incoming attacks. If your garrison squad is defeated, a high-durability wall merely extends the time your base burns before it is forcibly relocated. Wall upgrades demand massive amounts of iron and gold that are better directed into military tech and unit promotions. Level your Wall only when it is an explicit requirement for your next HQ tier.
Secondary Barracks and Over-Expanded Hospitals
You only need a single Barracks leveled to your current HQ tier to unlock and train your highest-tier soldiers (such as T8, T9, or T10). Additional barracks can lag several levels behind without hurting your frontline combat strength; use lower-tier barracks to produce lower-tier units for batch promotions or to meet daily event training tasks. Similarly, keep Hospital upgrades capped to what protects your primary march during standard daily farming. Excess hospital beds lock up builder queues without providing economic acceleration.
Low-Priority Tech Center Nodes
Tech Center research queues are a major progression bottleneck. Defer branches in the Economy and Base Development trees that solely boost internal gathering speeds or passive crop, gold, and iron output.
- Defer passive production tech: Fractional percentage boosts to base generation yield far less value than the days of research time they consume.
- Skip deep gathering trees early: Unless an economy node is a strict prerequisite for an advanced military tier, leave it at level one.
- Focus on combat and scoring: Dedicate the Tech Center to troop damage mitigation, march capacity, unit lethality, and Alliance Duel scoring bonuses. Higher Alliance Duel reward chests return significantly more speedups and resource crates than economic tech nodes provide.
Optimal Builder Queue Strategy
Direct all builder allocations toward two goals: meeting the next HQ requirements and expanding primary march combat capacity.
- Dedicate Builder One to HQ Requirements: Keep your primary builder continuously cycling between the Headquarters and its direct prerequisites, such as the Tech Center, Wall, or Tank Center.
- Assign Builder Two to Functional Military Assets: Upgrade the Drill Grounds to expand troop march limits, the Alliance Center to reduce construction timers via alliance helps, and your primary Barracks.
- Ignore Non-Essential Infrastructure: Leave auxiliary facilities, decorative elements, and passive production plots idle until your main combat and base tier milestones are secure.
Free Last War Codes
Current active codes and how to redeem them.
COMMUNITY
Player Comments
53 players commented on this guide.
Can you add more details about resources in a future update?
This guide answered the exact question I had.
I wish I had read this before upgrading the wrong thing.
The explanation is clear, especially for beginners.