Growth plan
Best when your base is still converting early income into stable production.
The Technology Tree is the permanent scaling layer. Spend early research on bottlenecks that unlock the next ten minutes of growth.
Costs and exact unlock order can change in live updates. Treat this as a tactical priority map, then verify live requirements in game.
| Tech | Branch | Cost | Priority | Use Case |
|---|---|---|---|---|
| Alliances | Systems | $10,000 | Rush | Unlocks alliance play and coordinated territory defense. |
| Fast Workers | Economy | $5,000 | Rush | Improves early production speed and opens stronger economy planning. |
| Laboratory | Systems | $25,000 | High | Improves research speed so later branches finish faster. |
| Generals | Systems | $500,000 / 25m reported by secondary guides | High | Reported June General Update system for passive boosts to army, resource gathering, research, and other powers. |
| Army Training | Military | $1,000 | High | Adds a troop damage boost for early fights and neutral captures. |
| Civilians I | Systems | $75,000 | High | Raises civilian capacity for smoother city growth. |
| Storage Center | Economy | $5,000,000 | Situational | Expands storage so production chains waste fewer resources. |
| Vehicle Health | Military | $250,000+ | Situational | Makes tank and vehicle pushes harder to stop. |
| Mech Research | Military | $5,000,000,000 / 48h | Late | Late special unlock that opens Mech Station before the Spider Base branch. |
| Spider Base | Military | $25,000,000,000 / 48h | Late | Unlocks Spider Base after the Army Training to Mech Station troop-damage path. |
| Quantum Research | Economy | $100,000,000,000 / 96h | Situational | Community-wiki endgame unlock for Quantum Core Generator and Quantum Core production. |
Best when your base is still converting early income into stable production.
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.
Improves research speed so later branches finish faster.
Buy it once the economy can keep a research queue active without starving production.
Raises civilian capacity for smoother city growth.
Use it when population is blocking new buildings, worker growth, or wider city scaling.
Unlocks alliance play and coordinated territory defense.
Rush this when shared borders, team defense, or coordinated expansion will decide the mid game.
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.
Short answers for the decisions players usually need before opening a match.
Fast Workers, Alliances, Army Training, and Laboratory are common early priorities because they unlock practical growth and defense.
Mech Research should wait until economy, storage, research speed, and replacement production are mature; it is the late military bridge toward Mech Station and Spider Base.
Laboratory is strong when you can keep research funded, but it can wait if the border is collapsing and you need immediate production.