Conflict of Nations: What to Build During Your First 10 Days

An early-game strategy guide covering research priorities, Arms Industries, infantry, aircraft, naval units, and the decisions that can set you up for victory.

In Conflict of Nations: World War 3, the first ten days can have an enormous impact on the rest of your campaign.

Make the right investments, and you’ll enter the middle game with a growing economy, a capable military, and several opportunities for expansion.

Make the wrong decisions, and you may find yourself surrounded by stronger neighbors, short on resources, and unable to produce the units you desperately need.

I’ve played campaigns with different countries, military doctrines, and strategic situations. I’ve experimented with building Strike Fighters early, emphasizing helicopters, investing heavily in naval power, and prioritizing Air Superiority Fighters.

And I’ve learned one important lesson:

You don’t win the early game by building everything. You win by building the right things in the right order.

In this guide, I’ll walk through how I approach the first ten game days, what I prioritize, what I avoid, and how I adjust depending on the country I’m playing.

This isn’t a rigid formula. It’s a framework for making better decisions.

Conflict of Nations first 10 days strategy infographic showing daily build priorities, including economy, infantry, air superiority, reconnaissance, military research, and expansion.
Conflict of Nations first 10 days quick reference: A day-by-day overview of economy, military research, infantry, air superiority, reconnaissance, and expansion priorities.

Before Day 1: Understand Your Starting Position

Before researching anything, examine your country.

The first question isn’t which military unit is strongest.

It’s what your country actually needs.

Evaluate These Five Things

1. Geography

Are you landlocked? Do you have several coastal cities? Are you separated from enemies by mountains, oceans, or narrow passages?

A landlocked country doesn’t need an early Cruiser fleet. An island nation may need naval protection almost immediately.

2. Homeland Cities

Identify what each city produces.

Your supplies, components, electronics, rare materials, fuel, money, and manpower determine which units and buildings you can realistically support.

3. Nearby Enemies

Are you surrounded by aggressive players? Are neighboring countries controlled by inactive players or computer-controlled opponents? Are your borders relatively secure?

Don’t assume a neighboring player is inactive simply because they haven’t moved yet.

4. Military Doctrine

Western, Eastern, and European doctrines have different research timing and unit characteristics.

Check the actual research tree instead of assuming every country unlocks identical units on identical days.

5. Your Victory Plan

Are you hoping to join a coalition? Pursue a solo victory? Control nearby territory before expanding farther?

You don’t need to answer every question perfectly on Day 1, but you should have a general direction.

Coach Brown’s Rule #1: Your starting country should influence your build order—not the other way around.

Day 1: Establish Your Economy and Military Foundation

Day 1 is about making productive investments without wasting your starting resources.

Priority #1: Review Your Resource Production

Open your resource overview and identify your biggest shortages.

I pay particular attention to supplies, components, and electronics because they frequently become limiting factors when building a modern military.

Rare materials also matter because research consumes them.

However, your priorities may differ.

If you’re planning an early air force, your resource requirements will look different from those of a player focusing on infantry and artillery.

Priority #2: Begin Building Arms Industries

Arms Industries increase resource production in cities.

That makes them especially valuable early, when their benefits can accumulate over many game days.

But here’s something I wouldn’t recommend:

Don’t blindly build the same expensive upgrades in every city.

Prioritize cities producing resources you’re likely to need.

If you’re already producing plenty of fuel but desperately need components, consider investing in your component-producing city first.

Priority #3: Establish Infantry Production

Infantry is essential because you need units capable of capturing territory.

Motorized Infantry is a dependable early-game option.

National Guard can also be useful, particularly for affordable territorial defense and occupation duties.

Remember that National Guard and many specialized infantry branches require the appropriate Recruiting Office infrastructure.

Priority #4: Begin Research With a Purpose

I generally want access to reliable infantry and an air strategy as early as my situation permits.

Air Superiority Fighters are often among my priorities.

However, I don’t research expensive units without checking whether I can afford the buildings required to produce them.

Day 1 Checklist

  • Examine your country and neighboring threats.
  • Identify your most important resource shortages.
  • Start selected Arms Industries.
  • Establish or use appropriate infantry production facilities.
  • Begin your initial research.
  • Explore coalition opportunities.
  • Protect vulnerable homeland cities.

The Day 1 goal: Finish with a clear plan, an improving economy, and military production underway.

Day 2: Start Building Your Offensive Capability

By Day 2, I want to begin moving beyond basic infantry production.

My first major decision is often which offensive unit will become the foundation of my military.

My Preferred Air Strategy

I like establishing Air Superiority Fighters early.

Why?

Because controlling the skies creates opportunities for everything else.

If an opponent relies heavily on Strike Fighters without adequate air cover, ASFs can make those aircraft vulnerable.

Once I have a reasonable plan for air superiority, I can decide whether to invest in Strike Fighters or helicopters.

Strike Fighters or Helicopters?

Strike Fighters provide strong general-purpose ground-attack capabilities and excellent operational reach.

Helicopters offer more specialized attacks and can be particularly valuable against formations protected mainly by conventional SAMs.

However, they generally have shorter operational ranges.

I wouldn’t automatically research both.

I’d choose the aircraft that best fits my opponents, geography, and resources.

Don’t Forget the Airbase

Researching aircraft is only part of the investment.

You also need the appropriate Air Base infrastructure to mobilize them.

Inspect your existing buildings before constructing additional ones.

The Day 2 goal: Develop a practical offensive plan without spreading research across too many branches.

Day 3: Expand Carefully and Protect Your Homeland

By Day 3, I want my initial military investments working toward a specific objective.

This may mean attacking a weak neighbor, securing important provinces, or preparing an offensive against a nearby city.

But expansion should be calculated.

Don’t Attack Just Because You Can

Before declaring war, I evaluate:

  • How many enemy cities can I realistically capture?
  • What forces does the opponent have?
  • Can I protect my homeland during the offensive?
  • Do I have enough infantry to occupy captured territory?
  • Is this war likely to interfere with coalition plans?

A war that looks easy on Day 3 can become a major problem if another neighbor attacks while your army is away.

Keep Producing Infantry

Combat aircraft and artillery can destroy enemy units, but ordinary combat aircraft cannot capture territory.

You still need infantry capable of conquering cities and provinces.

One of the most frustrating situations is destroying an enemy army but having no available infantry to capture the territory.

Watch Newly Captured Cities

Occupied cities may have low morale and face a risk of insurgency.

Avoid moving every infantry unit forward before you’ve secured the territory behind you.

The Day 3 goal: Expand when the opportunity is favorable, but maintain enough forces to defend and hold what you capture.

Day 4: Strengthen the Economy Without Overbuilding

By Day 4, your starting resources may already be under pressure.

You’ve researched units, constructed buildings, and started military production.

This is when poor economic planning becomes obvious.

Recheck Your Resource Balance

Ask yourself:

  • Which resource is limiting production?
  • Are my Arms Industries helping the right cities?
  • Am I spending too much on buildings that don’t support my strategy?
  • Can I afford the upkeep on the military I’m producing?

It’s tempting to construct every available building.

But buildings consume resources that could otherwise support your military.

A Level 2 or Level 3 building isn’t automatically worth building simply because the option is available.

Avoid Premature Annexation

Annexing occupied cities can improve resource production and allow additional mobilization opportunities.

But annexation is expensive.

Early in a match, I usually prefer developing homeland production before spending heavily on annexation, unless a specific strategic benefit justifies it.

The Day 4 goal: Remove resource bottlenecks before they become permanent limitations.

Day 5: Evaluate Your Military Direction

By Day 5, I want to know what kind of military I’m building.

For many of my campaigns, that means a combination of:

  • Infantry for territory control.
  • Air Superiority Fighters for air defense and air combat.
  • Strike Fighters or helicopters for offensive operations.
  • Selected support units based on enemy threats.
  • Naval forces if geography requires them.

This is also when I start paying close attention to what other players are researching and producing.

Adapt to the Enemy

If opponents rely heavily on Strike Fighters, I place greater emphasis on countering fixed-wing aircraft.

If they build large armored formations, I look at appropriate anti-armor capabilities.

If they invest heavily in SAM launchers, helicopters or ground-based ranged weapons become more attractive.

If enemy naval activity threatens my homeland, I may need to redirect resources toward coastal protection.

The Day 5 goal: Stop thinking about individual units and start thinking about a military system.

Day 6: Develop Intelligence and Reconnaissance

One of the biggest mistakes new players make is attacking without understanding what they’re fighting.

A radar contact doesn’t necessarily reveal the complete composition of an enemy stack.

You may know that an army is approaching without knowing whether it contains tanks, SAM launchers, artillery, or other support units.

This is dangerous when you’re relying on expensive aircraft.

Why I Value Reconnaissance

Before attacking an enemy formation, I want to know whether it contains defenses that counter my preferred weapons.

For example:

  • SAM launchers threaten fixed-wing aircraft.
  • Mobile AA threatens helicopters.
  • Air Superiority Fighters threaten offensive aircraft.
  • Artillery can attack ground formations from a distance.

Reconnaissance doesn’t eliminate every risk, but it helps you avoid preventable mistakes.

Should You Research Mobile Radar Immediately?

Not necessarily.

Mobile Radar can become a valuable part of a developing military, but it is another research and production commitment.

I’d prioritize it according to the threats I’m facing and the resources available.

The Day 6 goal: Begin developing the information advantage needed for larger military operations.

Day 7: Prepare for More Sophisticated Opponents

By Day 7, some opponents may be fielding more advanced combinations of units.

Instead of isolated infantry formations, you may encounter armies protected by anti-air systems or supported by artillery.

This is where specialized counters become more important.

My Defensive Priorities

If enemy aircraft are threatening my forces, I want appropriate air defense.

If opponents are using helicopters, Mobile Anti-Air Vehicles may become increasingly valuable.

If fixed-wing aircraft are the main threat, Mobile SAM Launchers can be important.

If enemy ground formations are advancing with heavy defenses, I may need artillery or another suitable ranged attack. See https://coachbrownsclass.com/conflict-of-nations/conflict-of-nations-counter-sams-mobile-aa/ for more on this topic.

Avoid Researching Everything

It’s easy to get distracted by the growing research tree.

But researching five new branches doesn’t help if you lack the resources to produce useful quantities of any of them.

I would rather have several complementary, adequately upgraded units than an assortment of expensive technologies I can’t use effectively.

The Day 7 goal: Begin countering your opponents’ actual strengths rather than guessing what you’ll eventually need.

Day 8: Strengthen Strategic Mobility

By Day 8, your military may be operating farther from your homeland.

This creates logistical challenges.

Aircraft need operational bases within range.

Ground forces need time to move across territory.

And your opponents may threaten important routes between your homeland and the front.

Airfields Become Increasingly Valuable

Forward Airfields can help extend your operational reach.

But don’t construct them without considering their location and vulnerability.

A forward Airfield becomes a high-value target if your entire offensive depends on it.

I prefer positioning air infrastructure where it supports military operations without being unnecessarily exposed.

Think About Reinforcement Routes

How quickly can you move new units from homeland cities to the front?

Can your aircraft reinforce several regions?

Are your troops forced through vulnerable chokepoints?

The Day 8 goal: Make sure your expanding military can actually reach and support its objectives.

Day 9: Assess Your Coalition and Victory Strategy

Conflict of Nations isn’t only about military power.

Diplomacy can dramatically change the outcome of a campaign.

I’ve played games where cooperation with coalition partners made major offensives much easier.

I’ve also seen how difficult it becomes when allies pursue separate objectives and fail to communicate.

What Makes a Strong Coalition?

I value allies who:

  • Communicate regularly.
  • Contribute military forces.
  • Coordinate attacks.
  • Protect one another’s vulnerable borders.
  • Understand the coalition’s victory objectives.

A smaller, active coalition may outperform a larger group of players who rarely coordinate.

Decide Where Your Next Expansion Should Go

By Day 9, you should have a better sense of your regional situation.

Ask yourself:

  • Which opponents are becoming dangerous?
  • Which territories offer strategic value?
  • Where can I expand without overextending?
  • What military capabilities do my allies lack?

The Day 9 goal: Position yourself for sustained expansion rather than fighting disconnected wars.

Day 10: Review Your Position and Prepare for the Middle Game

By Day 10, I want my country to have developed several important capabilities.

Not necessarily the largest army on the map.

Not necessarily the most researched unit types.

But a military and economy that work together.

My Ideal Day 10 Situation

Economy: Selected homeland cities have improved production, and I understand my primary resource bottlenecks.

Infantry: I have enough territorial units to continue expanding and secure important captured cities.

Air Force: I have a developing air-superiority capability and a clear offensive aircraft plan, if air power fits my strategy.

Ground Support: I’m developing counters to the threats my opponents actually field.

Navy: If my country requires naval power, I have a purposeful maritime strategy rather than an assortment of unrelated ships.

Diplomacy: I have established useful relationships and understand whether I’m pursuing a coalition or solo victory.

Strategic Mobility: My important forces can reach the areas where they’re needed.

What I Would Avoid

I don’t want to reach Day 10 with:

  • Ten different unit types researched but very few units produced.
  • Expensive naval infrastructure in cities that don’t need it.
  • A large offensive army and no homeland protection.
  • Powerful aircraft but no plan to counter enemy fighters or air defenses.
  • Large territorial gains that I cannot hold.
  • An economy unable to support future research and production.

Coach Brown’s Rule #2: By Day 10, your military should have a clear identity and your economy should be able to support it.

My Preferred First-10-Days Research Priorities

If I were starting a typical land-focused campaign with reasonably secure borders and a playable air strategy, this is the general order I’d consider.

PriorityUnit or capabilityWhy it matters
1Motorized Infantry or National GuardCapturing and holding territory
2Air Superiority FightersDefending against enemy aircraft
3Strike Fighters or HelicoptersOffensive ground support
4Targeted anti-air or reconnaissanceCountering developing enemy threats
5Artillery or additional specialized supportDefeating protected ground formations
SituationalNaval unitsProtecting coastal cities and controlling important waters

This is a priority framework, not a promise that every technology can or should be unlocked on a particular day.

Research unlocks vary by doctrine and game day, and the resource cost of supporting each branch matters.

How I’d Change This Plan for Different Countries

Landlocked Country: Focus on Ground and Air Power

If I’m playing a country like Kazakhstan, my early emphasis will generally be on infantry, air power, and the infrastructure required to support them.

I wouldn’t spend resources on naval research that I cannot meaningfully use.

Large land areas can also make aircraft range and forward airfields particularly important.

Island Country: Prioritize Maritime Defense

If I’m playing Japan or another island country, I need to think seriously about protecting my coastal cities.

An enemy transport force reaching an undefended homeland city can create a major problem.

I’d consider early coastal naval defense and expand toward stronger fleets as the economy permits.

Country With Several Hostile Land Borders

If I’m surrounded by potentially aggressive neighbors, I may delay some offensive investments to maintain enough infantry and defensive capability.

I might also choose diplomatic arrangements that reduce the number of fronts I need to defend.

Country With a Strong Coalition

If my allies are reliable and geographically well positioned, we can specialize.

One player may emphasize naval power while another invests in air superiority and another in ground forces.

Cooperation can reduce redundant spending, but only when allies coordinate.

The Seven Biggest Early-Game Building Mistakes

Here are seven mistakes I’d avoid in almost every campaign.

1. Building every possible military structure. Construct buildings based on the units you’re actually planning to produce.

2. Neglecting Arms Industries. Your long-term military strength depends on sustainable resource production.

3. Researching too many branches. Technology isn’t useful if you can’t afford the resulting units.

4. Forgetting infantry. Aircraft and ships can defeat enemies, but you still need units capable of capturing territory.

5. Ignoring air superiority. Ground-attack aircraft become vulnerable when your opponent controls the skies.

6. Expanding without protection. Every city you capture creates additional defensive and logistical responsibilities.

7. Following the same build order in every country. Geography, doctrine, enemy behavior, and resources should determine your strategy.

Final Thoughts: The First Ten Days Are About Building Momentum

The goal of the first ten days in Conflict of Nations isn’t to create the most impressive-looking army.

It’s to develop a country that can keep growing stronger.

You want a productive economy.

You want a military capable of capturing territory and defeating likely threats.

You want enough flexibility to adapt when opponents change their strategies.

And you want a realistic plan for the next phase of the game.

I’ve learned that some of my strongest campaigns weren’t the ones where I conquered the most territory immediately.

They were the ones where I invested intelligently, preserved valuable units, and positioned myself to win increasingly important battles.

Don’t measure your first ten days only by how many cities you’ve captured. Measure them by how prepared you are to win the next twenty.

That’s how you build a country capable of winning the war.


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