Military
Combat / vehicles / missiles / army size
- Named techs
- 34
- Branch cost
- $8.1B
- Cost share
- 40%
- Fastest unlock
- 30s
Research Command Board
Explore the Military, Economy, and Systems research branches with a visual tree, local progress tracking, priority paths, unlock timing, and the full $20,091,856,000 research cost model.
Combat / vehicles / missiles / army size
Farms / markets / storage / luck
Alliance / civilians / builders / territory
Progress tracker
Loading local progress... · Source-reported total: 70 technologies.
Interactive map
Drag to pan. Use the mouse wheel or controls to zoom.
Fandom lists 70 technologies and the public named rows currently expose 69 named technologies. The modeled rows sum exactly to the published total cost of $20,091,856,000.
Research Priority
Start with the short timers that open control, economy, and alliance systems before locking money into late-game research.
First 30 minutes
| Priority | Tech | Time | Reason |
|---|---|---|---|
| #1 | Fast Workers | 30s | Immediate farm output and no complex timing risk. |
| #2 | Army Training | 30s | Unlocks basic military and many later combat paths. |
| #3 | Alliances | 1min | Opens Systems branch and future alliance value. |
| #4 | Officer Training | 1min | Unlocks Army Control and vehicle tech chains. |
| #5 | Bandage | 1min | Cheap troop survival upgrade. |
| #6 | Laboratory | 15min | Unlocks Civilians chain and research infrastructure. |
| #7 | Mass Production | 30min | Replaces Fast Workers with stronger farm output. |
Income compounding
| Priority | Tech | Time | Reason |
|---|---|---|---|
| #1 | Fast Workers | 30s | Farm output +10%. |
| #2 | Mass Production | 30min | Farm output +15%, replacing Fast Workers. |
| #3 | Financier | 30min | Market price +2%. |
| #4 | Bigger Crates | 1h | Farm capacity path. |
| #5 | Logistic Depot | 3h | Storage 5,000 -> 15,000. |
| #6 | Smart Factories | 6h | Farm output +25%, replacing Mass Production. |
| #7 | Trader | 12h | Market price +5%, replacing Financier. |
| #8 | Warehouse | 12h | Storage 15,000 -> 45,000. |
| #9 | Automation | 24h | Farm output +50%, replacing lower tiers. |
Map pressure
| Priority | Tech | Time | Reason |
|---|---|---|---|
| #1 | Army Training | 30s | Foundation for all military research. |
| #2 | Officer Training | 1min | Opens Army Control and vehicle upgrades. |
| #3 | Army Control | 1min | Starts army slot scaling. |
| #4 | +1 Army | 1min | More map control and scouting. |
| #5 | Ammo Crates | 5min | Vehicle damage and armor paths. |
| #6 | Boots | 5min | Troop movement speed. |
| #7 | Army Size I | 5min | Army size expansion. |
| #8 | Improved Engine | 15min | Vehicle speed and rocket cooldown path. |
| #9 | Medkit | 30min | Troop durability. |
| #10 | Mech Research | 48h | Endgame ground power. |
Expansion ceiling
| Priority | Tech | Time | Reason |
|---|---|---|---|
| #1 | Alliances | 1min | Systems branch entry point. |
| #2 | Researcher | 15min | Prerequisite for Conqueror. |
| #3 | Conqueror | 1h | Territory expansion limit +1. |
| #4 | Emperor | 6h | Territory expansion limit +1 again. |
| #5 | Laboratory | 15min | Unlocks Civilians chain. |
| #6 | Civilians I | 10min | Population foundation. |
| #7 | Alliance Expansion | 6h | Alliance scaling for territory economy. |
Cost Breakdown
| Tech | Time | Value | Why |
|---|---|---|---|
| Fast Workers | 30s | Extremely high | Immediate farm output. |
| Army Training | 30s | Extremely high | Unlocks core military tech. |
| Officer Training | 1min | Extremely high | Opens the most combat branches. |
| Alliances | 1min | Extremely high | Unlocks the Systems branch. |
| Automation | 24h | Medium | Huge effect, high cost and wait. |
| Antimatter | 72h | Low | Endgame-only payoff window. |
Rules
Fast Workers (+10%), Mass Production (+15%), Smart Factories (+25%), and Automation (+50%) are replacement tiers, not additive bonuses.
Automation sits behind Fast Workers, Mass Production, and Smart Factories in this model. Treat it as a late economy commitment, not an early rush.
Logistic Depot moves Storage Center capacity from 5,000 to 15,000. Warehouse then moves it from 15,000 to 45,000.
Full Table
| Technology | Branch | Chain | Time | Cost | Prerequisites |
|---|---|---|---|---|---|
| Army Training | military | Troop Damage | 30s | $1,000 | None |
| Officer Training | military | Troop Damage | 1min | $25,000 | army-training |
| Elite Training | military | Troop Damage | 30min | $2,500,000 | officer-training |
| Mech ResearchEndgame | military | Troop Damage | 48h | $5,000,000,000 | elite-training |
| Army Control | military | Army Control | 1min | $5,000 | officer-training |
| +1 Army | military | Army Control | 1min | $25,000 | army-control |
| +1 Army II | military | Army Control | 1min | $250,000 | plus-one-army |
| Army Size I | military | Army Size | 5min | $50,000 | army-training |
| Army Size II | military | Army Size | 30min | $5,000,000 | army-size-i |
| Army Size III | military | Army Size | 12h | $100,000,000 | army-size-ii |
| Rocket Limit I | military | Rocket Limit | 24h | $500,000,000 | army-size-iii |
| Rocket Limit IIEndgame | military | Rocket Limit | 48h | $1,000,000,000 | rocket-limit-i |
| Binoculars | military | Troop Range | 10min | $100,000 | army-size-i |
| Noctovisor | military | Troop Range | 30min | $250,000 | binoculars |
| Radio | military | Troop Range | 1h | $1,000,000 | noctovisor |
| Ammo Crates | military | Vehicle Damage | 5min | $100,000 | officer-training |
| Heavy Cannon | military | Vehicle Damage | 30min | $10,000,000 | ammo-crates |
| Explosive Ammo | military | Vehicle Damage | 4h | $250,000,000 | heavy-cannon |
| Improved Engine | military | Vehicle Speed | 15min | $250,000 | ammo-crates |
| More Fuel | military | Vehicle Speed | 30min | $1,000,000 | improved-engine |
| Nuclear Fuel | military | Vehicle Speed | 2h 30min | $10,000,000 | more-fuel |
| Rocket Cooldown I | military | Rocket Cooldown | 4h | $25,000,000 | improved-engine |
| Rocket Cooldown II | military | Rocket Cooldown | 8h | $500,000,000 | rocket-cooldown-i |
| Bandage | military | Troop Health | 1min | $10,000 | army-training |
| Medkit | military | Troop Health | 30min | $250,000 | bandage |
| Juggernaut | military | Troop Health | 2h | $100,000,000 | medkit |
| Boots | military | Troop Speed | 5min | $50,000 | officer-training |
| Chocolate | military | Troop Speed | 30min | $250,000 | boots |
| Energy Drink | military | Troop Speed | 1h | $50,000,000 | chocolate |
| Heavy Armor | military | Vehicle Health | 10min | $250,000 | ammo-crates |
| Steel Plating | military | Vehicle Health | 30min | $1,000,000 | heavy-armor |
| Titan Armor | military | Vehicle Health | 2h | $500,000,000 | steel-plating |
| Radar | military | Vehicle Range | 30min | $1,000,000 | improved-engine |
| Satellite | military | Vehicle Range | 1h | $25,000,000 | radar |
| Fast Workers | economy | Production Speed | 30s | $5,000 | None |
| Mass Production | economy | Production Speed | 30min | $250,000 | fast-workers |
| Smart Factories | economy | Production Speed | 6h | $10,000,000 | mass-production |
| AutomationEndgame | economy | Production Speed | 24h | $1,000,000,000 | fast-workers, mass-production, smart-factories |
| Area 51 ResearchEndgame | economy | Production Speed | 48h | $5,000,000,000 | fast-workers, mass-production |
| Lucky Restock | economy | Luck | 5min | $25,000 | fast-workers |
| Better Odds | economy | Luck | 1h | $5,000,000 | lucky-restock |
| Ultra Lucky | economy | Luck | 24h | $1,000,000,000 | better-odds |
| Financier | economy | Market Price | 30min | $1,000,000 | mass-production |
| Trader | economy | Market Price | 12h | $250,000,000 | financier |
| Bigger Crates | economy | Farm Capacity | 1h | $1,000,000 | mass-production |
| Cargo Expansion | economy | Farm Capacity | 12h | $45,000,000 | bigger-crates |
| Logistic Depot | economy | Storage Capacity | 3h | $30,000,000 | bigger-crates |
| Warehouse | economy | Storage Capacity | 12h | $500,000,000 | logistic-depot |
| AntimatterEndgame | economy | Storage Capacity | 72h | $2,000,000,000 | warehouse |
| Alliances | systems | Alliance | 1min | $10,000 | None |
| Researcher | systems | Alliance | 15min | $100,000 | alliances |
| Research Team | systems | Alliance | 2h | $10,000,000 | researcher |
| Alliance Expansion | systems | Alliance | 6h | $25,000,000 | research-team |
| Lucky Trader | systems | Cargo | 8h | $25,000,000 | alliance-expansion |
| +1 Cargo Helipad | systems | Cargo | 12h | $100,000,000 | lucky-trader |
| Cargo Fortune | systems | Cargo | 8h | $250,000,000 | lucky-trader |
| Laboratory | systems | Research Speed | 15min | $25,000 | alliances |
| Research Facility | systems | Research Speed | 2h | $2,500,000 | laboratory |
| Speed I | systems | Movement Speed | 2h | $10,000,000 | research-facility |
| Speed II | systems | Movement Speed | 4h | $250,000,000 | speed-i |
| Conqueror | systems | Capture | 1h | $12,500,000 | researcher |
| Emperor | systems | Capture | 6h | $250,000,000 | conqueror |
| Civilians I | systems | Civilians | 10min | $75,000 | laboratory |
| Civilians II | systems | Civilians | 1h | $5,000,000 | civilians-i |
| Civilians III | systems | Civilians | 6h | $100,000,000 | civilians-ii |
| PopulationEndgame | systems | Civilians | 24h | $1,000,000,000 | civilians-iii |
| Builders I | systems | Builders | 1h | $1,000,000 | civilians-ii |
| Builders II | systems | Builders | 4h | $25,000,000 | builders-i |
| Builders III | systems | Builders | 8h | $100,000,000 | builders-ii |
Fandom lists 70 technologies with a combined research cost of $20,091,856,000 across Military, Economy, and Systems branches. The public named rows currently expose 69 named technologies that sum to the same total cost.
Fast Workers and Army Training are the safest first picks. Both unlock in 30 seconds, create immediate value, and open high-value follow-up paths.
No. Higher-tier percentage upgrades replace lower-tier versions. Smart Factories gives +25%, not +10% + +15% + +25%.
Automation requires the Production Speed chain first: Fast Workers, Mass Production, and Smart Factories. Its research time is 24 hours and it replaces lower farm-output bonuses with +50%.
The longest single research is Antimatter at 72 hours, followed by Mech Research, Rocket Limit II, and Area 51 Research at 48 hours. Full completion usually takes weeks because cost, sequence, and research capacity gate progress.
Connected Tools