Arbol tecnologico Mini War

La tecnologia es la capa de crecimiento permanente. Invierte en lo que abre los proximos minutos.

Arbol tecnologico Mini War visual reference

Technology Priorities

Costs and exact unlock order can change in live updates. Treat this as a tactical priority map, then verify live requirements in game.

TechBranchCostPriorityUse Case
AlliancesSystems$10,000RushUnlocks alliance play and coordinated territory defense.
Fast WorkersEconomy$5,000RushImproves early production speed and opens stronger economy planning.
LaboratorySystems$25,000HighImproves research speed so later branches finish faster.
Army TrainingMilitary$1,000HighAdds a troop damage boost for early fights and neutral captures.
Civilians ISystems$75,000HighRaises civilian capacity for smoother city growth.
Storage CenterEconomy$5,000,000SituationalExpands storage so production chains waste fewer resources.
Vehicle HealthMilitary$250,000+SituationalMakes tank and vehicle pushes harder to stop.
Mech ResearchMilitary$5,000,000,000LateLate special unlock after deep troop damage investment.

Tech Advisor

Current goal
Main bottleneck

Growth plan

Best when your base is still converting early income into stable production.

First pick: Fast WorkersOpen tech guide

Recommended Research Order

1. Fast Workers

Rush

Improves early production speed and opens stronger economy planning.

Take this early when buildings are placed but the base still feels slow or under-staffed.

Economy$5,000Details

2. Laboratory

High

Improves research speed so later branches finish faster.

Buy it once the economy can keep a research queue active without starving production.

Systems$25,000Details

3. Civilians I

High

Raises civilian capacity for smoother city growth.

Use it when population is blocking new buildings, worker growth, or wider city scaling.

Systems$75,000Details

4. Alliances

Rush

Unlocks alliance play and coordinated territory defense.

Rush this when shared borders, team defense, or coordinated expansion will decide the mid game.

Systems$10,000Details

5. Army Training

High

Adds a troop damage boost for early fights and neutral captures.

Add it before a soldier-heavy push or when neutral captures are slowing down.

Military$1,000Details

Quick FAQ

Short answers for the decisions players usually need before opening a match.

Which Mini War tech should I rush?

Fast Workers, Alliances, Army Training, and Laboratory are common early priorities because they unlock practical growth and defense.

When should I research Mech Research?

Mech Research should wait until economy, storage, research speed, and replacement production are mature.

Is Laboratory always worth it?

Laboratory is strong when you can keep research funded, but it can wait if the border is collapsing and you need immediate production.