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.
What houses what
| Building | Pool | Level 1 | Level 2 | Level 3 | Max you can build |
|---|---|---|---|---|---|
| Barracks | Troops | 5 | 8 | 16 | 2 |
| Training Yard | Troops | 15 | 30 | 60 | 4 |
| Factory | Vehicles | 5 | 8 | 16 | 2 |
| Motor Pool | Vehicles | 15 | 30 | 60 | 4 |
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.
- Units in the queue count against the cap as well as units already standing. If they did not, you could queue five batches while under the limit and land far over it.
- Troops committed to a vehicle assembly still hold their bunks. They are locked, not spent, and the space is handed back only when the vehicle is delivered. See vehicles.
- Units out on an expedition still hold their place too. Nothing frees housing except a unit ceasing to exist.
Upgrading costs you the space while it runs
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:
- Wait it out. Free, and the capacity comes back larger than it was.
- Build a second one first, then upgrade the first. Costs resources and takes a build timer, but nothing lapses and nothing expires.
- Raise a tent to cover the gap. Costs War Bonds, and it is standing immediately.
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.
| Tent | Stands in for | What it does | Size | Needs | How 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 |
| What | Value |
|---|---|
| Term | 24 hours |
| Cost per term | 100 War Bonds ($1.00) |
| Build time | None — it stands the moment you pay |
| Resource cost | None |
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
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.
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:
- On a blocked training row. NO FACILITY means nothing of that kind is standing — usually because you started upgrading the one you had. BUSY 40m means every facility of that kind is mid-batch. Either way the offer appears on the row itself, reading RENT TENT for infantry or RENT WORKSHOP for vehicles, with its price in Bonds beside it. On a BUSY row the countdown stays on screen next to the offer, so you can decide whether the wait is worth a dollar.
- Under the orders panel, whenever anything is training or assembling.
- On the training space screen, where the Field Training Tent has its own block with a Raise tent button and the exact space it would add.
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.
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.
| Pack | Bonds | Bonus | Price | Days of upkeep |
|---|---|---|---|---|
| Section Allotment | 500 | — | $5.00 | 5 |
| Company Allotment | 1,200 | +100 | $12.00 | 13 |
| Regimental Reserve | 3,000 | +450 | $30.00 | 34 |
| War Chest | 7,500 | +1,500 | $75.00 | 90 |
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.