War 2050 Survivor's Handbook ← war2050.com

Buildings

Eleven structures you build, three levels each except the Watchtower's five, and four you rent, which have one level and cannot be upgraded — all on a trefoil of three hexagons holding 505 cells you can build on. 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
WatchtowerLvl 1011×1600 gold · 300 materials · 150 energy10m
Field Training TentLvl 242×2100 War Bonds / dayInstant
Field Barracks TentLvl 222×1100 War Bonds / dayInstant
Field WorkshopLvl 422×2100 War Bonds / dayInstant
Field Research PostLvl 312×1150 War Bonds / dayInstant

Every row above is built with resources and stands for good — except the last four. A rented structure 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. The price column is the day rate; longer terms cost less per day, down to half.

Rented structures have their own page, because how big one is, what the terms cost and what happens when one lapses all need explaining — Training space.

Three of the four are housing. The fourth is not.

The Field Training Tent, Field Barracks Tent and Field Workshop each stand in for a building you own and are worth what that building is worth. The Field Research Post stands in for nothing and houses nobody — what it sells is a second research line, and it is the only rented structure whose value is a permission rather than room. You may have exactly one.

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.

Its position is not a choice, and that is deliberate. It is seated on the one 2×2 spot on your whole base that lies in all three hexagons at once — there is exactly one, and the game works out where rather than storing it — so your command structure belongs to every part of your ground rather than to one third of it. That is why it is placed for you.

Moving your Headquarters is a one-way door

Its seat is on reserved ground, and the rule that protects reserved ground is checked against wherever you are moving a building to. So you can drag the Headquarters off its seat onto ordinary ground — nothing stops you — and once it is off, you cannot put it back, because going back means moving onto reserved ground and that is refused.

Nothing else on the base behaves this way, because nothing else starts on reserved ground. If you want your Headquarters on the spot that shares all three hexagons, leave it where it was put.

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, up to 10 of them. When a raid is aimed at the hexagon it stands in, it fires on the column as it approaches. Its range grows from 3 tiles to 5, and its damage from 15 a shot to 40, by level — the full table is under approach fire. In the battle it adds its damage to the defence's firepower and its health (300, 450, 600 by level) to its staying power.

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

Only the Turrets and Walls in the part of the base a raid is aimed at take part. The Turrets fire on the column as it comes in, and in the battle each Turret adds its damage and every Turret and Wall adds its full health to the defence. Defences elsewhere in the base take no part. One being upgraded still counts, at its old level. Nothing is destroyed: a wall does not fall and a turret is not wrecked. Both come out of the fight as they went in. See raids.

Watchtower

defence Early warning. It tells you about raids aimed at you — sooner, and in more detail, the higher you take it. One per base, 1×1, available from level 10. It does not shoot.

Each level keeps everything the levels below it give. "Needs" is your own level; a tower cannot be upgraded past what your level allows.
TowerNeedsWhat it addsHealthUpgrade costUpgrade time
1Lvl 10You see a raid aimed at you from one ring beyond your sight.400——
2Lvl 20From two rings beyond your sight.500900 gold · 450 materials · 225 energy20m
3Lvl 30The exact number of each unit type, on the column's label.6001,350 gold · 675 materials · 340 energy40m
4Lvl 40The arrival time.7002,025 gold · 1,015 materials · 505 energy1h 20m
5Lvl 50Which part of your base the raid is aimed at.8003,040 gold · 1,520 materials · 760 energy2h 40m

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.

Field Research Post

rented A requisitioned canvas laboratory, 2×1. It houses nothing and stands in for nothing. What it grants is a second research line — one more project running alongside your own, for as long as it is paid for. It needs level 3, costs 150 War Bonds a day, and you may have one at a time — if one lapses you can rent another, but you can never run two.

It is the only rented structure that is not sized against a building you already own, because there is nothing to measure: a research line is a permission, not a room. That also means it is the one you can rent without owning anything first. See research for what a second line is worth and the one rule that comes with it.

Telling the four tents apart

All four 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:

Two of them share the long narrow 2×1 plot — the Field Barracks Tent and the Field Research Post — so footprint alone will not separate those two on the map. The mark and the colour will: red chevrons against green and a flask. The Post is also the lowest of the four, a bench and a generator rather than a drill hall, so a base holding several does not read as a row of identical peaks.

The rule is simple enough to remember: the three that make or run something are marked for what they do, and the one that only houses troops is marked with a bed.

They 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 rental right there, with its price beside it — RENT TENT on a blocked infantry row, RENT WORKSHOP on a vehicle one, and RENT LAB when every research line is busy. It stands the moment you pay, and it is a second line until it comes down.

Upgrades

Each of the eleven built structures has three levels, except the Watchtower, which has five. 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.

Rented structures cannot be upgraded. They have one level, and their size is fixed at the moment you pay for it — see training space.

upgrade cost = base build cost × 1.5 for each level above 1 — × 1.5 to level 2, × 2.25 to level 3, and so on

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

The Watchtower's five levels, and what each one adds, are in its own table above.

Speeding up construction

A speed-up takes time off a building that is under construction or being upgraded. You cannot buy one — not with War Bonds, not in the store, not at all. They are found.

Where they come from

When an expedition's dig takes a deposit down to 0, the party recovers one speed-up. Its size depends on the deposit's grade, which you can see on the map before you send anyone:

One speed-up per deposit cleared. Only the dig that empties the deposit finds one.
Deposit gradeSpeed-up found
Sparse5 minutes
Moderate15 minutes
Rich1 hour

When it happens a card appears — "The deployment discovered a stash of construction speed-ups after clearing the mine." — with what you gained. It goes away by itself, or tap it to dismiss it sooner. Speed-ups of the same size stack.

Using one

Rules worth knowing