Build a Phone Empire headquarters guide: Grow From a Garage to a Bigger Office
Plan your path from garage to headquarters with office expansion tips, desk setup, hiring advice, and clear limits on verified upgrade requirements.
What Headquarters Progression Means for Your Company
Your garage can become a crowded workplace as your phone company grows. Planning office expansion matters because, in the supplied player experience, additional space allows more desks and a larger team. This Build a Phone Empire headquarters guide explains the supported path toward a bigger office and identifies the headquarters requirements that remain undocumented.
The official Build a Phone Empire description confirms that you begin in a garage in 2007 and can develop your office into a headquarters. It also confirms customizable walls, doors, floors, paint, desks, and decorations.
The supplied sources do not establish an exact headquarters price, revenue threshold, office tier list, or headquarters bonus. Use the requirements shown in your current game when deciding whether you can move.
For practical expansion advice, the available player experience in the beginner walkthrough describes a repeatable loop: release phones, invest in useful research, hire stronger staff, reduce bugs, and work toward a larger office. These are community-sourced observations rather than independently tested mechanics or a guaranteed fastest route.
Build the Income That Supports an Office Move
A larger office is easier to manage when your company can also afford to use it. The player experience describes salaries and projects as ongoing expenses, while released phones generate revenue as they sell. That makes cash management part of office progression.
The walkthrough recommends releasing your first phone promptly so sales can begin. It then uses the selling period to research technologies and prepare later devices. For subsequent phones, the creator advises waiting for useful planned research to finish rather than rushing out a model with weak improvements.
A practical approach based on that experience is to:
- Release an initial phone with the options available to you.
- Check sales and your cash balance while planning the next model.
- Research upgrades you intend to use in that model.
- Compare device production cost with your intended selling price.
- Review quality and bugs before planning the launch.
- Revisit office expansion as sales provide more money.
The official description confirms product design, pricing, marketing campaigns, critics’ reviews, and live sales. The walkthrough adds the player-reported detail that quality, bugs, and price affect reviews. It does not provide a verified review formula or a universal best selling price.
Keep revenue milestones separate from money available to spend. The tutorial mentions a goal of reaching $500,000 in revenue, but it does not establish that figure as a headquarters unlock requirement. It also describes money leaving the company through salaries and projects, so reported revenue alone is an incomplete basis for an expansion decision.
The official description lists 28 goals with cash rewards. Check your current goals as you progress; the supplied evidence does not document every reward amount or prove that a particular goal unlocks headquarters.
Expand the Office and Prepare Workstations
In the player experience, the creator opens the company menu to view the office and explains that a move becomes possible when enough money is available. The transcript does not document the complete selection process or every condition for the final headquarters.
Start by checking the office information in your current company menu. Read the displayed requirements, then consider the cost of adding furniture and staff after the move. A relocation that leaves you unable to equip the room may delay the growth you wanted from it.
Once space is available, the walkthrough gives a clear workstation setup sequence:
- Open build mode and select a desk.
- Position the desk and confirm placement.
- Select a computer and fit it to the desk.
- Open the staff menu and compare candidates.
- Place the chosen worker at a free desk.
This sequence comes from player experience. The creator reports that each worker needs a desk with a computer and that free desks are needed before hiring. If your current interface differs, follow its placement and assignment prompts.
The sources support the following distinction between confirmed office features and player-reported practical details:
| Office feature | What the evidence supports | How to use that information |
|---|---|---|
| Garage-to-headquarters progression | Confirmed by the official description | Treat headquarters as a supported progression destination |
| Walls, doors, floors, paint, and decorations | Confirmed customization options | Plan the office’s appearance around your preferred design |
| Desks fitted with computers | Reported in the player walkthrough | Prepare complete workstations before assigning new staff |
| Larger office space | The walkthrough reports room for more desks | Consider moving when space limits your intended team |
| Headquarters price and bonuses | Not documented in the supplied sources | Read current in-game requirements before spending |
For an expansion-focused budget, prioritizing usable workstations is a reasonable planning choice. The references do not establish that decorative items provide productivity bonuses, so there is no supported efficiency ranking for paint, floors, or decorations.
Hire and Research With a Purpose
Extra desks give you places to put employees, but hiring decisions still need to fit your budget and your next product. The walkthrough’s player experience distinguishes two staff roles:
- Blue workers: researchers who provide research points.
- Red workers: bug fixers who reduce bugs.
The creator recommends candidates with higher power and notes that candidates also have salaries. That supports comparing both power and pay when hiring, although the sources do not establish a precise efficiency formula.
Choose your next hire around the problem you are facing. If you need research points for planned upgrades, the walkthrough suggests adding researchers. If bugs are a recurring issue before launch, its advice favors bug fixers. No supplied source establishes an ideal researcher-to-bug-fixer ratio.
Research choices should also connect to a specific phone. The player experience recommends saving points for useful technologies instead of unlocking everything immediately. It highlights batteries, screens, and cameras as possible improvements, but it does not prove a universal best research order.
Before selecting a project, ask:
- Will I use this technology in the next device?
- Can I afford the project alongside salaries?
- Does its completion time fit my launch plan?
- Would another available upgrade address a more immediate problem?
The walkthrough encourages keeping research active, while also advising players to pause expensive projects when cash is low. Read those recommendations together: keep progress moving when you can afford it.
The official description confirms that research progresses through the game years and unlocks additional device types, including tablets, smartwatches, earbuds, foldables, and laptops. Their exact costs and prerequisites are outside the evidence available for this headquarters guide.
Decide Whether Moving Now Will Help
A useful reason to expand is that your current room limits a team you can afford. That follows the walkthrough’s explanation that a bigger office provides more desk space, allowing the company to hire additional workers.
Before committing to a move, check three things.
First, identify the space problem. Do you need another staffed workstation, or can you still place one in the existing office? The supplied material supports space as a practical benefit of expansion, without quantifying capacity at each office tier.
Second, check the full spending plan. Consider the move, any desks and computers you intend to add, new salaries, and the next development or research project. The sources provide no fixed reserve amount, so base this decision on the costs visible in your game.
Third, check whether your products can sustain that plan. In the player experience, the phones menu shows price, revenue, units sold, and weekly sales. The creator suggests revisiting price or releasing an improved phone when sales decline. That is a troubleshooting suggestion, not a guaranteed sales recovery method.
If sales are weak, inspect your product results before expanding. If the office is full and income supports additional staff, a move has a clearer practical purpose.
Future announcements do not supply missing headquarters requirements. The official Admin Abuse + New Content announcement previews research beyond 2026, console support, and more endgame content. In the supplied October 9, 2026 evidence, these remain announced features rather than verified current additions.
FAQ: Build a Phone Empire Headquarters Guide
How do you get a headquarters in Build a Phone Empire?
The official description confirms progression from a garage to a headquarters. The available player experience describes earning money through phone releases and using the company menu to move to a larger office. This Build a Phone Empire headquarters guide cannot verify the final headquarters price or every unlock condition; check the current office requirements in-game.
Does $500,000 in revenue unlock headquarters?
The sources do not establish that connection. The player walkthrough mentions $500,000 as a revenue goal, but it does not identify that amount as the headquarters requirement. Treat the goal and the office’s displayed conditions separately.
Do you need a computer on every desk?
According to the walkthrough’s player experience, workers need desks fitted with computers to do their jobs. The creator places desks, adds computers, and then hires staff into the available workstations. This setup detail is community-sourced rather than explicitly documented in the official description.
Does headquarters provide a research or sales multiplier?
No headquarters-specific multiplier is documented in the supplied evidence. The supported practical benefit in the player experience is additional space for desks and employees. Any separate headquarters bonus would need confirmation from current in-game information or an official source.
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