Why the Order Matters
In Ikariam, resources are scarce and construction times increase with each level. The correct building order ensures you avoid bottlenecks and your growth remains steady. Wrong priorities cost days of progress — a lost week at the start is nearly impossible to recover.
Phase 1: Ekonomi (Day 1–5)
- Sawmill to level 3–5
- Town Hall to level 3
- Academy to level 1–2
- Port to level 2
- Tavern to level 2
- Town Hall to level 5
- Marketplace to level 1
In this phase, everything goes into the economy. Every resource spent on military is missing from your growth. The Sawmill is your number one priority — you need wood for absolutely everything.
Phase 2: Stabilisation (Day 5–14)
- Warehouse to level 2–4
- Sawmill to level 8–10
- Luxury resource to level 4–6
- Academy to level 4–6
- Town Hall to level 8
- Town Wall to level 3–5
- Hideout to level 5
Nejw you stabilise your economy. Storage capacity must keep pace with rising production. The Town Wall provides passive defence that works around the clock.
Phase 3: Militär and Expansion (from Week 3)
- Barracks to level 3
- Shipyard to level 2
- Governor's Residence to level 1–3
- Found second town (colony)
Only now do you invest in military and expansion. Your economy now supports troop upkeep and the Governor's Residence enables colonial founding on another island with a different luxury resource.
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Starta gratisCommon Build Order Mistakes
Building the Barracks before a level-5 Town Hall is a classic mistake. You need the population for workers and researchers, not for soldiers. Skipping the Tavern also backfires quickly — without satisfaction your population does not grow, and without population growth everything stalls.
Phase 3: Militär and Expansion (from Week 3)
Only now do you invest in military. Your economy now supports troop upkeep. The Governor's Residence enables colonial founding, the Museum generates culture points for it. Do not forget cultural treaties with neighbours — they significantly accelerate expansion.
Common Build Order Mistakes
Barracks before a level-5 Town Hall is a classic mistake. You need population for workers and researchers, not for soldiers. Skipping the Tavern also backfires — without satisfaction there is no growth. Forgetting the Warehouse is also fatal: overflowing storage silently loses resources you never notice.