War 2050 Survivor's Handbook ← war2050.com

Units

Six of them. Three are infantry, trained at a Barracks and housed by your Barracks and Training Yards. The other three are vehicles, which are not trained at all — they are assembled out of the first three. For now every unit is used for one thing: carrying resources home from deposits.

Costs and requirements

Tables scroll sideways on a narrow screen.

Training time is per unit — a batch of five takes five times as long. Vehicles are priced in troops as well as resources; the full recipes are on the vehicles page.
Unit Level Made at Costs Time each
Infantry1Barracks50 gold30s
Scout2Barracks50 gold45s
Heavy Infantry4Barracks50 gold1m 30s
Recon Drone3Factory4 Scouts + 150 gold · 75 materials · 40 energy, for two1m
Light Tank5Factory4 Infantry + 200 gold · 100 materials · 50 energy3m
Battle Tank7Factory4 Heavy Infantry + 400 gold · 200 materials · 100 energy5m

All three infantry types cost exactly 50 gold and nothing else, which makes them the only troops you can raise from mine income alone. What separates them is training time and what they carry, not price.

Vehicles have their own page

They are housed in a different pool, cancelled on different terms, and can be taken back apart. None of that fits on a page about troops — see vehicles. Note also that although the Recon Drone unlocks at level 3, every vehicle is assembled at a Factory, and a Factory needs level 4.

Statistics

Speed sets the marching pace; carry is how much one unit brings home from a deposit. A vehicle's first four numbers are exactly the four troops it was made from, added up.
Unit Health Attack Defence Speed Range Carry
Infantry1001552150
Scout601035125
Heavy Infantry20030151180
Recon Drone1202067.5550
Light Tank400602032200
Battle Tank800120601.53320
On combat statistics

Health, attack, defence and range are recorded for every unit and are raised by military research, but there is no battle system in the game yet — nothing attacks your base and you cannot attack anyone else's. Until that changes, the two numbers that matter are speed and carry.

Speed, in plain minutes

A party crosses one world tile in 30 seconds divided by its speed — and it moves at the pace of its slowest member, so one Heavy Infantry walking with a column of Light Tanks drags the whole party down to speed 1.

Outbound leg only. The walk home is slower when the party is loaded — see expeditions.
SpeedUnitsPer tile10 tiles out
7.5Recon Drone4s40s
5Scout6s1m
3Light Tank10s1m 40s
2Infantry15s2m 30s
1.5Battle Tank20s3m 20s
1Heavy Infantry30s5m

Which unit should I actually build?

Housing is the constraint, not gold — you will hit your Training Yard cap long before you run out of money. So the question is how much does one housing place carry, traded against how long the trip takes.

Carry per housed unit, against the marching pace that unit forces on the whole party. Vehicles occupy bays rather than bunks, which is why they are not simply better versions of the rows above them.
UnitCarry per placePer tileVerdict
Battle Tank32020sBest haul in the game. Needs level 7 and four Heavy Infantry apiece.
Light Tank20010sThe all-rounder, and the first conversion worth making.
Heavy Infantry8030sCheap bulk, but forces speed 1. Mostly Battle Tank feedstock.
Recon Drone504sSame load as an Infantry, at nearly four times the pace. Best on near deposits.
Infantry5015sAvailable immediately, 50 gold, decent pace. Your whole early game.
Scout256sHalf an Infantry's load for the same price. Build them to convert, not to send.
Rules of thumb

Training and housing

The training panel on a phone: two capacity boxes at the top, one headed TRAINING SPACE with a Manage button and one headed VEHICLE BAYS noting that it is separate from troops, then the Infantry, Scout and Heavy Infantry rows, each with its cost, training time, a quantity stepper, a Train button and a MAX button.
The training panel. The two capacity boxes are separate on purpose — filling one does not stop you using the other. Manage opens the training space screen.