
The Material Workshop in Last War: Survival passively produces Screws, the starting material in the normal Gear Factory crafting chain. Higher Workshop levels increase Screw production, but the building becomes expensive enough at later levels that upgrading it is not always the best use of your Food, Iron, Coins, or builder time.
For most players, the Material Workshop should not compete with Headquarters prerequisites, Tech Center progression, or important combat buildings during the early game. Its value increases later, when your main squad is moving into stronger gear and you have more resources or spare construction time.
★Quick Take
Do not rush to max Material Workshops on a developing account. Early levels are cheap, but levels 25–30 consume hundreds of millions of resources for relatively small increases in hourly Screw production. Prioritize HQ and combat progression first, then improve Workshops when passive gear-material production becomes useful.
What Does the Material Workshop Do?
The Material Workshop has one main function: it produces Screws over time. Screws cannot be equipped directly and are not used like normal Food, Iron, or Coins. Instead, they enter the Gear Factory’s material-conversion system.
The higher the Material Workshop level, the more Screws it produces each hour. This gives your account a permanent passive source of gear materials without relying entirely on events, shops, chests, or dismantled equipment.
For more detail on the resource itself, see the Last War Screws guide.
How Screws Turn Into Gear Materials
The main reason Screws matter is the Gear Factory merge chain. Every four units of one material can be merged into one unit of the next tier.
| Material | Merge Recipe | Screw Equivalent |
|---|---|---|
| Screw | 4 Screws → 1 Refined Iron Module | 1 |
| Refined Iron Module | 4 Refined Iron Modules → 1 Superalloy | 4 Screws |
| Superalloy | 4 Superalloys → 1 Synthetic Resin | 16 Screws |
| Synthetic Resin | 4 Synthetic Resins → 1 Dielectric Ceramic | 64 Screws |
| Dielectric Ceramic | Highest material in this standard merge chain | 256 Screws |
This means even a small hourly increase compounds over a long period, but it also shows why passive Screw production alone is slow for high-end gear. One Dielectric Ceramic represents 256 Screws before considering other ways to obtain finished gear materials.
Use the Last War Gear Factory guide for the complete crafting, merging, dismantling, and gear-promotion system.
Last War Material Workshop Levels 1–30
The following table shows the established base requirements for Material Workshop levels 1–30. Resource costs are base values, while construction times are approximate. Your own screen can show different numbers after construction-cost reductions, build-speed bonuses, profession skills, alliance help, and other buffs.
| Level | Iron | Food | Coins | Upgrade Time | Power | Screws/hr |
|---|---|---|---|---|---|---|
| 1 | 10 | 10 | – | 1s | 700 | 4 |
| 2 | 150 | 150 | – | 12s | 1,400 | 6 |
| 3 | 700 | 700 | – | 47s | 2,100 | 10 |
| 4 | 1,800 | 1,800 | – | 1m 57s | 2,800 | 12 |
| 5 | 6,700 | 6,700 | – | 5m 57s | 3,500 | 16 |
| 6 | 20,000 | 20,000 | – | 11m 42s | 4,200 | 18 |
| 7 | 41,000 | 41,000 | – | 23m 24s | 4,900 | 22 |
| 8 | 65,000 | 65,000 | – | 46m 48s | 5,600 | 24 |
| 9 | 100,000 | 100,000 | 50,000 | 1h 5m 32s | 6,300 | 28 |
| 10 | 120,000 | 120,000 | 60,000 | 1h 25m 11s | 7,000 | 30 |
| 11 | 340,000 | 340,000 | 160,000 | 1h 50m 44s | 8,000 | 34 |
| 12 | 530,000 | 530,000 | 250,000 | 2h 23m 57s | 9,300 | 36 |
| 13 | 580,000 | 580,000 | 280,000 | 3h 7m 8s | 10,600 | 40 |
| 14 | 810,000 | 810,000 | 390,000 | 4h 3m 17s | 12,200 | 42 |
| 15 | 1,100,000 | 1,100,000 | 550,000 | 5h 40m 35s | 14,000 | 46 |
| 16 | 2,000,000 | 2,000,000 | 970,000 | 7h 56m 49s | 16,400 | 48 |
| 17 | 2,600,000 | 2,600,000 | 1,300,000 | 11h 7m 33s | 19,200 | 52 |
| 18 | 4,600,000 | 4,600,000 | 2,200,000 | 15h 34m 34s | 22,800 | 54 |
| 19 | 5,500,000 | 5,500,000 | 2,700,000 | 21h 48m 23s | 26,800 | 58 |
| 20 | 10,000,000 | 10,000,000 | 4,800,000 | 1d 6h 31m 41s | 32,100 | 60 |
| 21 | 14,000,000 | 14,000,000 | 6,700,000 | 1d 15h 41m 15s | 38,400 | 64 |
| 22 | 18,000,000 | 18,000,000 | 8,700,000 | 2d 3h 35m 37s | 45,600 | 66 |
| 23 | 23,000,000 | 23,000,000 | 11,000,000 | 2d 19h 4m 18s | 53,700 | 70 |
| 24 | 28,000,000 | 28,000,000 | 14,000,000 | 3d 21h 54m 1s | 62,700 | 72 |
| 25 | 48,000,000 | 48,000,000 | 23,000,000 | 5d 11h 27m 37s | 74,300 | 76 |
| 26 | 67,000,000 | 67,000,000 | 32,000,000 | 7d 16h 2m 39s | 88,000 | 78 |
| 27 | 88,000,000 | 88,000,000 | 42,000,000 | 10d 17h 39m 43s | 103,700 | 82 |
| 28 | 120,000,000 | 120,000,000 | 59,000,000 | 13d 22h 57m 38s | 122,100 | 84 |
| 29 | 170,000,000 | 170,000,000 | 83,000,000 | 19d 12h 56m 41s | 144,000 | 88 |
| 30 | 240,000,000 | 240,000,000 | 120,000,000 | 25d 9h 37m 41s | 170,100 | 90 |
Material Workshop Production by Key Level
Looking at hourly output alone makes it easier to see why later Workshop levels are optional rather than automatic priorities.
| Workshop Level | Screws/hr | Base Screws/day |
|---|---|---|
| 5 | 16 | 384 |
| 10 | 30 | 720 |
| 15 | 46 | 1,104 |
| 20 | 60 | 1,440 |
| 25 | 76 | 1,824 |
| 30 | 90 | 2,160 |
The increases are steady, but the costs are not. Going from level 25 to level 30 increases one Workshop from 76 to 90 Screws per hour, a gain of only 14 per hour. The five upgrades require a combined base cost of roughly 685 million Food, 685 million Iron, and 336 million Coins.
That is why late Material Workshop upgrades should be treated as long-term economy investments rather than mandatory progression.
!Important
If Coins are already limiting Headquarters progression, Tech Center research, or a T10 push, do not spend a major Coin reserve simply to gain a few more Screws per hour. Return to the Workshop after the higher-value bottleneck has been cleared.
Is the Material Workshop Worth Upgrading?
Yes, but usually not as an early-game priority. The Material Workshop gives permanent passive value, yet its output is only one source of gear materials. Events, chests, shops, dismantling unwanted gear, and other rewards can provide finished materials much faster than waiting for Screws alone.
Early Game
Keep Workshop investment modest. Headquarters prerequisites, Tech Center upgrades, troop progression, and your main combat buildings generally have more immediate impact.
Cheap Workshop levels can still be completed when you have a spare builder or need an inexpensive construction task, but there is little reason to force the building toward your HQ level.
Mid Game
Material Workshop upgrades become more useful once gear development is a regular part of your progression and lower building costs no longer compete as heavily with your next HQ level.
At this stage, passive Screw production begins to matter more because you are consuming larger amounts of Refined Iron Modules, Superalloy, Synthetic Resin, and Dielectric Ceramic.
Late Game
Levels in the mid-to-high 20s are expensive enough that opportunity cost matters. Upgrade when your core HQ, research, troop, and combat-building goals are already funded, or when a long Workshop timer fits an otherwise idle construction queue.
A developed account can eventually justify higher Workshops because the extra production operates permanently, but there is rarely a reason to sacrifice an important research breakpoint just to max the building immediately.
Material Workshop vs Gear Factory: Which Comes First?
The Material Workshop and Gear Factory are connected, but they should not simply be kept at the same level.
The Material Workshop controls how many Screws you passively produce. The Gear Factory controls what equipment and gear systems are available to you.
| Gear Factory Level | Important Unlock |
|---|---|
| Level 5 | Epic Gear crafting |
| Level 10 | Legendary Gear crafting |
| Level 20 | Gear Promotion |
Those Gear Factory breakpoints usually matter more than matching it with a high Material Workshop. If you are close to unlocking Legendary Gear or Gear Promotion, prioritize the Gear Factory first unless another required building is blocking your progression.
What Material Workshop Level Should You Aim For?
There is no single correct level for every account. Use your progression stage instead of trying to match the Workshop to Headquarters automatically.
| Account Situation | Recommended Approach |
|---|---|
| New account rushing HQ | Keep Workshop investment low and prioritize required progression buildings. |
| Developing first Legendary gear sets | Gradually improve Workshops when resources and builders allow. |
| Coin-starved research account | Delay expensive Workshop levels until the important research is funded. |
| Developed HQ30 account | Levels in the 20s become reasonable long-term investments when core priorities are covered. |
| Late Age of Oil account | Upgrade as part of long-term economy development rather than expecting a major short-term power spike. |
Can the Material Workshop Go Above Level 30?
Level 30 is the highest point with consistently documented Screw-output data in the main level tables, producing 90 Screws per hour.
Current late-game building references also list Material Workshop levels 31–35 after Age of Oil progression and the required Base Expansion research. However, reliable Screw-output values for those advanced levels are not consistently documented across the current databases.
For that reason, this guide does not invent level 31–35 production figures. Use the upgrade screen on your own server for post-30 costs, output, and requirements.
How to Get More Value From Material Workshops
Upgrade When Resources Are Actually Spare
A Workshop upgrade is most efficient when it does not delay Headquarters, Tech Center, troop research, or another important unlock. Do not confuse having enough resources to start the building with being able to afford its opportunity cost.
Use Long Workshop Timers Strategically
Higher levels eventually take days or weeks before construction-speed bonuses. Start those builds when you do not need that builder for an approaching HQ prerequisite.
Use Alliance Help
Alliance Help reduces construction time after the upgrade begins. It does not increase Screw production directly, but faster completion means the higher production rate starts sooner.
Coordinate Building Upgrades With Events
If you already intend to upgrade a Material Workshop, completing a long construction during an event that rewards building Power or speedups can create extra value. Do not upgrade an inefficient building solely for event points, however.
Keep the Entire Gear Material Chain in Mind
Screws are useful because they can ultimately become higher-tier materials. If you already have large amounts of materials from events or dismantled gear, another expensive Workshop upgrade may have less immediate value.
Material Workshop Strategy for F2P Players
Free-to-play players should be especially selective because late Workshop levels compete with the same Food, Iron, Coins, construction time, and speedups needed elsewhere.
- Do not try to keep every Material Workshop equal to HQ level.
- Prioritize HQ requirements, Tech Center, troop progression, and your main vehicle-type buildings first.
- Use low-cost Workshop upgrades when builders would otherwise be idle.
- Let passive Screws accumulate over time instead of treating Workshops as your only source of gear materials.
- Focus gear materials on the heroes in your primary formation.
- Delay expensive Workshop levels when Coins are needed for major research.
- Use events, shops, chests, and dismantling to supplement passive material income.
Players who prefer to begin with a more developed base can optionally compare Last War accounts for sale, but check the HQ level, research, heroes, gear, troop tier, Gear Factory, and overall progression rather than judging an account by Material Workshop levels alone.
Common Material Workshop Mistakes
Upgrading It Too Early
The biggest mistake is treating the Material Workshop like an essential HQ prerequisite. Passive Screw production is useful, but it rarely beats an important Headquarters, Tech Center, troop, or combat-building unlock during early progression.
Assuming Higher Levels Have the Same Value
The Workshop continues producing more Screws, but upgrade costs accelerate dramatically. A few extra Screws per hour can become extremely expensive in the high 20s.
Keeping It Equal to the Gear Factory
The two buildings perform different jobs. Prioritize Gear Factory levels that unlock Epic Gear, Legendary Gear, and Gear Promotion instead of trying to keep both buildings numerically equal.
Using Coins Needed for Research
Late-game Material Workshops consume large quantities of Coins. If Coins are your current research bottleneck, the Workshop can wait.
Relying Only on Passive Screws
Material Workshops are a steady background source, not the entire gear economy. Events, gear-material rewards, stores, and dismantling unwanted equipment can provide substantial additional progress.
Ignoring the Full Merge Chain
Four-to-one conversions compound quickly. Saving only a few hundred Screws may sound significant, but high-tier materials require many lower-tier components. Plan around the final material or gear piece you are trying to create.
FAQs
What does the Material Workshop produce in Last War?
The Material Workshop produces Screws over time. Screws are the lowest material in the normal Gear Factory merge chain and can be combined into Refined Iron Modules and progressively higher-tier gear materials.
What are the Last War Material Workshop levels?
The standard detailed upgrade table covers levels 1–30. Level 30 produces 90 base Screws per hour. Current late-game references also list levels 31–35 through Age of Oil progression, although reliable Screw-output values for those levels are not consistently published.
Is it worth upgrading the Material Workshop to level 30?
It can be worthwhile for a developed account, but it is not an urgent goal for most players. Levels 25–30 are extremely resource-intensive compared with the relatively small increase in hourly Screw production.
How many Screws do I need for higher gear materials?
Four Screws create one Refined Iron Module. Continuing the four-to-one merge chain means one Superalloy represents 16 Screws, one Synthetic Resin represents 64 Screws, and one Dielectric Ceramic represents 256 Screws.
Should I upgrade the Material Workshop or Gear Factory first?
Prioritize important Gear Factory unlocks first. The Gear Factory unlocks Epic Gear at level 5, Legendary Gear at level 10, and Gear Promotion at level 20, while Material Workshop levels primarily increase passive Screw production.
Should F2P players upgrade Material Workshops?
Yes, but gradually. F2P accounts usually gain more from HQ progression, research, troops, and core combat buildings first. Improve Material Workshops when the upgrades no longer interfere with those higher-priority goals.
Conclusion
The Last War Material Workshop is a useful long-term source of Screws, but it is not a building that needs to match your Headquarters at every stage. Upgrade cheaply in the early levels, become more selective as costs rise, and prioritize Gear Factory unlocks, research, and core base progression before committing hundreds of millions of resources to late Workshop levels.
For more building, gear, research, and progression advice, browse the Heaven Guardian Last War Survival guides.



