War 2050 Survivor's Handbook ← war2050.com

Research

Fourteen projects across four branches. You run one at a time — or two, if you rent a Field Research Post — 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 Drilling2—300 gold · 150 materials5mGold output +10%
Fusion Regulators2—250 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 Scaffolding2—250 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

The attack bonuses count when you raid, set at the levels you had when the raid left. The health bonus counts whenever your units fight, raiding or defending. See raids.
ProjectLvlNeedsCostTimeEffect
Combat Stimulants3—400 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 Dampeners2—350 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

A second research line

One project at a time is the default, and the only way past it is the Field Research Post — a rented canvas laboratory that grants one more line for as long as it is paid for. It needs level 3, costs 150 War Bonds a day, and you may have one at a time. If it lapses you can rent another, but you can never stand two — so there is no third research line at any price.

While it stands you can run two projects side by side, and the panel says so — "2 of 2 research lines running". The offer to rent one appears on the research panel when every line you have is busy, labelled RENT LAB.

What a Post costs. The day rate is 150 bonds; longer terms are billed at fewer day-rates, exactly as the housing tents are.
TermBondsPricePer daySaving
1 day150$1.50150—
1 week750$7.5010729%
2 weeks1,200$12.008643%
4 weeks2,100$21.007550%
A project on a rented line must finish inside the rental

This is the one rule the Post brings with it, and it is checked when you start a project rather than when the canvas comes down. If what you are ordering would still be running after the term ends, it is refused — "Overseer's Favour would finish 1.2 hours after the rental ends. Extend by 24 hours first." Nothing is spent and nothing is half-built; you are told before you commit.

In practice this only bites near the end of a term, because the longest project in the tree is two hours and the shortest rental is a day. Extend first and it goes away.

If a Post does lapse while a project is running, the project is not taken from you — it finishes. What you lose is the line: you cannot start anything on it again until you rent another.

Is it worth it?

It is the only purchase in the game that buys progress down the tree rather than more of one thing, which is why it is priced above the housing tents. The honest case for it is the top of the tree: the tier-3 projects run 45 minutes to two hours each, and the survival branch has to be finished before the life drain eases. A second line roughly halves the wall-clock time to get there. The honest case against it is that research is the one thing in this game that runs while you are not playing, so the cost of a single line is time you were not using anyway.

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 a line empty

There is no way to bank progress. Every hour with a line standing idle is an hour of the tree you will never get back — start the next project before you close the game, and if you are renting a second line, fill that one too. An empty rented line is the most expensive thing on this page.