The Research Tree in Mini War serves as the fundamental backbone for any player looking to expand their influence, secure their borders, and maximize their economic output. As you progress from a weak starting position to a formidable empire, the decisions you make within this system dictate your efficiency and combat capability. Understanding the full skill tree is essential for long-term growth in this title.
To navigate the game effectively, you should also familiarize yourself with other core mechanics. For a broader overview of how to manage your assets, consult our /guide/mini-war-buildings-economy guide. Additionally, if you are just starting your journey, you can review the fundamental mechanics in our /guide/mini-war-beginner-guide.
Understanding the Research Tree
The Research Tree is divided into three primary categories: Military, Economy, and System. Each category focuses on different aspects of your empire's development. Upgrades are not purchased in isolation; they follow fixed paths. This means you must invest in specific prerequisite technologies before you can unlock more advanced features.
Progressing through these paths requires both currency and time. As you move toward higher-tier upgrades, both the financial cost and the unlock time increase significantly. Planning your investments is key to maintaining momentum.
Military Upgrades
The Military category is vital for capturing territories and defending your base. These upgrades improve everything from the raw damage of your troops to the speed and durability of your vehicles.
Troop Damage
The path to high-level troop damage is: Army Training > Officer Training > Elite Training > Mech Research > Spider Base > Air Fortress.
| Upgrades | Cost | Unlock Time | Effects |
|---|---|---|---|
| Army Training | $1,000 | 30 seconds | 5% troop damage |
| Officer Training | $25,000 | 1 minute | 10% troop damage |
| Elite Training | $2,500,000 | 30 minutes | 25% troop damage |
| Mech Research | $5,000,000,000 | 48 hours | Unlocks the Mech Station |
| Spider Base | $25,000,000,000 | 48 hours | Unlocks the Spider Base |
| Air Fortress | $50,000,000,000 | 72 hours | Unlocks the Air Fortress |
Army Slots and Size
Managing your force capacity is critical for large-scale operations.
- Army Slots Path: Army Control > +1 Army > +1 Army II.
- Army Size Path: Army Size I > Army Size II > Army Size III > Army Size IV.
| Upgrades | Cost | Unlock Time | Effects |
|---|---|---|---|
| Army Control | $5,000 | 1 minute | +1 army slot |
| +1 Army | $25,000 | 1 minute | +1 army slot |
| +1 Army II | $250,000 | 1 minute | +1 army slot |
| Army Size I | $50,000 | 5 minutes | +2 Army Capacity |
| Army Size II | $5,000,000 | 30 minutes | +3 Army Capacity |
| Army Size III | $100,000,000 | 12 hours | +5 Army Capacity |
| Army Size IV | $5,000,000,000 | ~32 hours | +5 Army Size |
Rocket and Vehicle Upgrades
Rocket limits and vehicle performance are essential for specialized combat roles.
- Rocket Limit Path: Army Size III > Rocket Limit I > Rocket Limit II.
- Vehicle Damage Path: Officer Training > Ammo Crates > Heavy Cannon > Explosive Ammo.
| Upgrades | Cost | Unlock Time | Effects |
|---|---|---|---|
| Rocket Limit I | $500,000,000 | 24 hours | +1 missile launcher limit |
| Rocket Limit II | $1,000,000,000 | 48 hours | +2 missile launcher limit |
| Ammo Crates | $100,000 | 5 minutes | +5% vehicle damage |
| Heavy Ammo | $10,000,000 | 30 minutes | +10% vehicle damage |
| Explosive Ammo | $250,000,000 | 4 hours | +25% vehicle damage |
Economy Upgrades
A strong economy fuels your military expansion. Production speed, storage capacity, and market efficiency are the pillars of a successful financial strategy in Mini War.
Production Speed and Farm Capacity
Optimizing your farms ensures a steady flow of resources.
- Production Speed Path: Start > Fast Workers > Mass Production > Smart Factories > Passive Earnings > Automation > Advanced Automation > Area 51.
- Farm Capacity Path: Mass Production > Bigger Crates > Cargo Expansion.
| Upgrades | Cost | Unlock Time | Effects |
|---|---|---|---|
| Fast Workers | $5,000 | 30 seconds | 10% faster farm production |
| Mass Production | $25,000 | 30 minutes | 15% faster farm production |
| Smart Factories | $10,000,000 | 6 hours | 25% faster farm production |
| Passive Earnings | $250,000,000 | 12 hours | 30 minutes bonus offline time |
| Automation | $1,000,000,000 | 24 hours | One additional Resource per worker |
| Advanced Automation | $1,000,000,000,000 | ~ 2 days | +2 resources per Farm |
| Area 51 | $5,000,000,000 | 48 hours | Unlocks Area 51 lab |
System Upgrades
System upgrades provide quality-of-life improvements and essential management tools, such as alliance systems and builder queues.
Alliance and Civilians
- Alliance System Path: Start > Alliances > Clan > Researcher > Research Team > Alliance Expansion.
- Civilians Path: Laboratory > Civilians I > Civilians II > Civilians III > Population > High Achievers > +1 Max Super Worker.
| Upgrades | Cost | Unlock Time | Effects |
|---|---|---|---|
| Alliance | $10,000 | 1 minute | Unlocks the alliance system |
| Clan | $100,000 | 10 minutes | Unlocks the clan system |
| Researcher | $100,000 | 15 minutes | +1 active research slot |
| Research Team | $10,000,000 | 2 hours | +1 active research slot |
| Alliance Expansion | $25,000,000 | 6 hours | +1 maximum ally |
FAQ
How do I unlock the Auto Conquer feature?
To unlock Auto Conquer, you must follow the path starting from Radar > Command Center > Auto Conquer. The Command Center itself costs $2,500,000 and takes 4 hours and 42 minutes. Once that is unlocked, you can proceed to purchase Auto Conquer for $25,000,000,000, which takes approximately 21 hours.
What is the purpose of the Researcher upgrade?
The Researcher upgrade is located within the Alliance System path (Start > Alliances > Clan > Researcher). Purchasing it for $100,000 grants you +1 active research slot, which allows you to conduct more research simultaneously, significantly speeding up your overall empire development.
Are all upgrade costs and times verified?
The costs and times provided in this guide reflect the data available as of the July 11, 2026 update. Please note that some upgrades, such as "Statue Radius," "Rapid Logistics," "Builders IV," and "General Luck II," have their unlock times listed as "TBA" in the current source evidence.
Evidence-Led Full-Tree Planning
The full-tree tables are a source snapshot, so use them as a way to organize questions rather than as a guarantee that every value remains unchanged. A row can document an upgrade name, cost, time, and effect while another row still has a TBA or not-verified field. Keep those states visible when comparing military, economy, and system branches.
Before committing to a long research path, record the branch you are testing and the evidence that supports the next step. The source names paths through troop damage, production speed, alliances, civilians, builders, and other systems, but a listed path does not automatically prove that it is the best first choice for every city. Treat prioritization as planning guidance and avoid converting it into an official build order.
When a current interface differs from the table, preserve the discrepancy with the retrieval date. Do not fill a TBA unlock time, infer a missing prerequisite, or copy a cost from a similarly named upgrade. The correct update would require an official note, an in-game research screen, or another traceable source. This evidence discipline keeps a full skill-tree article useful through balance changes and prevents precise-looking values from outliving their evidence.
Strategic Planning
When approaching the full skill tree, prioritize your Research Team and Alliance upgrades early. Having more active research slots allows you to progress through multiple paths at once, preventing bottlenecks.
For the most up-to-date information on gameplay, you can always visit the official game page at https://www.roblox.com/games/131346454575416/Mini-War. Remember that high-tier upgrades like "Advanced Automation" or "Quantum" storage require massive capital investment, so ensure your economy is robust before committing to these long-term research projects.
Not verified in the current source set:
- Specific game mechanics regarding "Super Worker" spawn rates beyond the 10% chance listed.
- Exact "TBA" unlock times for Statue Radius, Rapid Logistics, Builders IV, General Luck II, Faster Conquer, +1 Quest, and High Achievers.
- Any hidden bonuses or multipliers not explicitly stated in the provided evidence.
- The functional impact of "Antimatter" or "Quantum" production beyond simply unlocking the capability.