War 2050 Survivor's Handbook ← war2050.com

Training space

Everything you own has to be housed somewhere, and there are two separate places to put things: training space for troops and vehicle bays for vehicles. You cannot build past either, and neither can ever spend the other — which matters most at the exact moment you are trying to grow.

The training space screen on a phone: a summary reading troops 2 of 10 with 8 free, an offer to raise a Field Training Tent for 100 War Bonds a day, a Barracks card holding nobody, a rented tent card with a dashed border that stands for 23 hours and renews automatically, and an Unassigned group below.
The training space screen — Manage on the training panel. Rented facilities are drawn with a dashed edge and count down; solid ones are permanent.

What houses what

Only these four buildings provide housing, and the two pools are never summed. Everything else provides none.
BuildingPoolLevel 1Level 2Level 3Max you can build
BarracksTroops58162
Training YardTroops1530604
FactoryVehicles58162
Motor PoolVehicles1530604

The two military production buildings — Barracks and Factory — each carry a small garrison on purpose: enough to house what you have just learned to make, before you can afford the building that scales it. The Training Yard and the Motor Pool are the scaling levers, and because their space doubles per level, upgrading one is always worth more than a second at the same tier costs.

Upgrading costs you the space while it runs

This catches people out

Starting an upgrade takes the building offline for the whole upgrade, and an offline building provides no housing. Upgrade your only Training Yard and your capacity drops by 15 immediately — you can end up at 35 / 5 with every unit greyed out as No room. The same is true of a Motor Pool and your vehicle bays.

Nothing is lost while this is happening. Your existing troops are fine, you simply cannot train more until the upgrade lands. There are three ways through it:

The three rented structures

All three are the same deal: rented, not built. They cost no resources, take no build time, and stand only as long as you keep paying for them. What differs is the job.

The construction menu scrolled to the three tent rows, each priced in War Bonds per twenty-four hours where every other row shows a resource cost, each showing Instant where the others show a build time, and each carrying a RENTED chip at the right-hand edge.
Tents in the construction menu. They are the only rows priced in War Bonds, and the only ones that say Instant.
Every tent costs the same and lasts the same time. The allowance is its own — a full set of tents on top of a full set of the buildings they stand in for.
TentStands in forWhat it doesSizeNeedsHow many
Field Training Tent Training Yard Houses troops 2×2 Lvl 2 4
Field Barracks Tent Barracks Trains infantry 2×1 Lvl 2 2
Field Workshop Factory Assembles vehicles 2×2 Lvl 4 2
One term, for any of the three.
WhatValue
Term24 hours
Cost per term100 War Bonds ($1.00)
Build timeNone — it stands the moment you pay
Resource costNone

Those allowances are on top of the permanent buildings, not instead of them — four tents alongside four Training Yards is the largest troop housing the game allows, and two Field Workshops alongside two Factories is the most assembly lines you can run at once.

How big a tent is

tent space = the best building it stands in for, at its current level

A tent matches a building you already own, as it stands today — not the level it is upgrading to. A Field Barracks Tent is sized against your best Barracks alone; a Field Workshop against your best Factory; and a Field Training Tent against your largest training building of any kind, which in practice means your best Training Yard.

So with a level 1 Training Yard a Field Training Tent is worth 15. With a level 2 Yard, 30, and with a level 3 Yard, 60. If your Yard is halfway through an upgrade from 1 to 2, the tent is worth 15, because 15 is what you lost. A building being upgraded still sets the bar even though it is providing nothing — covering exactly that gap is what the tent is for.

You cannot rent one before you own one

A tent is measured against a building you own, so with nothing to measure against there is no tent. The construction row says NEEDS ONE FIRST, and the training space screen says it in full: "A Field Training Tent is sized against your largest training building. Build a Training Yard or Barracks first." A Field Workshop needs an actual Factory before it can be rented, which is worth knowing before you plan around one.

That scaling is worth doing the sums on before you buy. Four level 3 Training Yards house 240; four tents beside them add another 240 for $4 a day. Early on, with a level 1 Yard, a tent is 15 places for the same dollar.

The size is fixed when you pay for it and never changes afterwards. It will not grow when that upgrade finishes, and it will not shrink if you lose the building it was measured against. Tents are also measured only against buildings you own — a standing tent never makes the next tent bigger.

Where they are offered

You can rent one outright from the construction menu, alongside everything else you build. But the game also puts the offer where you actually hit the wall:

Renting from a row places the tent for you, on the first free square that fits — a player buying one is usually mid-emergency and picking a tile is not what they came for. Move it afterwards if you care where it stands; moving is free.

Renewing

You can renew at any time, and renewing early adds a term to the end rather than throwing away what you have left. Turn on auto-renew and it takes another term when the current one ends, for as long as you have the Bonds to cover it. If you do not, it simply lapses — auto-renew never puts you in debt and never charges a card.

The facility card counts down and calls the last hour out. A tent stops providing space the instant its term ends, not when the game next sweeps, so you cannot train into space you have stopped paying for.

When a tent comes down

Its space goes with it. If your remaining buildings can house everyone, the occupants are moved into the free space and nobody is lost. That is the normal outcome and it is worth arranging for. They are rehoused largest-facility-first, into their own pool only — an expiring Field Workshop's tanks are never offered bunks in a Barracks.

If there is nowhere to put them

Troops that do not fit are stood down permanently. You get back half of what they cost to build, listed as reclaimed salary — half, rounded down, of every resource in their original cost. A transmission tells you how many were lost and what came back.

So a tent lapsing is not automatically a disaster — it is only a loss if you were relying on its space. Keeping one Yard's worth of room spare means a lapse costs you nothing.

Garrisons: you choose who is at risk

Units are housed in a specific facility, and you decide which. Open the training space screen from Manage on the training panel: it lists every facility, what is in it, how much room it has left, and how long a rented one has to run.

Tap a unit stack to move it. A picker opens with a quantity stepper and one button per facility that has room — each showing how much — plus an Unassign option. A facility that is offline for an upgrade is not offered, because it has no space to give.

This is the point of the screen. When a tent lapses, the troops in that tent are the ones at risk, and they are the ones you put there. Units you never assigned are grouped under Unassigned, and those are the first to go when space runs out, because nobody chose a home for them. New units are housed automatically in the facility that made them.

Two kinds of stack cannot be moved. A stack marked COMMITTED is locked to a vehicle on the assembly line — it is shown rather than hidden, because it is where your missing space went, but it is not a button until the vehicle lands. And units currently out on an expedition are not in the list at all.

The same screen is where you break vehicles back down into troops. That has its own rules and its own way of costing you soldiers — see vehicles.

War Bonds

War Bonds are the game's purchased currency. They are the only thing in War 2050 that cannot be earned: you will never mine them, gather them, research them or be awarded them for a milestone. 100 War Bonds is $1.00.

Nothing that affects combat, resources, progression or the life clock can be bought with them. Today they buy exactly one kind of thing — a rented structure — and what that buys you is time and room, not power. Your balance appears in the resource row at the top of the screen once you have any, and tapping it opens the store.

The War Bonds store on a phone: four packs listed with their bond count, any bonus bonds, the price in dollars and how many days of tent upkeep each covers.
The store, opened from the War Bond counter. Each pack shows how many days of a tent it would pay for, because that is the only thing bonds buy.
The price list the store shows. Bonus bonds scale with the size of the pack; days of upkeep are days of one tent at 100 bonds each.
PackBondsBonusPriceDays of upkeep
Section Allotment500$5.005
Company Allotment1,200+100$12.0013
Regimental Reserve3,000+450$30.0034
War Chest7,500+1,500$75.0090
In closed alpha

Purchasing is not open. No payment provider is connected, the checkout is switched off, and the card details the store displays are a non-issuable test number that cannot be typed into — nothing about a card is ever sent anywhere. Balances are issued by hand. The price list is documented here so the cost of a tent is not a surprise when purchasing does open.