MINI WAR
70 source-listed techs69 named nodesMay 2026

Progression Systems Hub

Mini War Systems

Use this hub to decide which progression system matters next: research timing, economy compounding, alliance routes, territory value, or the build order that makes the unlock usable.

System Index

Pick the next system to solve

Each card points to a practical player question: what to research, how to time it, where to expand, and how to fit it into an opening route.

Progression Flow

From safe opening to system payoff

01
0-10 min

Stabilize the base

Use civilians, Workshop timing, and early income before committing to expensive research.

02
10-30 min

Open the right branch

Choose Military for pressure, Economy for compounding, or Systems for alliances and territory control.

03
30 min+

Turn unlocks into map value

Translate research into routes, expansion profit, cargo, builders, or late-game combat timing.

Research Branches

Three branches, one resource budget

The full modeled technology tree costs $20,091,856,000. Use branch cost share before locking into expensive late-game research.

Military

Troop damage, army control, vehicles, rockets, and endgame units.

Techs
34
Cost
$8.1B
Share
40%

Economy

Farm output, market pricing, storage capacity, luck, and special production.

Techs
15
Cost
$9.8B
Share
49%

Systems

Alliances, research speed, civilians, builders, cargo, and territory limits.

Techs
20
Cost
$2.2B
Share
11%

Fast path through Systems

Start with the Technology Tree, mark the unlocks you can afford, then use Build Planner or Territory Profit to check whether the research actually changes the next ten minutes.

Systems FAQ

What is the Mini War Systems hub for?

It is the route index for progression systems: technology research, alliance and territory unlocks, and tools that turn those unlocks into build-order decisions.

Should new players start with the full tech tree?

New players should scan the hub first, then open the Technology Tree once they understand whether the match needs economy, military, or territory progress.

Which system should I prioritize first?

Most players should stabilize the opening, then pick one branch based on scouting: Economy for compounding, Military for pressure, or Systems for alliances and expansion.