Mini War Full Skill Tree: Comprehensive Research Guide

A complete guide to the Mini War full skill tree, covering all Military, Economy, and System upgrades, costs, and paths.

2026-08-04
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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.

UpgradesCostUnlock TimeEffects
Army Training$1,00030 seconds5% troop damage
Officer Training$25,0001 minute10% troop damage
Elite Training$2,500,00030 minutes25% troop damage
Mech Research$5,000,000,00048 hoursUnlocks the Mech Station
Spider Base$25,000,000,00048 hoursUnlocks the Spider Base
Air Fortress$50,000,000,00072 hoursUnlocks 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.
UpgradesCostUnlock TimeEffects
Army Control$5,0001 minute+1 army slot
+1 Army$25,0001 minute+1 army slot
+1 Army II$250,0001 minute+1 army slot
Army Size I$50,0005 minutes+2 Army Capacity
Army Size II$5,000,00030 minutes+3 Army Capacity
Army Size III$100,000,00012 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.
UpgradesCostUnlock TimeEffects
Rocket Limit I$500,000,00024 hours+1 missile launcher limit
Rocket Limit II$1,000,000,00048 hours+2 missile launcher limit
Ammo Crates$100,0005 minutes+5% vehicle damage
Heavy Ammo$10,000,00030 minutes+10% vehicle damage
Explosive Ammo$250,000,0004 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.
UpgradesCostUnlock TimeEffects
Fast Workers$5,00030 seconds10% faster farm production
Mass Production$25,00030 minutes15% faster farm production
Smart Factories$10,000,0006 hours25% faster farm production
Passive Earnings$250,000,00012 hours30 minutes bonus offline time
Automation$1,000,000,00024 hoursOne additional Resource per worker
Advanced Automation$1,000,000,000,000~ 2 days+2 resources per Farm
Area 51$5,000,000,00048 hoursUnlocks 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.
UpgradesCostUnlock TimeEffects
Alliance$10,0001 minuteUnlocks the alliance system
Clan$100,00010 minutesUnlocks the clan system
Researcher$100,00015 minutes+1 active research slot
Research Team$10,000,0002 hours+1 active research slot
Alliance Expansion$25,000,0006 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.