War 2050 Survivor's Handbook ← war2050.com

You have a base, an Overseer, and a countdown.

War 2050 is a base-builder played against a clock. Your survivor's life drains every hour whether you are logged in or not, and the only way to buy time back is to be worth keeping. This handbook is the part the Overseer will not tell you: what everything costs, how long it takes, and what is actually worth doing first.

Play War 2050

A War 2050 base seen from above in daylight: three large hexagons of sandy ground meeting at a point in the middle, with a cluster of structures standing on the upper-left hexagon and one more off to the upper right. A paler band runs through the centre along the joins where the three hexagons meet. The survivor's callsign, level, rank, resource counters, life bar and two progress meters are stacked in the top-left corner, the Overseer's portrait and status badge in the top-right, and the action bar along the bottom.
Your base — and you can see its shape here: three hexagons meeting at a point, with the paler band through the middle being the reserved ground you do not build on. Status and progression sit top-left, the Overseer and your life bar top-right, and the action bar along the bottom.

The thirty-second version

If you read one thing

Do not spend your whole starting purse on buildings. The tutorial asks you to train a unit at the end, and troops cost gold you will not have if you built everything you could. Keep 50 gold spare.

Where to go next

First orders

The five opening objectives, what they pay, and what to do in your first hour.

Buildings

Every structure: cost, build time, level gate, how many you may own, what upgrading buys.

Units

What each unit costs, how fast it moves, how much it can carry, and where it is made.

Vehicles

Tanks and drones are built out of troops, housed in their own bays, and can be taken back apart.

Training space

The two housing pools, the upgrade trap, the four rented structures and what a term costs, and War Bonds.

Resources

Gold, energy and materials — how production accrues and what it is spent on.

Expeditions

Sending parties to deposits: travel time, hauling, depletion, recall, and picking a target.

Research

Fourteen technologies across four branches, and the order that gets you the most.

Levels & ranks

The XP curve, what each action awards, all sixteen rungs of the ladder, and the trophies.

The clock

How life drains, how to earn it back, and why it is the real resource.

Raids

Launching a raid, following it in Operations, and what you see when one is coming for you.

The sector map

Who is who, what a marching column tells you, Watchtower warnings, and zoom.

Your base

The three hexagons and the role each one plays, and the two kinds of shield.

Social

The world chronicle, your records and the world firsts, alliances, and blocking.

Reading the screen

The same base on a phone: profile with a level badge, four resource counters including War Bonds, and two progress meters stacked top-left, Overseer and life bar top-right, and a two-row action bar across the bottom.
On a phone the action bar splits into two rows. Everything else is where it is on desktop.

Top left

Your callsign, rank and level, then the three resource counters — gold, energy, materials — then two meters: experience toward the next level in gold, and rank points toward the next promotion in cyan. On both, the bar is how far you have come and the number is how far there is to go.

A fourth counter, War Bonds, appears alongside them once you have any, and tapping it opens the store. It is the one currency you cannot earn, and it buys rented structures, a forced march for a party already in the field, a shield for your base, and a quicker swap of your hexagons' roles. It cannot buy life or progression.

While the sector map is open, any party in the field appears below all of that in the expedition strip — see expeditions.

Top right

The Overseer, and the life bar with its current drain rate. Tapping the life bar opens the survival panel, which is where the daily objectives and the tribute offer live.

Bottom

Build opens construction. Units is training and vehicle assembly. Research is the tech tree. Map switches between your base and the sector — and switches back, labelled Base. The clock icon shows orders in progress, the bell shows transmissions, and the trophy shows achievements.

The Overseer

The base view with the Overseer's panel in the top-right corner: the word OVERSEER above a moving video portrait in a steel frame, a coloured status badge beside it, and a line of his text being typed out underneath.
He is not decoration. The badge is his assessment of you, and it is driven by your life bar.

The machine in the top-right corner is watching. He has a portrait that moves, a status badge, and a line of text that types itself out when he has something to say.

The handbook is in the game

Most panels carry a small i button beside their close button, and every row in the construction menu has one of its own. Pressing it lifts the relevant part of this handbook into a panel over the game — so you can check what a Motor Pool does without leaving the decision you were making.

The light is real, and it changes nothing

Both maps are lit by the actual position of the sun, worked out from the clock, so your base is in daylight or in darkness depending on the real time of day — and the base view and the sector map always agree, because it is the same place at the same moment.

It has no effect on play. Nothing produces more by day, nothing is hidden at night, and no timer runs differently. If you are deciding when to play, play when you like; the light is the world looking like a place and nothing else.

Note

Handbook figures are captured from a live game, so the exact numbers in a screenshot are one player's — the tables on each page are the authority.