War 2050 Survivor's Handbook ← war2050.com

Levels & ranks

Everything you finish awards a single number, and that number is added to both your experience and your rank points. Experience raises your level, which unlocks content. Rank points raise your rank, which is the long ladder and the insignia beside your name.

Reading your progress

Your level is a badge in the player card, beside your callsign and rank — it is treated as identity rather than as a meter, because it changes a few times a week. Underneath sit two meters on one row, in the same shape so they read as a pair rather than as competitors:

On both, the bar shows how far along you are and the number shows how far there is to go, abbreviated and prefixed with an arrow — →1.2k means 1,200 more. The arrow is doing real work: it is the difference between that reading as a balance and reading as a distance. At the top rung the number reads MAX.

Hovering a meter, or focusing it with a keyboard, gives the sentence behind it — "Rank: 160 of 500 points toward Lieutenant — 340 to go" — which is where the exact totals and the next rank's name live. Level-ups and promotions are also announced once each, as transmissions.

The experience curve

experience to reach level N = 25 × N × (N − 1)

Tables scroll sideways on a narrow screen.

Cumulative experience, and what each level opens up.
LevelTotal XPFrom previousUnlocks
10Gold Mine, Power Plant, Infantry
25050Material Depot, Barracks, Training Yard, Wall Segment, Field Training Tent, Field Barracks Tent, Scout, four tier-1 research projects
3150100Defense Turret, Recon Drone, three more research projects
4300150Factory, Motor Pool, Field Workshop, Heavy Infantry, three more research projects
5500200Light Tank, Logistics Network, Drone Workcrews
6750250Targeting Uplink, Overseer's Favour
71,050300Battle Tank — the last thing level gates
81,400350Nothing further
91,800400Nothing further
102,250450Nothing further

The curve is deliberately cheap at the bottom: a played-through tutorial reaches level 5 in one sitting, which is everything except the Battle Tank. Level 7 needs 1,050 — several times what a tutorial run produces — so it takes real, uncompressed play.

Note that the Recon Drone's level 3 is not the whole story: every vehicle is assembled at a Factory, and a Factory needs level 4. See vehicles.

What awards experience

XP is calculated from a thing's real build or training time, not the shortened one you actually waited through — so tutorial compression and construction research do not reduce what you earn.

Every source of progression. Each award adds the same amount to rank points.
ActionAward
Building finished15 + (5 × its level requirement) + (build seconds ÷ 15)
Upgrade finished(20 × the new level) + (upgrade seconds ÷ 15)
Units finished[5 + (3 × level requirement) + (training seconds ÷ 15)] per unit
Research finished25 + (15 × tier) + (research seconds ÷ 15)
Expedition returned15 + one per tile of distance
Tutorial objective25, 50, 75, 100, 125 for objectives 1 to 5

A vehicle is paid for on the same line as a unit, on the vehicle — so a Light Tank is one award of 32, on top of the 40 those four Infantry already earned when they were trained. Converting is a small XP gain, not a loss.

In actual numbers

Buildings and units, per completion. Units are per head, so ten Infantry is 100.
BuildingXPUnitXP each
Wall Segment29Infantry10
Gold Mine40Scout14
Power Plant40Recon Drone18
Defense Turret50Heavy Infantry23
Material Depot55Light Tank32
Training Yard57Battle Tank46
Barracks65
Motor Pool99
Factory115
Upgrades pay by the level reached and the time taken, which makes the slowest ones the most valuable.
UpgradeTo level 2To level 3
Wall Segment4876
Gold Mine / Power Plant / Turret80140
Material Depot100180
Training Yard / Motor Pool140260
Barracks160300
Headquarters / Factory280540
The best XP in the game

A Headquarters upgrade buys you no production, no housing and no defence — but at 280 and 540 XP it is the single largest award outside the tier-3 research projects. If you are one level short of something, start the HQ upgrade and go and do something else for an hour.

Research awards, ordered as they pay.
ProjectXPProjectXP
Deep Core Drilling60Composite Plating175
Fusion Regulators60Cryogenic Cycling215
Modular Scaffolding60Logistics Network250
Metabolic Dampeners70Drone Workcrews310
Combat Stimulants80Targeting Uplink430
Automated Refining115Overseer's Favour550
Prefabricated Alloys135
Rapid Deployment155

The rank ladder

Sixteen rungs, from Private to General of the Army. Rank points accumulate at exactly the same rate as experience, so your rank is a direct read-out of everything you have ever finished. Rank never goes backwards.

Rank points required. Ranks are prestige and insignia — content is unlocked by level, not by rank.
#RankPointsInsignia family
1Private0Enlisted
2Corporal75Enlisted
3Sergeant250Enlisted
4Staff Sergeant600Enlisted
5Sergeant Major1,200Enlisted
6Warrant Officer2,200Warrant
7Chief Warrant Officer3,800Warrant
8Lieutenant6,500Company grade
9Captain11,000Company grade
10Major18,000Field grade
11Colonel30,000Field grade
12Brigadier General48,000General — one star
13Major General75,000General — two stars
14Lieutenant General115,000General — three stars
15General170,000General — four stars
16General of the Army250,000General — five stars

A tutorial run clears Corporal and Sergeant on the way through — the Overseer's "promotions" are real. Staff Sergeant is a first evening; Sergeant Major is roughly a first week. Everything from Warrant Officer up is grind against real, uncompressed timers, and the star ladder is deliberately a long tail.

Every promotion also pays +1.25 life the first time you reach it. Fifteen promotions is 18.75 points across an entire career — see the clock.

Achievements

The achievements panel on a phone: earned trophies with a Claim button, and locked ones each showing a progress bar and how far along the count is toward its target.
Every trophy shown here is one the game can actually count. A locked row always has a bar that can move.

Alongside the two meters there is a record of one-off things you have done. Achievements pay life and rank points, once each, and they are the only reward in the game you have to collect by hand.

Unlocking is automatic. Claiming is not.

The moment you meet the target the trophy unlocks and a transmission tells you so — you do not need the panel open, and you cannot miss one by not looking. The reward then sits there until you open Achievements and press Claim.

That extra step is protecting you from the one ceiling there is: 100% life. An award made against a nearly full bar applies the part that fits and loses the rest. If trophies paid themselves out the instant they unlocked, a good session that unlocked three at once could waste all three while you were asleep. Pressing the button yourself means you pick a moment when the life can actually land.

What a trophy pays

Rarity decides the reward — nothing else does. Each is paid once, when you claim it.
RarityLifeRank pointsVisible now
Common+2255
Uncommon+4503
Rare+61002
Epic+102001
Everything you can chase today+4467511

Rank points from a claim are added to your experience as well, exactly like every other award on this page, so claiming can put you over a level or over a rung of the ladder. A promotion earned that way pays its own +1.25 life on top of the trophy's.

Worth more than they look

A single common trophy pays +2 life. A full day of daily objectives pays +6, and a completed expedition pays at most +1. Against the current award scale these eleven trophies are the largest block of life available anywhere in the game — see the clock.

What you can chase today

Twenty-five achievements are written and seeded, but the panel only shows ones it can actually count — a locked bar that can never move is worse than no bar at all. Eleven pass that test today, and the "unlocked" figure at the top of the panel counts those eleven, not the whole catalogue. The rest are waiting on the counting, not on you.

Every achievement the game can currently award, in the order the panel groups them.
AchievementGroupRarityWhat it takesPays
First StepsMilestoneCommonComplete the tutorial+2 life, 25 points
Week OneMilestoneUncommonStill standing seven days after enlistment+4 life, 50 points
BuilderEconomyCommon5 buildings standing+2 life, 25 points
ArchitectEconomyUncommon25 buildings standing+4 life, 50 points
TycoonEconomyRareCollect 100,000 resources in total+6 life, 100 points
First MusterMilitaryCommonTrain 5 units+2 life, 25 points
Standing ArmyMilitaryUncommonTrain 50 units+4 life, 50 points
First ConvoyExpeditionCommonComplete a gathering expedition+2 life, 25 points
HaulageExpeditionRareCarry 50,000 resources home from expeditions+6 life, 100 points
First PrinciplesResearchCommonComplete a research project+2 life, 25 points
The Whole TreeResearchEpicComplete all 14 research projects+10 life, 200 points

How those are counted, where it is not obvious:

The rest of the catalogue

Fourteen more are seeded and not yet shown. They cover joining a Control Sector, running every Gold Mine at once, two production-rate milestones, the size of your training space and of your standing army, long expeditions and full holds, finishing the survival branch, daily objectives and tribute, climbing back from critically low life, and reaching Brigadier General. Each is designed to be read from records the game already keeps — your buildings, your expedition runs, your research, the life ledger — rather than from a counter that only starts when the feature lands, so what you have already done should still count when they appear.

Four more are parked: First Blood, Warrior, Veteran and Warlord. All four count battles won, and there is no combat system — nothing in the game records a battle. They cannot appear and cannot be earned. They are kept in the catalogue as a note for whoever builds combat, not as something to wait for.

If you are stuck one level short