War 2050 Survivor's Handbook ← war2050.com

Buildings

Ten structures you build and three you rent, three levels each, on a 20 × 20 grid. Placement is free to change at any time, so the only decisions that stick are what you build and when you upgrade it.

All buildings at a glance

Tables scroll sideways on a narrow screen.

Construction cost and build time are for a new, level 1 structure. "Max" is how many of that structure you may own at once.
Building Needs Max Size Cost Build time
HeadquartersLvl 112×2Granted freeInstant
Gold MineLvl 151×1100 gold · 50 materials5m
Power PlantLvl 131×1150 gold · 75 materials5m
Material DepotLvl 241×1200 gold · 50 energy7m 30s
Wall SegmentLvl 2501×150 gold · 25 materials1m
Training YardLvl 242×2400 gold · 250 materials · 75 energy8m
BarracksLvl 222×1500 gold · 200 materials · 100 energy10m
Defense TurretLvl 3101×1300 gold · 100 materials5m
Motor PoolLvl 442×2800 gold · 625 materials · 190 energy16m
FactoryLvl 422×21,000 gold · 500 materials · 250 energy20m
Field Training TentLvl 242×2100 War Bonds / dayInstant
Field Barracks TentLvl 222×1100 War Bonds / dayInstant
Field WorkshopLvl 422×2100 War Bonds / dayInstant

Every row above is built with resources and stands for good — except the last three. A tent is rented: it costs no resources, is standing the moment it is paid for, and comes down when you stop paying. Each has its own allowance, separate from the buildings it stands in for rather than a share of them. Tents have their own page, because how big they are and what happens when one lapses both need explaining — Training space.

Reading the construction menu

The construction menu on a phone, each row showing an icon, the structure's name and description, its cost in gold, materials and energy, its build time, a count reading two of five built, and a small circled letter i at the right-hand edge.
Every row carries a running tally of how many you own. The small i at the right opens this handbook's entry for that structure without leaving the game.

What each one is for

Headquarters

granted Your command structure, placed for you and impossible to build a second one of. It produces nothing. Upgrading it buys no production, no housing and no defence — but at an hour and then two hours it is one of the largest single XP awards in the game. Start it when you want a level, not when you want a stronger base.

Gold Mine

economy The cheapest income in the game and the one you want most of: gold is what everything is priced in. You may own 5. At level 1 each produces 50 gold per hour, so a full set of five is 250/hr before upgrades.

Power Plant

economy Energy, at 20/hr per plant, capped at 3 plants. Energy is the scarcest resource by production — a full set of three is only 60/hr — and it is what gates Barracks, Training Yards, Motor Pools, Factories, vehicles and most tier-2 research. Build all three early.

Material Depot

economy Materials, at 30/hr each, up to 4. Materials are the second half of nearly every construction bill.

Barracks

military Where infantry are trained — Infantry, Scouts and Heavy Infantry. It also houses a small standing garrison of 5 units at level 1, which is enough to train something before you can afford a Training Yard and not much more.

It runs one batch at a time. Two Barracks is two orders at once; one Barracks is one order and then a queue. Upgrading one takes it offline for the whole upgrade, so a player with a single Barracks cannot train at all while it is going up.

Training Yard

military Housing for troops, and nothing else — but housing is the hard cap on your entire army, and therefore on how much an expedition can carry. Level 1 houses 15; each upgrade doubles that. You may own 4. It trains nothing.

The most under-rated building

Housing is what limits the size of a gathering party, and the size of the party is what limits the load. Four Training Yards at level 1 house 60 units — sixty Infantry lift 3,000 between them. No number of Gold Mines comes close to that in a few minutes' work.

Factory

military Where vehicles are assembled — the Recon Drone, the Light Tank and the Battle Tank. It is the most expensive building in the game and takes twenty minutes. Like a Barracks it runs one order at a time, and like a Barracks it carries a small garrison as a courtesy: 5 vehicle bays at level 1, so unlocking vehicles does not immediately strand you behind a Motor Pool. See vehicles.

Motor Pool

military Hardstanding, fuel and fitters — a Training Yard for vehicles, and the same shape of building in every way that matters. It houses 15 vehicles at level 1, doubling per level, up to 4 of them. It builds nothing.

Its bays are a separate pool from troop housing and the two never mix. Nothing else in the game provides vehicle bays except a Factory and the rented Field Workshop, so if you intend to field vehicles at all, this is the building that decides how many.

Defense Turret

defence An automated emplacement: 300 health, 25 damage, range 5, one shot per second. Up to 10.

Wall Segment

defence 500 health for 50 gold and 25 materials, built in a minute, up to 50 of them. The cheapest health in the game per gold spent, and the cheapest XP.

On defences

Turrets and Walls have real statistics and cost real resources, but there is no base-attack system in the game yet — nothing currently shoots at your base. Build them because you want to, not because you are exposed. Spend on economy and housing first.

Field Training Tent

rented A requisitioned canvas drill tent, 2×2, standing in for a Training Yard. It houses troops and trains none. It costs 100 War Bonds for a 24-hour term, stands the instant it is paid for, and is worth as much space as your largest training building is worth today. Four of them, on top of your four Yards. Full details on training space.

Field Barracks Tent

rented A canvas drill hall, 2×1, standing in for a Barracks. It trains infantry, and is sized against your best Barracks alone. Same price, same term, two of them. This is the one that answers NO FACILITY and BUSY on an infantry row.

Field Workshop

rented A canvas assembly line, 2×2, standing in for a Factory. It assembles vehicles, and its space is vehicle bays, never bunks. Same price, same term, two of them, and it needs level 4 like the Factory it deputises for.

Telling the three tents apart

All three are pale canvas peaks with guy lines, ground pegs and no foundation — that is what "rented" looks like, and on a dark map they are the brightest things on it. What separates them is a mark painted large on both canvas slopes, so it reads whichever way the camera is facing:

The rule is simple enough to remember: the two tents that make something are marked for what they make, and the one that makes nothing is marked with a bed.

The last two matter most when a line stops

A building being upgraded is offline for the whole upgrade, so if both your Barracks are going up at once there is nothing left to train at; and a facility runs one batch at a time, so a single Factory means one order and then a queue. Either way the panel says so and offers you the tent right there, labelled RENT TENT or RENT WORKSHOP with its price beside it. It stands the moment you pay, and it is a second production line until it comes down.

Upgrades

Every building has three levels. An upgrade costs more than the original build did but roughly doubles what the building gives you, so once you have hit a building's cap the upgrade is the better purchase than nothing — it is simply not free.

upgrade cost = base build cost × 1.5 (to level 2), × 2.25 (to level 3)

Producers

Output is per hour, per building.
BuildingLevelOutputUpgrade costUpgrade time
Gold Mine150 gold
2100 gold150 gold · 75 materials10m
3200 gold225 gold · 115 materials20m
Power Plant120 energy
240 energy225 gold · 115 materials10m
380 energy340 gold · 170 materials20m
Material Depot130 materials
260 materials300 gold · 75 energy15m
3120 materials450 gold · 115 energy30m

Housing

Two pools, never summed. Your troop cap is the total across every active Barracks and Training Yard; your vehicle cap is the total across every active Factory and Motor Pool.
BuildingPoolLevelHousesUpgrade costUpgrade time
BarracksTroops15
28750 gold · 300 materials · 150 energy30m
3161,125 gold · 450 materials · 225 energy1h
Training YardTroops115
230600 gold · 375 materials · 115 energy25m
360900 gold · 565 materials · 170 energy50m
FactoryVehicles15
281,500 gold · 750 materials · 375 energy1h
3162,250 gold · 1,125 materials · 565 energy2h
Motor PoolVehicles115
2301,200 gold · 940 materials · 285 energy25m
3601,800 gold · 1,405 materials · 430 energy50m

Both scaling buildings work the same way: an upgrade always adds more places than a second building at the same tier would, and costs less. A Training Yard upgrade is 600 gold to add fifteen places, against 400 gold for a fresh yard that adds fifteen but also eats a 2×2 footprint and eight more minutes. Upgrade before you hit the cap.

Upgrading costs you the housing while it runs

Note the word active in the table above. A building under upgrade is offline, and an offline building houses nobody — so upgrading your only Training Yard drops your troop cap by 15 for the whole upgrade and you cannot train anything until it finishes. The same is true of a Motor Pool and your vehicle bays. Nothing is lost; you are simply stuck. Training space covers the three ways through it, including the rented Field Training Tent.

Everything else

These buildings gain health on upgrade. The HQ gains nothing else at all.
BuildingLevelHealthUpgrade costUpgrade time
Headquarters1 → 21,000 → 1,5001,125 gold · 525 materials · 225 energy1h
2 → 31,500 → 2,0001,690 gold · 790 materials · 340 energy2h
Defense Turret1 → 2300 → 450450 gold · 150 materials10m
2 → 3450 → 600675 gold · 225 materials20m
Wall Segment1 → 2500 → 1,00075 gold · 40 materials2m
2 → 31,000 → 1,333115 gold · 55 materials4m

Rules worth knowing