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Guide

Whiteout Survival research costs for the Growth, Economy and Battle trees

Published Oct 27, 2026

Finishing the Battle tree takes 3,915 days of base research time, 78.9% of the time all three Research Center trees need together, against 883 days for Growth and 166 for Economy. In every tree the research that waits on Research Center 26 to 30 carries more than nine tenths of that time: 95.4% of Battle's, 93.5% of Growth's and 90.5% of Economy's.

All times in this guide are base research time, before any Research Speed bonus.

Cost of each tree

TreeResearchLevelsMeatCoalIronSteelTimePower gainedShare of time
Growth45129212.9M42.5M10.6M3.6M883d 4h1.5M17.8%
Economy44132162.9M32.4M8.1M3.2M166d 6h244.5K3.3%
Battle102459901.4M180.6M45.3M16.4M3,914d 19h6.1M78.9%

Wood is left out of the tables because it matches Meat in every research level of all three trees. Coal runs at about a fifth of the Meat cost and Iron at about a twentieth, so Meat and Wood set the size of the bill and Steel is the smallest line on it.

Battle is the big one on every line: 102 research in 459 levels, 901.4M Meat and Wood each, 180.6M Coal, 45.3M Iron and 16.4M Steel. Growth has 45 research in 129 levels and asks for 212.9M Meat and 3.6M Steel. Economy is the cheapest by far, 44 research in 132 levels for 162.9M Meat, 3.2M Steel and 3.3% of the combined time.

The longest single step is not in Battle. Bandaging VII level 3, in Growth, takes 136 days on its own, while the longest Battle step, Regimental Expansion VI level 6, takes 111 days. In Economy the longest step is Coal Output V level 3 at 12 days.

Power follows the bill less closely than time does. Finishing Battle adds 6.12M power, Growth 1.51M and Economy 244.5K, so Battle gives the most power in total but Growth gives more per day of research.

Growth

ResearchTiersLevelsBonusBonus at maxMeatSteelTimePower gained
Tooling Up721Construction Speed27.829.2M482.8K85d 17h139K
Ward Expansion721Infirmary Capacity163,3007.2M121.7K42d 21h326.6K
Camp Expansion721Training Capacity20421.7M357.3K85d 17h132.6K
Tool Enhancement721Research Speed27.824.8M420.8K111d 11h139K
Bandaging721Healing Speed404.871.6M1.2M300d 1h404.8K
Trainer Tools721Training Speed202.258.1M963.7K257d 4h364K
Command Tactics33March Queue3283.7K3.6K4h 15m8.1K

Bonuses are percentages for speeds and plain amounts for capacities and the March Queue. Bandaging, the Healing Speed line, is the costliest Growth family at 300 days for 404.8% Healing Speed, followed by Trainer Tools at 257 days for 202.2% Training Speed. Tool Enhancement, the Research Speed line, totals 27.8% at its last level and takes 111 days; Tooling Up gives the same 27.8% to Construction Speed for 86 days. Command Tactics is three single-level research that add 3 March Queues for under a day in all.

Economy

ResearchTiersLevelsBonusBonus at maxMeatSteelTimePower gained
Meat Output618Meat Output119.525.2M457.7K22d 13h31.1K
Wood Output618Wood Output119.525.2M457.7K22d 13h31.1K
Food Gathering618Meat Gathering Speed242.518.8M340K22d 13h30.3K
Wood Gathering618Wood Gathering Speed242.518.8M340K22d 13h30.3K
Coal Output515Coal Output119.521.4M467.4K22d 9h31.1K
Coal Mining515Coal Gathering Speed24216.1M347.2K15d 16h30.2K
Iron Output515Iron Output11621.4M467.4K22d 9h30.2K
Iron Mining515Iron Gathering Speed24216.1M347.2K15d 16h30.2K

No Economy family takes more than 23 days. Meat Output and Wood Output each reach 119.5% for that time, and the gathering lines reach 242.5% for Meat and Wood and 242% for Coal and Iron. Coal and Iron have one tier fewer than Meat and Wood.

Battle

ResearchTiersLevelsBonusBonus at maxMeatSteelTimePower gained
Weapons Prep627Troops' Attack47.2562.7M1.1M270d 17h396.9K
Reprisal Tactics627Infantry Attack111.7524.4M447.3K104d 3h156.5K
Precision Targeting627Marksman Attack111.7557.7M1.1M249d 21h391.1K
Skirmishing627Lancer Attack111.7557.7M1.1M249d 21h391.1K
Defensive Formations627Infantry Defense111.7573.3M1.3M312d 8h502.9K
Picket Lines627Marksman Defense111.7539.2M712.2K166d 14h268.2K
Bulwark Formations627Lancer Defense111.7539.2M712.2K166d 14h268.2K
Special Defensive Training627Troops' Defense47.2562.7M1.1M270d 17h396.9K
Survival Techniques627Troops' Health47.2562.7M1.1M270d 17h396.9K
Assault Techniques627Troops' Lethality47.2562.7M1.1M270d 17h396.9K
Regimental Expansion627Troops Deployment Capacity32,20067.6M1.2M333d 4h579.6K
Close Combat627Infantry Lethality111.7524.4M447.3K104d 3h156.5K
Targeted Sniping627Marksman Lethality111.7557.7M1.1M249d 21h391.1K
Lance Upgrade627Lancer Lethality111.7557.7M1.1M249d 21h391.1K
Shield Upgrade627Infantry Health111.7573.3M1.3M312d 8h502.9K
Marksman Armor627Marksman Health111.7539.2M712.2K166d 14h268.2K
Lancer Armor627Lancer Health111.7539.2M712.2K166d 14h268.2K

Every Battle family has six tiers and 27 levels. Regimental Expansion, which adds 32,200 Troops Deployment Capacity, is the costliest at 333 days. The four lines that boost every troop type, Weapons Prep, Special Defensive Training, Survival Techniques and Assault Techniques, take 271 days each for 47.25% Attack, Defense, Health and Lethality.

The troop-type lines all reach 111.75%, but they are not priced alike. Infantry Attack and Infantry Lethality (Reprisal Tactics and Close Combat) take 104 days each, against 250 for the Marksman and Lancer versions. Infantry Defense and Infantry Health (Defensive Formations and Shield Upgrade) go the other way, at 312 days each against 167 for Marksman and Lancer. Infantry offense is the cheap part of the Battle tree, and Infantry defense the dear one. Power follows the price: 156.5K for each Infantry offense family against 391.1K for Marksman and Lancer, and 502.9K for each Infantry defense family against 268.2K. Across all four families each troop type ends with the same total.

What opens each tree

All three trees start at Research Center level 1, and each tier of a family needs a higher Research Center level than the one before. The last tiers wait on level 30: Battle's sixth tier opens from Research Center 28, and Growth's seventh tier from 28, with Bandaging VII, Trainer Tools VII and Tool Enhancement VII needing 30 to start. Economy opens in stages within the first levels; Iron Output I needs Research Center 10.

Inside a tree each tier is a chain. In Battle, Weapons Prep opens the tier and leads to the three troop-type attack lines, then to the matching defense lines; those three together open Special Defensive Training, which opens Survival Techniques and Assault Techniques. Both of those open Regimental Expansion, which leads to the three lethality lines and then the three health lines, and those three open the next tier's Weapons Prep. Growth runs the same way from Tooling Up to Command Tactics, and Economy from Meat Output through the Iron lines.

Where the cost piles up

TreeResearch CenterLevelsMeatSteelPower gainedTimeTotal timeShare of tree time
Growth1 to 526321.9K9.2K73.6K1h 25m1h 25m0%
Growth6 to 10151.1M13.4K94K6h 4m7h 29m0%
Growth11 to 15194M46.1K155.2K1d 7h1d 14h0.1%
Growth16 to 201910.5M160.2K217.9K8d 7h9d 21h0.9%
Growth21 to 251820.9M545.4K287.3K47d 13h57d 10h5.4%
Growth26 to 3032176.1M2.8M686K825d 18h883d 4h93.5%
Economy1 to 5865.8K3.9K9K6m 44s6m 44s0%
Economy6 to 1017751.2K17.3K27.6K1h 37m1h 44m0%
Economy11 to 15213.2M42.4K33.8K8h 55m10h 39m0.2%
Economy16 to 202410.8M134.1K40.9K2d 4h2d 14h1.3%
Economy21 to 252426.4M482.9K48.6K13d 5h15d 20h7.9%
Economy26 to 3038121.6M2.5M84.6K150d 11h166d 6h90.5%
Battle1 to 518168.8K10K69.5K1h 1m1h 1m0%
Battle6 to 10512.2M49.4K242.4K14h 57m15h 59m0%
Battle11 to 15519.9M113.3K341K3d 5h3d 21h0.1%
Battle16 to 206840M464.9K699.6K22d 13h26d 10h0.6%
Battle21 to 257997.5M1.6M1.2M154d 21h181d 7h4%
Battle26 to 30192751.7M14.2M3.6M3,733d 12h3,914d 19h95.4%

Up to Research Center 25, Battle needs 181 days, Growth 57 and Economy 16. The band from 26 to 30 then adds 3,734 days to Battle, 826 to Growth and 150 to Economy. Battle puts 192 of its 459 levels in that band.

Resources are less back-loaded than time. The last band holds 83.4% of Battle's Meat, 82.7% of Growth's and 74.6% of Economy's, against 95.4%, 93.5% and 90.5% of the time. Steel leans later than the other resources in Battle, with 86.4% of it in the last band.

Power is the least back-loaded of all. Battle's last band adds 3.61M of its 6.12M power, and Growth's adds 686K of 1.51M, so the early and middle bands give a far larger share of the power than of the time.

Special currencies

None. Every level in the Growth, Economy and Battle trees is priced in the same five resources, Meat, Wood, Coal, Iron and Steel, plus time. Steel is the smallest total in every tree, but it is also the most back-loaded in Battle: 86.4% of Battle's Steel falls in the last Research Center band, so most of it is needed at the very end.

Putting it together

The early levels are cheap in every tree. Through Research Center 20 Battle needs 26 days, Growth 10 and Economy 3, so the order you pick there costs little either way.

Economy is small enough to finish: 166 days for the whole tree, and no single family over 23. Growth carries the two speed lines that shorten other timers, Tool Enhancement for research and Tooling Up for construction, at 27.8% each at max, but its own bill is dominated by Bandaging and Trainer Tools.

Battle is where the calendar goes. 3,734 of its 3,915 days sit in the band from Research Center 26 to 30, so finishing it is a matter of the top band, Research Speed bonuses and time, not of anything earlier. Within it, Infantry offense and Marksman and Lancer defense are the cheaper halves of each troop type's research.