Your first Builder is free
It costs $0. The second is $3,500 and the price keeps climbing. Plenty of new players never open the hire screen at all and wonder why nothing is being built.
Everything in this game is funded by fifty buildings and five builders. Get this part right and the missiles pay for themselves. Get it wrong and you are stuck at the bottom of the ladder forever.
Comparing the units your income will fund? Use the main WW3 Commander Roblox wiki database →
Page copy reviewed 2026-09-15. The figures stay the UPD 1.5.x (Warships) capture from 2026-08-04, last stamped 2026-09-29.
This page is the builder and income system. There is no redeem box anywhere in this game, and the free hand-outs that are real — the FREE button, daily quests and the online tiers — are documented on the free rewards page. Everything below is money you earn and multiply yourself.
The hire screen states it in plain text — “Broken Building produce no gold”. When your base gets bombed, those buildings stop earning entirely until someone fixes them. Lose half your fifty buildings and your income halves with them.
A Build Repairman costs $5,000, caps at five, and repairs automatically. At a full-base income of 7,355 $/s it pays for itself in under a second of protected earnings. No other guide mentions this.
Workers
| Worker | What it does | Cap | First hire |
|---|---|---|---|
| Builder | Automatically builds buildings | 5 | Free |
| Build Repairman | Repairs bombed buildings | 5 | $5K |
| AntiAir Repairman | Repairs anti-air | 3 | $50K |
| Shield Repairman | Repairs the shield generator | 3 | Needs Mini-Shield |
| Mine Repairman | Repairs the Gold Mine | 3 | Needs Gold Mine |
It costs $0. The second is $3,500 and the price keeps climbing. Plenty of new players never open the hire screen at all and wonder why nothing is being built.
Shield Repairman needs the 320 Robux Mini-Shield first. Mine Repairman needs the 320 Robux Gold Mine. Without those purchases the slots simply cannot be filled.
Progression
Fifty plots, five builders. Each level unlocks a more valuable building and adds about ten seconds of construct time, up to ninety. Confirmed names: Farmstead, Ironworks, Office Building, Central Business Tower, Quantum Lab. Levels 2 and 3 are blank because they never appeared in footage.
| Level | Unlocks | Build time | Upgrade cost | Cost x5 builders |
|---|---|---|---|---|
| Lv.1 | Farmstead | 30s | — | — |
| Lv.2 | not yet confirmed | 40s | — | — |
| Lv.3 | not yet confirmed | 50s | — | — |
| Lv.4 | Ironworks | 60s | — | — |
| Lv.5 | Office Building | 70s | $881K | $4.4M |
| Lv.6 | Central Business Tower | 80s | $1.9M | $9.5M |
| Lv.13 | Quantum Lab | 90s | — | — |
You have five builders and each one upgrades separately. The panel says $881K for level 5 → 6; doing all five is $4.4M. Level 6 → 7 reads $1.9M and actually costs $9.5M. Budget accordingly.
How long that takes depends on which income reading above you are actually earning. At the level 5 figure — 676.7 $/s — the five-builder $4.4M is 1h 48m of income. At the top measured rate it is 10m. Which one you face depends entirely on how full your fifty plots are.
Levels 2 and 3 never appeared in any footage we could find, so their building names and upgrade prices are blank above rather than invented. Build times are marked as inferred from the clean +10s pattern. We will fill these in when we can see them.
Measured
Six real readings taken off the HUD at different stages. From a fresh spawn to a maxed base the income multiplies by roughly 1,100x.
Highest reading we have: 7,355 $/s with level 13 builders and all fifty buildings standing — about $26.5M an hour if you hold that rate. The level 6 full-base reading, 3,116.7 $/s, is $11.2M an hour. Work out your own time-to-afford →
Money loop
Three systems put cash in your balance, and only one of them keeps paying while your base is being taken apart.
| Source | What it pays | What it needs |
|---|---|---|
| Buildings | 6.7 $/s at a fresh spawn, up to 7,355 $/s on a base that is full and still standing | Fifty plots, five builders, and repair hires to keep them earning |
| Gold Mine | 1,500 every six seconds — a flat 250 $/s, whatever else is happening on the plot | 320 Robux. No cash price and no free unlock |
| Destroy payouts | Five observed tiers, $500 to $100K, paid the instant the structure falls | Missiles, and something worth pointing them at |
Only the Gold Mine cannot be destroyed. Buildings that get bombed stay broken, and broken buildings produce no gold until a Build Repairman is on the payroll — that single sentence is why the $5,000 hire outranks every weapon in the shop.
Comments under money guides claim a small bonus for having friends in the same server, usually quoted at +5%. We have not confirmed it against the game UI, so it stays a player report here rather than a row in the table above. The documented multiplier is the builder ladder, which runs from 6.7 $/s to 7,355 $/s across the readings on this page.
Offline earnings are the big blank. We have no HUD reading for what a base pays while its owner is out of the server, so we publish no figure for it. The one timer we can confirm is the online reward track, and that resets the moment you leave.
Hard caps
Destroy payouts
Blowing something up pays out instantly. Five tiers observed, scaling with the value of what you hit — this is how pirate islands make money.
Per-island totals are not verified — see the pirate islands guide for the honest gap list, or the first-session path to farm them safely.
Robux
| Item | What it is | Price |
|---|---|---|
| Peace Keeper | Missile. 10,000 DMG, 250 radius, 5,000 health. | R$ 480 |
| Gold Mine | Generates 1.5K every 6s (250/s). Cannot be destroyed. | R$ 320 |
| Mini-Shield | 0 DPS, 300 radius, 5,000 health. Cannot be destroyed. 399 list, 320 with Premium. | R$ 320 |
| Obsidian | Warship. 784 DPS, 46,000 health. | R$ 999 |
| Hornet | Anti-sea. 330 DPS, 6,000 health. 399 list, 320 with Premium. | R$ 320 |
How to get the Gold Mine: pay 320 Robux in the shop. There is no cash price and no free unlock. 1.5K every six seconds is 250 $/s that cannot be destroyed — the only income immune to being bombed. It also unlocks Mine Repairman. Everything else on this Robux list is firepower; that one is insurance.
Questions
Three ways. Buildings on your fifty plots, measured from 6.7 $/s at a fresh spawn up to 7,355 $/s on a maxed base. Destroy payouts, which land the instant a structure falls, in five observed tiers: $500, $2K, $5K, $20K and $100K. And the Gold Mine, a 320 Robux shop item that pays 1,500 every six seconds — a flat 250 $/s — and cannot be destroyed.
At the top reading we have taken — level 13 builders, all fifty buildings standing — 7,355 $/s is $26.5M an hour. A full base with level 6 builders was read at 3,116.7 $/s, which is $11.2M an hour. Both are HUD readings rather than projections, and most sessions sit well below them while plots are still empty.
Because they are broken. The hire screen states it in plain text: broken buildings produce no gold. A Build Repairman costs $5,000, caps at five, and repairs automatically — which is why it is the first purchase we recommend on any base that is being attacked.
It is the only income in the game that cannot be destroyed, and it also unlocks the Mine Repairman hire. There is no cash price and no free unlock, and we cannot convert Robux into in-game dollars, so the honest answer is that you are buying one thing: income that a bombing run cannot switch off.
We have not been able to measure that, so there is no number for it on this page. The only time-gated system we can confirm is the online reward track — twelve tiers up to $100K that reset the moment you leave the server. Treat any offline-earnings figure you see elsewhere as unverified until someone shows it on a HUD.