MINI WAR
70 source-listed techs69 named nodes3 branches

Research Command Board

Mini War Technology Tree

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.

Military

Combat / vehicles / missiles / army size

Named techs
34
Branch cost
$8.1B
Cost share
40%
Fastest unlock
30s

Economy

Farms / markets / storage / luck

Named techs
15
Branch cost
$9.8B
Cost share
49%
Fastest unlock
30s

Systems

Alliance / civilians / builders / territory

Named techs
20
Branch cost
$2.2B
Cost share
11%
Fastest unlock
1min

Progress tracker

Interactive technology tree

Loading local progress... · Source-reported total: 70 technologies.

Total progress0%

Interactive map

Drag to pan. Use the mouse wheel or controls to zoom.

Army Training30s · $1KSOfficer Training1min · $25KSElite Training30min · $2.5MAMech Research48h · $5BSArmy Control1min · $5KA+1 Army1min · $25KA+1 Army II1min · $250KAArmy Size I5min · $50KAArmy Size II30min · $5MBArmy Size III12h · $100MARocket Limit I24h · $500MBRocket Limit II48h · $1BBBinoculars10min · $100KBNoctovisor30min · $250KCRadio1h · $1MBAmmo Crates5min · $100KBHeavy Cannon30min · $10MBExplosive Ammo4h · $250MAImproved Engine15min · $250KBMore Fuel30min · $1MBNuclear Fuel2h 30min · $10MARocket Cooldown I4h · $25MBRocket Cooldown II8h · $500MABandage1min · $10KBMedkit30min · $250KBJuggernaut2h · $100MABoots5min · $50KBChocolate30min · $250KCEnergy Drink1h · $50MBHeavy Armor10min · $250KBSteel Plating30min · $1MBTitan Armor2h · $500MARadar30min · $1MBSatellite1h · $25MA

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

What to research first

Start with the short timers that open control, economy, and alliance systems before locking money into late-game research.

Priority

Beginner path

First 30 minutes

PriorityTechTimeReason
#1Fast Workers30sImmediate farm output and no complex timing risk.
#2Army Training30sUnlocks basic military and many later combat paths.
#3Alliances1minOpens Systems branch and future alliance value.
#4Officer Training1minUnlocks Army Control and vehicle tech chains.
#5Bandage1minCheap troop survival upgrade.
#6Laboratory15minUnlocks Civilians chain and research infrastructure.
#7Mass Production30minReplaces Fast Workers with stronger farm output.
Priority

Economy-first path

Income compounding

PriorityTechTimeReason
#1Fast Workers30sFarm output +10%.
#2Mass Production30minFarm output +15%, replacing Fast Workers.
#3Financier30minMarket price +2%.
#4Bigger Crates1hFarm capacity path.
#5Logistic Depot3hStorage 5,000 -> 15,000.
#6Smart Factories6hFarm output +25%, replacing Mass Production.
#7Trader12hMarket price +5%, replacing Financier.
#8Warehouse12hStorage 15,000 -> 45,000.
#9Automation24hFarm output +50%, replacing lower tiers.
Priority

Military path

Map pressure

PriorityTechTimeReason
#1Army Training30sFoundation for all military research.
#2Officer Training1minOpens Army Control and vehicle upgrades.
#3Army Control1minStarts army slot scaling.
#4+1 Army1minMore map control and scouting.
#5Ammo Crates5minVehicle damage and armor paths.
#6Boots5minTroop movement speed.
#7Army Size I5minArmy size expansion.
#8Improved Engine15minVehicle speed and rocket cooldown path.
#9Medkit30minTroop durability.
#10Mech Research48hEndgame ground power.
Priority

Territory path

Expansion ceiling

PriorityTechTimeReason
#1Alliances1minSystems branch entry point.
#2Researcher15minPrerequisite for Conqueror.
#3Conqueror1hTerritory expansion limit +1.
#4Emperor6hTerritory expansion limit +1 again.
#5Laboratory15minUnlocks Civilians chain.
#6Civilians I10minPopulation foundation.
#7Alliance Expansion6hAlliance scaling for territory economy.

Cost Breakdown

$20,091,856,000 total research cost

Military$8,083,366,000
Economy$9,842,280,000
Systems$2,166,210,000

Highest early value picks

TechTimeValueWhy
Fast Workers30sExtremely highImmediate farm output.
Army Training30sExtremely highUnlocks core military tech.
Officer Training1minExtremely highOpens the most combat branches.
Alliances1minExtremely highUnlocks the Systems branch.
Automation24hMediumHuge effect, high cost and wait.
Antimatter72hLowEndgame-only payoff window.

Rules

Rules that prevent bad research math

Higher tiers replace lower tiers

Fast Workers (+10%), Mass Production (+15%), Smart Factories (+25%), and Automation (+50%) are replacement tiers, not additive bonuses.

Automation is gated by the production chain

Automation sits behind Fast Workers, Mass Production, and Smart Factories in this model. Treat it as a late economy commitment, not an early rush.

Storage upgrades are absolute capacity jumps

Logistic Depot moves Storage Center capacity from 5,000 to 15,000. Warehouse then moves it from 15,000 to 45,000.

Full Table

All named technology rows

TechnologyBranchChainTimeCostPrerequisites
Army TrainingmilitaryTroop Damage30s$1,000None
Officer TrainingmilitaryTroop Damage1min$25,000army-training
Elite TrainingmilitaryTroop Damage30min$2,500,000officer-training
Mech ResearchEndgamemilitaryTroop Damage48h$5,000,000,000elite-training
Army ControlmilitaryArmy Control1min$5,000officer-training
+1 ArmymilitaryArmy Control1min$25,000army-control
+1 Army IImilitaryArmy Control1min$250,000plus-one-army
Army Size ImilitaryArmy Size5min$50,000army-training
Army Size IImilitaryArmy Size30min$5,000,000army-size-i
Army Size IIImilitaryArmy Size12h$100,000,000army-size-ii
Rocket Limit ImilitaryRocket Limit24h$500,000,000army-size-iii
Rocket Limit IIEndgamemilitaryRocket Limit48h$1,000,000,000rocket-limit-i
BinocularsmilitaryTroop Range10min$100,000army-size-i
NoctovisormilitaryTroop Range30min$250,000binoculars
RadiomilitaryTroop Range1h$1,000,000noctovisor
Ammo CratesmilitaryVehicle Damage5min$100,000officer-training
Heavy CannonmilitaryVehicle Damage30min$10,000,000ammo-crates
Explosive AmmomilitaryVehicle Damage4h$250,000,000heavy-cannon
Improved EnginemilitaryVehicle Speed15min$250,000ammo-crates
More FuelmilitaryVehicle Speed30min$1,000,000improved-engine
Nuclear FuelmilitaryVehicle Speed2h 30min$10,000,000more-fuel
Rocket Cooldown ImilitaryRocket Cooldown4h$25,000,000improved-engine
Rocket Cooldown IImilitaryRocket Cooldown8h$500,000,000rocket-cooldown-i
BandagemilitaryTroop Health1min$10,000army-training
MedkitmilitaryTroop Health30min$250,000bandage
JuggernautmilitaryTroop Health2h$100,000,000medkit
BootsmilitaryTroop Speed5min$50,000officer-training
ChocolatemilitaryTroop Speed30min$250,000boots
Energy DrinkmilitaryTroop Speed1h$50,000,000chocolate
Heavy ArmormilitaryVehicle Health10min$250,000ammo-crates
Steel PlatingmilitaryVehicle Health30min$1,000,000heavy-armor
Titan ArmormilitaryVehicle Health2h$500,000,000steel-plating
RadarmilitaryVehicle Range30min$1,000,000improved-engine
SatellitemilitaryVehicle Range1h$25,000,000radar
Fast WorkerseconomyProduction Speed30s$5,000None
Mass ProductioneconomyProduction Speed30min$250,000fast-workers
Smart FactorieseconomyProduction Speed6h$10,000,000mass-production
AutomationEndgameeconomyProduction Speed24h$1,000,000,000fast-workers, mass-production, smart-factories
Area 51 ResearchEndgameeconomyProduction Speed48h$5,000,000,000fast-workers, mass-production
Lucky RestockeconomyLuck5min$25,000fast-workers
Better OddseconomyLuck1h$5,000,000lucky-restock
Ultra LuckyeconomyLuck24h$1,000,000,000better-odds
FinanciereconomyMarket Price30min$1,000,000mass-production
TradereconomyMarket Price12h$250,000,000financier
Bigger CrateseconomyFarm Capacity1h$1,000,000mass-production
Cargo ExpansioneconomyFarm Capacity12h$45,000,000bigger-crates
Logistic DepoteconomyStorage Capacity3h$30,000,000bigger-crates
WarehouseeconomyStorage Capacity12h$500,000,000logistic-depot
AntimatterEndgameeconomyStorage Capacity72h$2,000,000,000warehouse
AlliancessystemsAlliance1min$10,000None
ResearchersystemsAlliance15min$100,000alliances
Research TeamsystemsAlliance2h$10,000,000researcher
Alliance ExpansionsystemsAlliance6h$25,000,000research-team
Lucky TradersystemsCargo8h$25,000,000alliance-expansion
+1 Cargo HelipadsystemsCargo12h$100,000,000lucky-trader
Cargo FortunesystemsCargo8h$250,000,000lucky-trader
LaboratorysystemsResearch Speed15min$25,000alliances
Research FacilitysystemsResearch Speed2h$2,500,000laboratory
Speed IsystemsMovement Speed2h$10,000,000research-facility
Speed IIsystemsMovement Speed4h$250,000,000speed-i
ConquerorsystemsCapture1h$12,500,000researcher
EmperorsystemsCapture6h$250,000,000conqueror
Civilians IsystemsCivilians10min$75,000laboratory
Civilians IIsystemsCivilians1h$5,000,000civilians-i
Civilians IIIsystemsCivilians6h$100,000,000civilians-ii
PopulationEndgamesystemsCivilians24h$1,000,000,000civilians-iii
Builders IsystemsBuilders1h$1,000,000civilians-ii
Builders IIsystemsBuilders4h$25,000,000builders-i
Builders IIIsystemsBuilders8h$100,000,000builders-ii

Frequently Asked Questions

How many technologies are in the Mini War tech tree?

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.

What should I research first in Mini War?

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.

Do Fast Workers, Mass Production, and Smart Factories stack?

No. Higher-tier percentage upgrades replace lower-tier versions. Smart Factories gives +25%, not +10% + +15% + +25%.

How do I unlock Automation?

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%.

How long does the full tech tree take?

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

Use the research in a real plan

Sources and data notes