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Last War HQ Upgrade Requirements and Build Order

· 21 min read · Last War Bot team

In short: When upgrading HQ, first complete the prerequisite buildings shown in-game; starting from HQ 8, the Tech Center is a recurring core prerequisite. Preparing the second required building early for the next HQ reduces resource and construction time bottlenecks.

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How to Find Last War HQ Upgrade Requirements?

Open the HQ → Upgrade screen at your base. Check required buildings and levels, resource amounts, and construction queues here. Simply accumulating resources is not enough if you haven't completed the building requirements shown in red. For exact requirements, costs, and durations, rely on the game interface on your own server.

  1. Note the buildings and levels required for the target HQ level.
  2. Complete the prerequisites for these buildings; arrange the construction order accordingly.
  3. Include prerequisite buildings, not just the HQ, in your resource budget.
  4. Use speed-ups based on the remaining time after Alliance help.

Quick building check: HQ 20, 25 and 30

Target HQ Buildings to prepare Planning check
20 Tech Center 19 + Barracks 19 Include both buildings in the resource and time budget.
25 Tech Center 24 + Tank Center 24 The second prerequisite changes between HQ steps.
30 Tech Center 29 + Drill Ground 29 Check the required level before spending speedups.

These three examples were cross-checked against the Theria Games community table on October 31, 2026. It is not an official publisher announcement. HQ 31–35 can require additional buildings and HQ Expansion research, so two buildings are not a universal limit. Your server's in-game upgrade screen is the final reference.

For duration and speed-up planning, check the HQ calculator. If you are new to the game, review first-day priorities. The guide below explains the building chain and common bottlenecks; it is not an exact cost table that automatically fits every server.

Logic of HQ Upgrades: Unlock Prerequisites First

The Headquarters (HQ) is the progression gate for your base. Seeing the upgrade button does not mean you can start construction immediately: the game first requires specific buildings to reach the desired level. Therefore, the situation "I saved resources for the HQ but still can't start" is mostly due to missing prerequisites rather than lack of resources. The first place to look is the building list on the upgrade screen.

For beginners, you can use the general progression framework in the beginner's guide. Specifically for the HQ, the decision is clearer: find the prerequisite buildings for the current goal, add their construction time and cost to the HQ cost, and only then calculate the finish time. Treating three separate timers as a single "HQ duration" misleads your plan.

Check Question to Ask Resulting Decision
Target HQ Which buildings exactly does the upgrade screen require? Do not spend resources on unnecessary buildings.
Tech Center Is the current level sufficient for the target? Prepare recurring unlocks early.
Second Mandatory Building Wall, Barracks, or another structure? Prioritize the rotating building while running the current HQ.
Resource Balance Can buildings and HQ be covered together? Budget the total chain instead of a single large cost.
Construction Queue Which job will unlock another when completed now? Allocate idle time to prerequisites.

It is important to perform this check at each HQ step. The building required at the previous level may not be the same at the next level. Also, bulk level ranges seen in guides do not replace the exact requirements on your upgrade screen. The guide summarizing building types and the page compiling HQ prerequisites help with planning; final decisions should be based on in-game conditions.

What is the order of prerequisite buildings?

In early HQ stages, structures like Walls, Barracks, Drill Grounds, and parking areas are prominent. The example chain in research notes shows that for HQ 2, you need the Drill Ground and parking area; for HQ 3, Walls; and for HQ 4, Barracks and Drill Grounds. Around HQ 5–7, Walls, Barracks, Drill Grounds, and troop centers appear alternately. The practical rule at this stage is to open the full list of requirements and tap only the specific building needed, rather than trying to memorize a sequence of steps.

From HQ 8 onwards, the Tech Center becomes the main recurring prerequisite. The second building is not fixed: it can vary between Walls, Barracks, Drill Grounds, Hospital, Alliance Center, or troop structures such as Tank, Air, or Missile Centers. A shortcut like "upgrade the same two buildings for every HQ" misses this rotation. When dealing with troop centers, evaluate both your chosen development path and the specific building required by the game at that level.

Progression Stage Main Prerequisite in Research Files Planning Focus
Early HQ Walls, Barracks, Drill Grounds, and some starting structures Finish the structures shown on the target screen, then move to HQ.
HQ 8–30 Tech Center and varying second building Don't let the Tech Center fall behind; check the second building at each step.
Post-HQ 30 HQ Expansion research and oil planning Anticipate research unlocks and new resource loads in advance.

Do not mistake the prerequisite list for a "building priority order." For example, if the Hospital is locked at a certain level, it is the priority for that day; if it is not locked at another level, there is no need to treat it like a quest that unlocks the HQ. Similarly, although Walls appear in many steps, do not assume they are automatically mandatory at every HQ tier. The HQ requirements guide and the general game tutorial help understand the list, but the upgrade screen in-game is your actionable checklist.

Preparing the next step today

When your current HQ enters construction, don't view the wait time solely as a period for gathering resources. Also check the potential blocker for the next HQ target that will unlock once the upgrade is complete. If you have a second construction queue, you can handle the prerequisite building in parallel. If you are progressing with a single queue, deciding which structure to build next before the current construction finishes reduces idle time caused by indecision.

Extending this plan two steps ahead is particularly useful in the mid-game. If the Tech Center is required for today's HQ, account for the fact that the Tech Center may need to be upgraded again for the next target. If Walls or Drill Grounds are lagging, see how much gap exists for future secondary prerequisites. This way, you manage the actual deficits in your account without memorizing a cost table.

When preparing the next step, also distinguish between "target buildings" and "supporting buildings." The target building directly opens the upgrade button because it is listed on the screen. Supporting buildings enhance your team, defense, or resource layout; while valuable, they may not unlock the immediate requirement. If you place these two tasks in the same priority queue under limited resources, the final upgrade needed for the HQ will be delayed. Instead of completely ignoring supporting buildings, evaluate them using the remaining resources after setting aside the cost for the target building.

You can keep this two-step plan in a small note: "Now: Tech Center; Next: HQ; Future Lock: Wall." The plan should be updated based on the actual conditions on the screen when a new HQ unlocks. If the predicted second building differs from reality, base your actions on the new condition. This habit allows you to progress without relying on old guide tables or remembered sequences.

Upgrade order in early, mid, and late stages

In the early stage, prioritizing HQ is logical; do not create unnecessary waiting time once mandatory buildings are completed. However, advice to "constantly push HQ" fails when it ignores the timing of required structures like Barracks and Training Grounds. Unlock the lock shown on the upgrade screen, start HQ if resources are sufficient, then check the next lock. The Daily Tasks Guide helps you determine which tasks to track regularly around this routine.

In the mid-stage, the Technology Center should be kept at the same pace as HQ. Other conditions such as Walls, Hospital, Training Grounds, and Alliance Center come into play depending on level. A fundamental mistake here is building only enough to unlock the current HQ button without seeing the next target. Since resource production, research, and troop development draw from the same budget, you must see total needs before major construction. The Fast Growth, Resources, and Energy Guide completes a broader daily plan.

In the late stage, the impact of resources and duration grows together. Research notes define HQ 25–30 as a significant wall; here, costs accumulate not just for HQ but also for prerequisite buildings. After HQ 30, HQ Expansion research and oil requirements must be planned separately. While saving oil for the late stage, do not ignore today's iron, food, and gold needs. Focusing solely on one future resource can delay completing current prerequisites.

Stage First Priority Second Check Delay to Avoid
Early Finish visible mandatory building Keep HQ resources ready Leaving queue empty even after unlock
Mid Grow Technology Center simultaneously See changing second condition Walls or troop buildings lagging by several steps
Late Budget entire prerequisite chain Construction time and alliance help Saving based only on HQ cost
Post-HQ 30 HQ Expansion and oil plan Research and building locks Noticing research until upgrade day

The purpose of this order is not to impose the same building level on everyone. It shows which obstacle to solve first based on your account's current gap. If you have an HQ construction waiting for a long time, review support buildings, team composition, and research. The Team Composition Guide is a useful next read on how to consider HQ level alongside war preparation.

Do not save resources solely for HQ cost

HQ upgrade cost may look large on screen; the real budget starts with the cost of structures that unlock it. Iron and Food are important in the early stage, while Coin adds burden at higher HQ levels. Oil requirement changes the plan for post-HQ 30. Track each of these resources separately; having one full does not automatically resolve another lock.

Sample figures in research files help understand scale: For HQ 21, 79.3 million Iron, 79.3 million Food, and 25.6 million Coin are transferred; for HQ 30, 1.4 billion Iron, 1.4 billion Food, and 460 million Coin. Do not use these values as exact price lists applicable to everyone. The current game screen, your account's cost, and any effects are more reliable points to check. The main lesson from examples is that resource load grows significantly within a few steps.

Set up practical budgeting method in this order:

  1. Note the two missing buildings for target HQ and their required levels.
  2. Calculate resources for these buildings first, then separately calculate HQ's own resources.
  3. Visibly allocate part of resources if needed for other research or troop work.
  4. Determine which construction stops due to least available resource; set gathering priority accordingly.
  5. Re-read plan when a building finishes. Type of remaining gap may have changed.

This method also answers "I have plenty of iron, why am I not progressing?": Required coin or food cost for second building may be missing. Plan your gathering routine with the Resource Gathering Guide and daily task selection with the Radar Missions Guide. Also read the Energy Management Guide for energy-using activities; you don't need to completely stop daily game loop while saving for HQ.

When calculating resource targets, do not confuse three separate situations. First, amount to immediately start current mandatory building. Second, amount to open HQ after that building finishes. Third, cost of next condition that can be prepared while HQ construction continues. First two determine near-term locks; third is for evaluating wait time. Reducing all to single number makes it hard to see which deficit requires action today.

Especially for large HQ target, do not check resource screen once and stick to same plan for days. Alliance help changes duration, daily activities change balance, completed building changes remaining lock. Recalculate total gap after every major construction finish. Thus you can shift resources to next mandatory job instead of hoarding for structure no longer needed.

To close resource gap, first find which shortage actually stops construction queue. Trying to increase all resources equally does not target bottleneck. For example, if current condition is Wall, completing resources required by Wall is more useful than stockpiling alone for HQ that cannot yet be opened. When you also see what next condition is, your gathering decision supports both constructions together.

Build time, alliance help, and speedups

When resources are ready, the second bottleneck is the timer. Before starting a long HQ upgrade, consider when Alliance help will arrive, the construction event window, and the speedups you have on hand. Alliance help can affect the amount of speedup you need to use later. Research notes specifically highlight the advantage of requesting help early for long timers; therefore, request help as soon as you start construction, then check the remaining time. Do not assume a fixed time reduction per help instance.

Instead of randomly consuming speedups, define a purpose. It may make sense to use them if there is a prerequisite that needs to be unlocked immediately. If there is no urgent lock, matching them with event windows where you have verified in-game that they grant construction points can provide additional value. Research notes include an approach of starting long constructions before an event and finishing them within the appropriate point window using speedups. This is a tactic to apply after verifying the calendar and point conditions in-game; it is not a rule to hold all speedups indefinitely.

Tool When does it work? What to check before gaining profit
Alliance Help As soon as construction starts, especially for long timers Was the help request sent, and what is the remaining time?
Construction Speedup If a lock needs to be opened or event points are to be earned Actual remaining time after helps arrive
Second Builder To prepare the next mandatory building in parallel Purchase preference and continuous use of the second queue
Construction Plan In all cases Are the resources for the next building ready?

The Second Builder is purchasable; research notes mention the benefit of at least one extra queue. However, the decision to purchase it depends on personal budget. If you have an extra queue, one can progress the HQ while the other progresses the next prerequisite. Even without it, you can establish a consistent order with a single queue: first the key building, then the HQ, and start the new key building as soon as the timer finishes. Alliance Guide is relevant reading for setting up the help flow. When running construction alongside Alliance activities like Rallies, plan Stamina and Squad usage separately.

For the Builder's Hut, the research file notes a free speedup advantage below HQ 15 and diminishing returns at higher stages. Compare this information with the free option visible to you today; do not assume costs, exact gains, or payback periods. When considering Alliance help, the free option, and event windows together, unnecessary speedup consumption becomes easier to spot.

When making timing decisions, consider the moment of starting construction and the moment of completion separately. Starting construction early allows the timer to run; using speedups later may align with an appropriate event window. Its feasibility depends on the event rules of that day and the remaining time. If the timer naturally finishes before the event, the expected point opportunity may not arise. Therefore, check the finish time on screen instead of estimating at the moment of decision.

Speedup stock does not have to be held for a single purpose either. Some can be used to unlock urgent buildings, and some for your planned event. The important thing is knowing which construction will finish and which job will start next in the queue before using them. If you cannot start the mandatory building because resources are depleted after finishing the HQ with a speedup, the time gained remains limited.

Diagnose the bottleneck: which building is holding you back?

One of the most common stalls is the Technology Center. Since it frequently repeats after HQ 8, deciding to "finish another building for now" across several levels can accumulate into a significant gap. The solution is to see where the Technology Center stands relative to the next target whenever an HQ is completed. If it is behind, do not focus solely on the new HQ button; move the resources and time required for the center to the front line.

Walls are another frequent obstacle. Research notes indicate they are requested in many steps and their iron load can be substantial. However, do not conclude that "Walls are always first priority." If the prerequisite screen does not require Walls, prioritize the next mandatory structure. If Walls are required, calculate the resource gap through them. This turns general advice into a decision applicable to your own account.

Barracks, Training Grounds, Hospitals, and troop centers can also fall behind in rotation. Advice to pick one center and continuously grow it only works if it aligns with what the game actually requires for your goal. If another structure is needed, the general "single path" rule won't unlock the block. For this reason, re-checking the condition screen at each HQ step is not a waste of time, but a step to prevent wrong construction.

Symptom Possible Cause First Fix
HQ button locked Missing mandatory building level Check the two conditions on screen individually.
Resources available, construction not starting One resource type or the second condition is missing Separate total balance by building.
Waiting for the same building at every HQ Technology Center is lagging Plan the center level alongside the next HQ.
Time taking longer than expected Prerequisite and HQ timers not calculated separately Rewrite the total duration of the chain.
HQ upgraded but power lagging Support, research, or troop development stalled Open separate resource allocations for Squad and research.

Do not fill out this diagnostic table once and leave it. The key building and the scarcest resource can change with each new goal. Regular reassessment prevents over-commitment to a single old plan. Mid-game progression guide provides additional context for thinking about HQ and support buildings together.

Rushing HQ or balanced progression?

Rapidly leveling up your HQ can be suitable if your goal is to unlock new systems and progression gates. In balanced progression, research, team building, and combat readiness advance alongside your HQ level. The right approach depends on your current objective. If you want to open a specific gate, focus on the mandatory requirements; if you want to stay stronger in events and conflicts, don't cut support spending entirely from your budget. HQ level alone is not a complete indicator of combat power.

A good check here is asking: "What will I delay when I rush my HQ?" If research upgrades, troop preparation, or support structures like the Hospital are lagging behind, simply increasing levels may not yield the expected results. On the other hand, insisting on completing all secondary buildings first can unnecessarily slow down progress. Keep separate lists for structures actually required by the target HQ and those valuable for your combat plan; allocate resources consciously.

For example, if a new HQ target requires the Technology Center and Training Ground, these two structures go into the "key" column. Research and team strengthening go into the "game goal" column. If resources are scarce, decide which activity is more important in the coming days. This distinction breaks the habit of treating every building with equal urgency. The official Last War site is the main reference point for game information; always verify requirement lists in your own account.

Use this short checklist when making decisions:

When answers to these questions are written down, the "rush vs. balance" debate doesn't remain abstract. You can move to the next task based on your own account's locks and goals.

Re-evaluate your long-term goal occasionally too. Initially, you might want to reach a new HQ level as quickly as possible; later, you may notice your troops or research falling behind. In such cases, the order of mandatory buildings doesn't change, but your decisions regarding remaining resources do. Make a conscious choice between allocating share to support development without stopping the construction queue versus directing all resources into the HQ chain.

Separate research and resource planning after HQ 30

The "complete mandatory buildings, save resources, start construction" routine used until HQ 30 does not fully explain the next phase. In progressing through HQ 31–35, HQ Expansion research is a separate lock. Therefore, looking only at the level of the second building that changes along with the Technology Center is insufficient: also check the research condition together with building requirements on the HQ screen. If one condition is met while another waits, your preparation chain remains open.

Reset your resource calculations too. While food and iron stand out in early stages, gold becomes important in later levels, and oil gains significance in plans after HQ 30. Seeing a resource in storage doesn't mean the entire chain is financed. First, write down the types of resources needed for research, mandatory buildings, and the target HQ on separate lines. Then determine which line will run out first. This way, you won't allocate all savings to the visible HQ cost while leaving gaps for research or prerequisites.

Review preparation in this stage using the following order:

  1. Record the building and research locks shown by the target HQ.
  2. Separate the missing levels of the second building that alternates with the Technology Center.
  3. Calculate food, iron, gold, and oil requirements separately for each task.
  4. Don't treat construction and research timers as a single completion time; mark which task waits for the other.
  5. Only make decisions about Alliance help and speed-ups once it's clear which constructions can actually start.

Level examples in resource files provide guidance; base exact costs and conditions on the game screen in your own server. Especially during long accumulation periods, revisiting the target is important: the second building required for the next HQ may change, and research locks require preparation separate from building costs. This check helps you distinguish between saving speed-ups for an unready target versus waiting for a construction that could start immediately.

Daily application plan and automation limits

At every login, first check the construction queue and HQ condition screen. Then assess the scarcest resource, Alliance help, and daily tasks. Radar (radar) and other regular activities can support resource flow; however, decide yourself which reward benefits your current lock today. Invading Zombie guide and daily task flows are relevant resources for those wanting to keep other activities organized while waiting for construction.

Last War Bot, is an independent third-party Windows tool running on the official PC client; it has no connection to the game developer. Ready features include collecting resources, claiming free rewards in radar missions, Alliance help, and performing building upgrades recommended by the game using only resources while monitoring HQ conditions. It does not press buttons to buy resources or speed-ups, nor does it use diamonds for acceleration. You manage timing decisions such as which event to spend speed-ups on. How the tool works and its limits are explained on the features and security pages, installation steps on the installation page. Consider that automation may carry risks regarding game rules.

Finally, leave a one-sentence plan for the next day: e.g., "Finish Technology Center first, then start HQ." This small note reminds you why you saved which resource when returning to the game after long timers. Efficiency in HQ upgrading comes not just from having more resources, but from applying them to the correct lock in the right order.

Resources

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Frequently asked questions

Which buildings are required before upgrading HQ?

The required buildings depend on your target HQ level. Starting from HQ 8, the Tech Center is a regular prerequisite; the second building may be the Wall, Barracks, Drill Grounds, Hospital, Alliance Center, or a troop facility. Check your in-game upgrade screen for the exact requirements.

Why does the Tech Center constantly fall behind?

Because it is required at multiple HQ tiers, skipping it causes several upgrades to accumulate. Plan for the next Tech Center requirement while your current HQ construction is underway.

Which resources should I save up for HQ upgrades?

Food and iron are critical in the early stages, while gold becomes vital later on. Check oil requirements for plans past HQ 30; calculate resources based on both the HQ and its prerequisite buildings, not just the HQ alone.

Should I use speedups immediately?

If there is no urgent bottleneck to unlock, waiting for a construction event scoring window can be more efficient. First receive Alliance helps to see the remaining time, then decide on using speedups.

Is a second builder mandatory?

A second builder can be purchased and helps prepare buildings in parallel; it is not mandatory. Before committing a budget, organize priorities in your single construction queue.

Does rushing HQ also increase combat power?

HQ is the gateway to new systems, but it alone does not provide balanced combat power. Separately assess whether squads, research, troop, and support buildings have fallen behind.

What changes when advancing past HQ 30?

Advancing through HQ 31–35 requires HQ Expansion research, and oil planning becomes critical. Verify specific requirements on your server's in-game screen.

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