War 2050 Survivor's Handbook ← war2050.com

Expeditions

Send troops out to a deposit on the sector map and they walk there, dig, and carry the load home. A single trip can be worth more than your entire base produces in a day — once you are in a Control Sector, this is the game's real economy.

The expedition panel on a phone: a Rich Energy Deposit, three tiles out, 3,600 when full and 3,500 left in the ground. No units have been added yet, so Carry and Return with both read 0. Above the panel the map has zoomed to the deposit, framed in the strip between the status HUD and the panel.
The expedition panel. Tap a deposit on the sector map to open it, add units with the steppers — or ENOUGH for exactly the number needed to carry the whole deposit, MAX for everything you have free — and the estimate updates as you go. Selecting a deposit also takes the camera to it.

How to send one

  1. Join a Control Sector Expeditions need a position in the world. You get one when you finish the tutorial.
  2. Open the Map The Map button in the action bar. Your base is in the middle; deposits are the small markers scattered around it.
  3. Tap a deposit The expedition panel opens, showing how far out it is, how much it holds when full, and how much is left in the ground right now.
  4. Add units and send Each unit line shows what it carries, how fast it is, and how many you have free. Three buttons fill the party for you, and the estimate underneath updates as you go.
The three filling buttons. MAX and ENOUGH show their own figure, and grey out when they would do nothing.
ButtonWhereWhat it does
ENOUGHOn a unit lineExactly the number needed to carry this deposit. The only one that looks at the ground.
MAXOn a unit lineEvery one of that type you have free.
SEND ALLAbove the linesFills the party with everything you have, of every type.
ENOUGH is the one to reach for

MAX and SEND ALL do not cap themselves against the deposit — they send everything free whether or not there is that much in the ground. That is sometimes what you want, because a party bigger than the deposit finishes the dig faster. But it also commits your whole army to one hole.

ENOUGH dials in the number that fills the party against what is actually there, which leaves the rest of your troops at home for a second run — and it counts the party you have already assembled, so using it on one line accounts for what the others are carrying.

Deposits

A Control Sector holds 650 deposits across its 37 cells, which works out at roughly seventeen a cell. They are not denser near the centre: each cell is allotted a share weighted by how much of its ground is still free, so a crowded cell is allotted fewer and the surplus lands where there is room to walk to it. Each holds gold, energy or materials, and comes in one of three grades.

That share is a target rather than a promise, and a cell can sit under it — the game tops cells up toward their share as it sweeps, and it only ever adds, so a cell that has been mined hard or was crowded when the sector was young recovers upward rather than being re-dealt. If your own cell looks thin, it is not a permanent verdict.

You will not see 650 of them

How much of the sector you can see at all depends on your level, and early on it is one cell — your own. That is roughly 17 deposits in reach, not 650. See How far you can see below; it is the single most important thing on this page for a new player, and it is why a sector can look almost empty.

A deposit's grade decides how much is in the ground — and therefore how many trips it is worth. Sparse deposits are much the commonest.
GradeHolds when fullShare of the sector
Sparse1,200about 55%
Moderate2,400about 32%
Rich3,600about 13%

Deposits run out

What a party takes is gone. A deposit is debited the moment your party stops digging — not when it sets out, and not when it gets home. The ore is out of the ground and on their backs, and when the last of it is taken the deposit is stripped.

That timing is the whole of how two parties racing for one deposit resolves, so it is worth being plain about it. The walk home does not enter into it: a party that digs first and crawls back fully laden still took the ore from under a party that digs second and sprints. If you are racing somebody, the thing to shorten is the leg out — which is what a forced march is for.

What a party banks is still settled on arrival, and the two are not the same thing. Ore taken from the ground by a party that then dumps its load reaches nobody: it is gone from the deposit and gone from you. That is the cost of a fast recall.

A stripped deposit disappears from the map. It is not greyed out, struck through or left sitting there emptied — there is nothing to draw and nothing to send a party to, so the map simply stops showing it. An hour later the ground replenishes and a deposit returns somewhere else in the same cell, which is why the supply near your base stays roughly constant while the particular patch you were working does not.

If you are watching a deposit and it vanishes, somebody finished it. That is the whole signal, and it is deliberately the same whether you stripped it or a rival did.

How far you can see

The sector is fogged, and this is enforced on the server rather than drawn on the client: a base or deposit you have not earned the sight of is not in the map's data at all. Your range is measured in whole cells, from the cell your own base stands in, and it widens by one ring every ten levels.

Cells in sight, out of the sector's 37. The last column is why your position matters: rings spent on ground outside the sector boundary reveal nothing, so a base near the rim sees less than one near the middle at the same level. Bases are allocated outward from the centre, so early players sit nearer the middle.
LevelRingsFrom a central cellFrom a rim cell
1–9011
10–19174
20–292199
30+33716
60+63737
Below level 10 you see one cell, and that is the whole map to you

At levels 1 to 9 your range is zero rings — your own cell and nothing beyond it. One cell is 721 ground tiles of the sector's 26,677, and about 17 deposits. No amount of panning will show you more, because the rest was never sent. A sector that looks nearly empty is not a bug and is not a quiet sector; it is the fog.

This is also why reaching level 10 changes the game more than any other level. It is the first ring, and it is the point at which you can see anyone approaching you.

What you can see of another survivor

For a base inside your range, the map gives you its owner's callsign, rank, level and distance from you. Level is deliberately public — it is not something the game tries to hide.

You can also read it off the ground without opening anything, because a base's art is earned by its owner's level: a ruin at level 1, then a new cluster at 5, 10, 15 and 20. A glance across the sector tells you who has been at this a while.

And you see the base itself — every structure standing on it, what kind it is, what level it is at, and where on their ground it sits. That includes their Defense Turrets and Wall Segments. A base in your sight is not a silhouette; it is a readable layout.

What the map does not give you is anything about their army or their state: no troop counts, no garrison, no resources, and not their life bar. You can see what a rival has built and how far along they are. You cannot see what is standing in it, or how close to the edge they are.

And they can see the same of you

Sight is symmetrical in what it discloses, but not in who has it: whether a particular rival can see you depends on their level and the distance between your cells, not on yours. A higher-level neighbour can read your base while you cannot see theirs.

The trip, leg by leg

Distance

Straight-line distance from your base to the deposit, rounded up to whole tiles. The panel states it as "N tiles out".

Walking out

outbound seconds = tiles × 30 ÷ party speed

The party moves at its slowest member's speed. Mixing one Heavy Infantry into a party of Light Tanks costs you two thirds of your pace for 80 extra carrying capacity — almost never worth it.

Digging

A full shift is 120 seconds. If the deposit holds less than your party could carry, the dig is shortened in proportion — the extra hands have nothing to load — with a floor of 20 seconds.

gather seconds = max(20, 120 × load ÷ party capacity)

Walking home

This is the leg people underestimate. A loaded party is slower, in proportion to how full it is: at 100% loaded it moves at half speed, so the walk home takes twice as long as the walk out.

laden speed = party speed × (1 − 0.5 × fraction loaded)
Budget for the return

A full round trip to a deposit N tiles out, with a full load, is roughly three outbound legs' worth of walking plus the dig — not two. Plan accordingly when you are watching the clock.

Worked examples

Ten Infantry, eight tiles out, coming home full

Four Material Depots at level 1 produce 120 an hour between them. A single loaded trip is worth hours of that, and it takes minutes.

The same party, to a deposit with only 200 left

That is the reward for over-sending to a thin deposit: not a bigger haul, a faster one. And a shorter trip means a smaller life award, since that scales with how full the party comes home.

Ten Light Tanks, to a Rich deposit eight tiles out

How much comes home

payload = min(party carrying capacity, what is left in the ground)

Both ceilings are checked when your party stops digging — not when it leaves, and not when it gets back. So a deposit another player stripped while you were walking out pays you what remains, which can be nothing; but once your party has finished digging, the load is yours and nothing a rival does afterwards can reduce it. The panel's Return with line is the game's estimate against the stock at the moment you send; the transmission when the party arrives is what actually landed.

Richness decides how much is in the ground and therefore how many trips a deposit is worth. It does not cap a single trip: a big enough party empties a Sparse deposit in one run.

Carrying capacity per unit. Party capacity is simply the total.
UnitCarriesSpeed
Battle Tank3201.5
Light Tank2003
Heavy Infantry801
Infantry502
Recon Drone507.5
Scout255
Read the panel before you send

The panel shows Carry (what your party can lift), Return with (what it expects to bring back) and Round trip. If Return with is lower than Carry, the deposit is nearly stripped — you are sending more troops than the ground can fill, so pick a fuller deposit or send fewer units. The Round trip figure is the whole journey and does include the laden walk home, so it is the number to plan against.

Watching a party from the map

The sector map with a compact strip in the top-left corner under the player's profile, headed EXPEDITIONS with a troop count, and one row per party showing a direction arrow, the number of troops, a resource icon, the load, a countdown and a three-segment progress bar.
The expedition strip. One row per party, one clock per row — always the leg they are actually in. Tapping a row takes the camera to where that party is right now.

While the sector map is open, any party in the field appears in a strip under your profile. It removes itself entirely when nothing is out, so an empty corner means an idle army.

What a row's load figure means changes with the phase, and the arrow prefix is the tell.
PhaseThe row readsMeans
Marching out6 → 400Six troops walking, expecting 400 — a forecast, not a holding
Digging6 180/400180 of the 400 this dig will yield, loaded so far
Coming home6 400Carrying 400 home

Recalling a party

A party already out can be pulled back at any time, in one of two modes. Either way they still have to walk — a recall re-plans the journey home from wherever they actually are, it does not teleport them.

ModeBrings homeSpeed home
FastNothing — the cargo is dumpedFull unladen speed. The fastest they can possibly move.
CarryWhatever has been dug so farSlowed by the load, exactly as a completed run would be.

Sending them somewhere else

Tapping a marching column on the map puts three controls beside it. Two are free — return turns them round, and redirect sends them to a different deposit — and the third costs War Bonds. Redirecting is free because it is the same units doing the same walk, just to a different hole in the ground.

They set out again from wherever the order catches them, not from your base, so a party already most of the way across the sector does not walk home first. The new dig is sized against the new deposit, so a party redirected from a rich seam to a thin one arrives to find what is actually there. Any forced march you have paid for carries over.

A party carrying ore cannot be redirected

This is the one rule, and it can cost you a haul you had already earned. Once a party has dug, it is holding something — and the game will not let it wander the sector with it. The order is refused, naming what they are carrying: "That party is carrying 180 gold. Dump the load to redirect them."

You can dump it and go. The ore is then gone — not banked, not carried, and already out of the deposit, so it reaches nobody. Ore is carried home or it is not carried at all. If a party is laden and you want it somewhere else, the question is whether the new deposit is worth more than the load you are throwing away.

Forcing a march

A forced march adds half again to the party's speed for the rest of the leg they are walking, for 50 War Bonds. It stacks — buy it twice for double speed, three times for two and a half — and a recall takes the speed home with them, so turning back never wastes what you paid for.

What it does not do

That last point is arithmetic rather than a penalty. A forced march shortens the time remaining, so the same 50 bonds is worth a great deal at the start of a long march and very little near the end of one. Measured on a single party, three purchases seconds apart bought 130 seconds, then 65, then 39 — same price, same march, and the third was worth less than a third of the first.

The disc shows you the answer before you buy: it carries the price and the time that price would actually save, recalculated as they walk. Hold it down to buy; lift early and nothing is spent.

When it is worth it

Early in a long march, when a deposit is about to be taken by somebody else, or when a party is carrying a full load and you want the life award banked. Late in a short leg it buys seconds.

Picking a target

What actually matters
The Control Sector map: the player's own base labelled in the centre, with gold and energy deposits scattered across open grey ground around it.
The sector map. Your base is labelled; the markers around it are the deposits you can send parties to. Whether there is anybody else to find depends on your level — see how far you can see, because panning will not show you past it.