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, 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. MAX beside a line sends every one of that type; SEND ALL at the top of the section fills the party with everything you have. The estimate underneath tells you what the trip will bring back.
Use SEND ALL

Neither button caps itself against the deposit — they send everything free, whether or not there is that much in the ground. That is usually what you want: a party bigger than the deposit simply finishes the dig faster. But if you are trying to leave troops at home for a second run, set the numbers yourself.

Deposits

Every Control Sector is scattered with 400 deposits, denser near the centre where bases are allocated. Each holds gold, energy or materials, and comes in one of three grades.

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 when the party gets home, not when it sets out, and when the last of it is carried away the deposit is stripped — it holds nothing and can be sent to by nobody. It recovers to completely full one hour later.

The sector map with a spent deposit in the centre of frame: its sprite drawn in flat cool grey instead of its resource colour, a dark hollow on the ground beneath it where the coloured glow would be, and a grey ring with a diagonal slash through it drawn over the top. A live gold deposit nearby shows the difference.
A spent deposit, beside a live one. Three cues stack — the art loses its colour, the glow underneath goes dark instead of dim, and the whole thing is struck through.

That is deliberately hard to misread. A deposit that had merely been dimmed would look like one further away; taking the colour out is what says "there is nothing here", the dark hollow reads as a hole something was taken out of, and the ring and slash mean unavailable in any language. The mark is grey rather than red, because red means an enemy everywhere else on this map and an exhausted deposit is not one.

Tapping one opens the panel as usual, with STRIPPED — recovering on the header and the send button greyed out and reading Deposit stripped. There is no countdown to the refill; come back in an hour.

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 the party gets back, not when it leaves — so a deposit another player stripped while you were walking pays you what remains, which can be nothing. 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. Note that the Round trip figure does not include the laden slowdown on the way back, so a full trip takes longer than it says.

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.

Forcing a march

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. The third is gold, because it costs War Bonds, which are bought with real money.

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. Other survivors' bases sit further out — pan to find them.