War 2050 Survivor's Handbook ← war2050.com

Research

Fourteen projects across four branches. You can only run one at a time, so the tree is less about what to take and more about what order to take it in — and something should always be running.

The research panel showing the economy branch: Deep Core Drilling and Fusion Regulators available, Automated Refining and Logistics Network locked behind prerequisites, each with costs and a duration.
The research panel. Locked entries name what they are waiting for; an entry you cannot yet afford says so.

The rules

Economy

Tables scroll sideways on a narrow screen.

ProjectLvlNeedsCostTimeEffect
Deep Core Drilling2300 gold · 150 materials5mGold output +10%
Fusion Regulators2250 gold · 100 materials · 50 energy5mEnergy output +10%
Automated Refining3Deep Core Drilling600 gold · 250 materials · 100 energy15mMaterial output +15%
Logistics Network5Automated Refining, Fusion Regulators1,500 gold · 600 materials · 300 energy45mAll production +15%

Construction

Build-time cuts apply to new construction and to upgrades.
ProjectLvlNeedsCostTimeEffect
Modular Scaffolding2250 gold · 200 materials5mBuild time −10%
Prefabricated Alloys3Modular Scaffolding700 gold · 450 materials · 100 energy20mBuild time −15%
Drone Workcrews5Prefabricated Alloys, Automated Refining1,800 gold · 900 materials · 400 energy1hBuild time −15%, training time −15%

Military

Attack and health bonuses are recorded but there is no battle system yet. Rapid Deployment is the branch's only currently useful project.
ProjectLvlNeedsCostTimeEffect
Combat Stimulants3400 gold · 150 materials10mUnit attack +10%
Rapid Deployment4Combat Stimulants800 gold · 300 materials · 200 energy25mTraining time −20%
Composite Plating4Combat Stimulants900 gold · 500 materials · 150 energy30mUnit health +15%
Targeting Uplink6Composite Plating2,000 gold · 800 materials · 600 energy1h 30mUnit attack +15%

Survival

The only branch that touches the countdown itself.
ProjectLvlNeedsCostTimeEffect
Metabolic Dampeners2350 gold · 150 materials · 100 energy7m 30sLife depletion −10%
Cryogenic Cycling4Metabolic Dampeners1,000 gold · 400 materials · 350 energy40mLife depletion −15%
Overseer's Favour6Cryogenic Cycling, Logistics Network3,000 gold · 1,200 materials · 900 energy2hLife depletion −25%
The biggest payoff in the game

All three survival projects together cut life depletion by 50% — turning the standard −2% per hour into −1%, or 48 points a day into 24. Nothing else in the tree comes close. It is also the most expensive and the slowest chain to reach, and its capstone needs Logistics Network from the economy branch, so you cannot rush straight down it.

This is not a luxury upgrade. The game starts hard on purpose — at −48 a day only a proper day's play breaks even — and this branch is the way that eases. Two projects in, the drain is −36 a day and a moderate session is enough. All three, and it is −24: you can miss a day. You are buying a gentler schedule, not a bigger number.

Fully researched

Everything, if you complete all fourteen — about eight hours of continuous research.
ChannelTotalFrom
Gold output+25%Deep Core Drilling, Logistics Network
Energy output+25%Fusion Regulators, Logistics Network
Material output+30%Automated Refining, Logistics Network
Build time−40%Modular Scaffolding, Prefabricated Alloys, Drone Workcrews
Training time−35%Rapid Deployment, Drone Workcrews
Life depletion−50%Metabolic Dampeners, Cryogenic Cycling, Overseer's Favour
Unit attack+25%Combat Stimulants, Targeting Uplink
Unit health+15%Composite Plating

Cheap and fast first, so the queue is never idle, and take the two things that compound — build speed and gold — before anything that only matters later.

  1. Modular Scaffolding 250 gold, five minutes, and every build and upgrade after it is 10% faster. Take it first because it makes everything else cheaper in time.
  2. Deep Core Drilling Gold is the bottleneck resource and this is a permanent 10% on it, for five minutes' wait. It also opens Automated Refining.
  3. Metabolic Dampeners Cheap, and it starts the survival chain — which is long, and which you want finished before your life bar becomes a problem.
  4. Fusion Regulators, then Automated Refining Both are prerequisites for Logistics Network, and Automated Refining fixes the material shortage that upgrades cause.
  5. Prefabricated Alloys Another 15% off every build, while you save for the tier-3 projects.
  6. Cryogenic Cycling Needs level 4. A further 15% off the clock, and the milestone that matters most: with Metabolic Dampeners already done that is −25%, taking the drain to −1.5% an hour — 36 a day instead of 48. It is the point at which an ordinary session covers the day.
  7. Logistics Network Needs level 5. +15% on all three resources at once, and the gate to Overseer's Favour.
  8. Overseer's Favour Needs level 6. Two hours and 3,000 gold, and it halves the countdown — 24 a day, which is the first point at which you can miss a day and still hold. The endpoint.
  9. Everything else Drone Workcrews, Rapid Deployment, and the combat projects when you have nothing better running.
Never leave the slot empty

Only one project runs at a time, and there is no way to bank progress. Every hour with nothing researching is an hour of the tree you will never get back — start the next one before you close the game.