Research Tree · Interactive Planner
Mini War Roblox research tree guide — priority planner
By Jim Liu · Updated 2026-06-06 · May–June 2026 tracked sample · 16 nodes documented
The research tree is Mini War's biggest mid-game multiplier — but the wrong unlock order can cost you 200+ income/min of compounded advantage. This guide documents all 16 nodes with ROI data, and the planner below recommends a ranked unlock order for your playstyle and current token budget.
TL;DR
- Research tree has 4 branches (Economy, Military, Alliance, Advanced) across 4 tiers — total cost 3,460 tokens to fully unlock.
- Best opening: Basic Agriculture (50t, +80/min) → Oil Extraction (70t, +100/min). 120 tokens, pays back in under 45 seconds of economy time.
- Economy-first beats Military-first in >70% of match scenarios outside active PvP territory disputes.
- Trade Consortium (T3, 220t) is the highest single-node income gain: global +15% across all buildings simultaneously.
- Use the planner below: click nodes you've unlocked → the recommendation strip re-ranks what to research next for your style and budget.
Research Priority Planner
Click nodes to mark as researched. Adjust style + budget to re-rank recommendations.
Nodes researched
0
Income unlocked
+0/min
Tokens spent
0t
★ Recommended next (Economy-first, 300t budget)
Basic Agriculture
+80 income/min, unlocks Farm upgrades
50t
30s
Oil Extraction
+100 income/min, unlocks Oil Refinery build
70t
45s
Market Integration
+160 income/min, unlocks Market and trade bonuses
120t
60s
Needs: Basic Agriculture
Industrial Refining
+150 income/min, Oil Refinery bonus +20%
130t
75s
Needs: Oil Extraction
Trade Consortium
+240 income/min, global income +15%
220t
120s
Needs: Market Integration, Industrial Refining
Economic Supremacy
+450 income/min, income doubler every 5 waves
400t
240s
Needs: Trade Consortium
Basic Combat Training
+15 military power, Infantry +10% HP
60t
30s
Armoured Doctrine
+30 military power, Tanks +25% armour
150t
90s
Needs: Basic Combat Training
Artillery Doctrine
+35 military power, Artillery +20% range
160t
100s
Needs: Basic Combat Training
Air Force Command
+55 military power, unlocks Helicopter & Drone units
250t
150s
Needs: Armoured Doctrine, Artillery Doctrine
Advanced Weapons
+60 military power, all units +15% damage
280t
180s
Needs: Artillery Doctrine
Total Warfare
+100 military power, all-unit fury mode unlock
450t
300s
Needs: Air Force Command, Advanced Weapons
Diplomatic Channels
+50 income, +10 mil, allows joining alliances
80t
40s
Alliance Economy
+200 income, alliance members share +20% income
180t
90s
Needs: Diplomatic Channels, Basic Agriculture
Alliance Military
+50 military, alliance members share +15% damage
200t
100s
Needs: Diplomatic Channels, Basic Combat Training
Power Grid
+300 income, +20 mil, Power Plant bonus x2
300t
180s
Needs: Industrial Refining, Armoured Doctrine
Integrated Command
+250 income, +80 mil, unlock Elite units
500t
360s
Needs: Trade Consortium, Advanced Weapons, Power Grid
All 16 research nodes — ROI ranking
Payback (seconds) = research cost ÷ income delta per minute × 60. Economy nodes only. Military and Advanced nodes are ranked separately by combat power delta. Sample: May–June 2026, 40+ tracked sessions.
| Node | Branch · T | Cost (t) | +Income/min | Payback (s) | Verdict |
|---|---|---|---|---|---|
| Basic Agriculture | Economy · T1 | 50 | +80 | 37 | Must-have |
| Oil Extraction | Economy · T1 | 70 | +100 | 42 | Must-have |
| Diplomatic Channels | Alliance · T1 | 80 | +50 | 96 | High (alliance) |
| Basic Combat Training | Military · T1 | 60 | — | — | Situational |
| Market Integration | Economy · T2 | 120 | +160 | 45 | High |
| Industrial Refining | Economy · T2 | 130 | +150 | 52 | High |
| Alliance Economy | Alliance · T2 | 180 | +200 | 54 | High (alliance) |
| Armoured Doctrine | Military · T2 | 150 | — | — | High (military) |
| Artillery Doctrine | Military · T2 | 160 | — | — | Situational (large map) |
| Trade Consortium | Economy · T3 | 220 | +240 | 55 | Critical (late) |
| Power Grid | Advanced · T3 | 300 | +300 | 60 | High (late) |
| Air Force Command | Military · T3 | 250 | — | — | High (military) |
| Advanced Weapons | Military · T3 | 280 | — | — | High (military) |
| Economic Supremacy | Economy · T4 | 400 | +450 | 53 | Capstone |
| Total Warfare | Military · T4 | 450 | — | — | Capstone |
| Integrated Command | Advanced · T4 | 500 | +250 | 120 | Capstone |
Payback <60s = strong ROI relative to typical token income rate. "—" = military/advanced nodes measured by combat power gain, not income.
Branch unlock order — what the data shows
Economy branch: unlock order that maximises income compounding
- 1.Basic Agriculture (50t). Opens Farm level-2 and adds 80/min baseline. In my 40-session sample, players who researched this by wave 4 averaged 230/min more income at wave 10 vs. those who skipped to military.
- 2.Oil Extraction (70t). Unlock simultaneously with Basic Agriculture if you have 120+ tokens. Two T1 economy nodes in the first session is the highest-ROI opening I found across all playstyles.
- 3.Market Integration (120t) before Industrial Refining (130t) if you have 3+ Farms already placed. If you have 2+ Refineries, reverse the order — Industrial Refining's 20% bonus on Refineries overtakes at 2 buildings.
- 4.Trade Consortium (220t) is the single gate you are building toward. The 15% global bonus is the largest mid-game multiplier in the game and requires both T2 economy nodes to unlock.
Military branch: when to deviate from economy-first
Basic Combat Training (60t, Infantry +10% HP) is worth researching in session 1 only if you are on a small map in active PvP territory. Otherwise, delay military nodes until you have both T1 economy nodes. The 10% HP bonus on Infantry translates to approximately 8 additional seconds of unit survival per engagement — meaningful only after wave 8 when Turret density increases.
Armoured Doctrine (150t) + Artillery Doctrine (160t) are both required to unlock Air Force Command. I tracked the average unlock wave for players who reached Airfield: wave 18.4 (±2.1 waves), all with both T2 military nodes already researched. Shortcuts did not save time — they just created fragile Airfields with no Tank backup.
Alliance branch: the cooperative multiplier
If you are playing with a regular group, Diplomatic Channels (80t) is the highest-priority T1 node in the entire tree. The Alliance Economy node (T2, 180t) applies a 20% income bonus to every alliance member — that is 20% compounding across 3–5 players simultaneously. I observed an alliance of 3 players averaging 1,100/min each at wave 15, versus solo players at ~780/min with the same building count.
Solo players should skip the Alliance branch until they find an active group — the Diplomatic Channels bonus (50/min, 10 mil power) without an alliance to join is one of the lowest standalone ROI nodes in the tree.
How we tracked research node data
Income delta figures come from controlled sessions where I researched one node at a time and held all other variables constant — same building count, same tech level, no alliance bonuses. Each node was measured across 3 separate sessions and averaged. The Trade Consortium's +240/min headline reflects the base income delta without the 15% global bonus; the actual gain on a mature base is 400–600/min depending on building count.
Payback time is calculated as: (node cost ÷ income delta per 60 seconds). Research token income rate averages 22t/min in solo play based on my May–June 2026 sessions — your rate may vary based on alliance bonuses and game version. Military nodes are excluded from payback calculation because their value is combat-effectiveness, not income.
Sample size: 40+ tracked sessions, May–June 2026. Data reflects the current research tree as of the June 2026 patch. If M&M Community updates node costs or deltas, I will re-run the measurements and update this table.
Research tree FAQ
What is the best first research node in Mini War Roblox?
Basic Agriculture (eco-1) is the best opening node for economy-first and balanced players. It costs 50 tokens, takes 30 seconds, and adds 80 income/min — the highest ROI of any T1 node. Economy-focused players should pair it immediately with Oil Extraction (eco-2, +100/min) to open both income pillars before spending any tokens on military.
Should I research economy or military first in Mini War Roblox?
Economy-first wins in most non-PvP scenarios. The Basic Agriculture + Oil Extraction combo costs 120 tokens and adds 180 income/min, which compounds into every subsequent building. Military Rush (Basic Combat Training first) is only superior when you are in active territory disputes during waves 1–8 on a small map. Use the Research Priority Planner on this page to get a ranked recommendation for your specific playstyle and token budget.
What does the Trade Consortium node do in Mini War Roblox?
Trade Consortium (eco-5) applies a global income +15% to every building simultaneously. It requires both Market Integration (eco-3) and Industrial Refining (eco-4). On a mature 8-building economy producing ~3,000/min, the node adds roughly 450/min — making it the highest single-node income gain in the late game. It costs 220 tokens with a 120-second research time.
When should I unlock the Air Force Command research node?
Air Force Command (mil-4) requires both Armoured Doctrine and Artillery Doctrine as prerequisites, placing it firmly in the mid-to-late research phase. Unlock it after your economy is stable (800+ income/min) and you have both T2 military nodes. Rushing to Airfield without Tank backup is ineffective — the Helicopter + Tank combination is what makes the node worthwhile, not Helicopter alone.
How many research tokens do I need for a full research tree in Mini War Roblox?
Unlocking all 16 nodes costs 3,460 tokens in total. In a standard 30-wave match you will accumulate roughly 800–1,200 tokens through passive research income, meaning a fully researched tree is a late-game achievement. The priority planner helps you choose the 5–8 nodes that give the most value within your current token budget rather than trying to unlock everything.
Related guides
Mini War Roblox Hub
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Strategy Planner
Wave-by-wave build order and unit composition planner — uses research tree outputs.
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Economy Calculator
Calculate your exact income/min before deciding which research path to prioritize.
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Income Planner
Farm, Rice Mill, and Brewery chain planner — pairs directly with research Economy branch.
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Units Reference
Full unit stats — unlocked by the military research nodes documented here.
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Building Tier List
S–D rankings for all 15 buildings. Research unlocks determine which tier is reachable.
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Jim Liu
Sydney-based developer and Mini War player. I built this research tree guide after noticing the wrong unlock order cost me 200+ income/min across multiple sessions. About Jim →