THIS IS A WORK IN PROGRESS…WE WILL CONTINUE TO UPDATE WITH SCREENSHOTS.
If you’re trying to figure out whether your power is “good” for your Mansion level in Resident Evil: Survival Unit, welcome… because nobody tells you this stuff in-game. The Mansion is the absolute core of your entire account, and if it falls behind, everything else falls behind with it: troop tiers, research caps, march slots, building limits, you name it.
This guide gives you a practical, realistic benchmark of where your Combat Power should be at each Mansion, the requirements for each level and the amount of time. (Some of these will be slightly different depending on your alliance, research, and upgrades, but it will give you an idea)
level, plus the upgrade costs, bottlenecks, and the “uh oh, you’re falling behind” checkpoints. I’ll be extending this all the way up to Mansion 30 as new data comes in.
Why Your Mansion Level Matters More Than Anything Else
Your Mansion is the core of every single thing in your Resident Evil Survival Unit’s world. Everything is based off your mansion level. It is your account progression speed. Every major system unlocks behind a Mansion requirement, including new troop tiers and core research branches. If you get stuck because you leveled the wrong buildings, you can delay your progress by days.
So leveling smart matters. A lot.
This guide shows exactly what your account should look like at each step.
Recommended Mansion Power Benchmarks (Levels 1–10)
These numbers aren’t “perfect builds.” They’re healthy, normal benchmarks for active players who keep construction and research running.
Mansion Level 2 – Expected Power ~4,000
Mansion Level 3 – Expected Power ~6,000
Mansion Level 4 – Expected Power ~24,000
Mansion Level 5 – Expected Power ~56,000
🔨 Mansion Level 5 → 6 Upgrade
Combat Power
Before: 15,500
After: 23,600
Gain: +8,100
Required Resources
19,000 Food
19,000 Lumber
3,800 Iron
960 Fuel
⏳ Upgrade Time
30 minutes
🏗️ Required Building
Fuel Facility Level 5
🔨 Mansion Level 6 → 7 Upgrade
Combat Power
Before: 23,600
After: 35,300
Gain: +11,700
Required Resources
69,000 Food
69,000 Lumber
13,000 Iron
3,400 Fuel
⏳ Upgrade Time
~1.5 hours
🏗️ Required Building
Helipad Level 6
🔨 Mansion Level 8 → 9 Upgrade
Combat Power
Before: 47,000
After: 58,700
Gain: +11,700
Required Resources
260,000 Food
260,000 Lumber
52,000 Iron
13,000 Fuel
⏳ Upgrade Time
4 hours 27 minutes
🏗️ Required Building
🔨 Mansion Level 9 → 10 Upgrade
🛡️ Combat Power
Before: 58,700 After: 75,700 (estimated) Gain:+17,000(matches the green number shown)
📦 Required Resources
460,000 Food
460,000 Lumber
92,000 Iron
23,000 Fuel
1,500 Rare Minerals
⏳ Upgrade Time
~4 hours(estimated based on 4h27m at Level 8 → 9)
🏗️ Required Building
You must upgrade:
➡️ Garage Level 9
Only after the Garage is Level 9 will the Mansion upgrade become available.
🔨 Mansion Level 10 → 11 Upgrade
🛡️ Combat Power
Before: 75,700 After: 92,700 Gain:+17,000
📦 Required Resources
1.3M Food
1.3M Lumber
260,000 Iron
65,000 Fuel
No Rare Minerals required at this tier.
⏳ Upgrade Time
Estimated Time:~7 hours
🏗️ Required Buildings
Before you can upgrade the Mansion to Level 11, the following prerequisites must be met:
➡️ Alliance Center Level 10 ➡️ Shooting Range Level 10
🔨 Mansion Level 11 → 12 Upgrade
🛡️ Combat Power
Before: 92,700
After (est.): ~113,000
Gain (est.):+20,000
📦 Required Resources (est.)
2.4M Food
2.4M Lumber
480,000 Iron
120,000 Fuel
3,000 Rare Minerals
(About ~2× the 10 → 11 costs with Rare Minerals coming back in.)
⏳ Upgrade Time (est.)
The jump from 10 → 11 was ~7h in our estimate. Next tier usually creeps up but not yet a full day.
Estimated Time:~10 hours
🏗️ Likely Required Buildings
➡️ Alliance Center Level 11
➡️ Shooting Range Level 11
🔨 Mansion Level 12 → 13 Upgrade
🛡️ Combat Power
Before (est.): ~113,000
After (est.): ~138,000
Gain (est.):+25,000
📦 Required Resources (est.)
4.0M Food
4.0M Lumber
800,000 Iron
200,000 Fuel
6,000 Rare Minerals
(Another ~1.7×–1.8× bump.)
⏳ Upgrade Time (est.)
Estimated Time:~14 hours
(Starting to move into “half-day” territory.)
🏗️ Likely Required Buildings
➡️ Alliance Center Level 12
➡️ Shooting Range Level 12
🔨 Mansion Level 13 → 14 Upgrade
🛡️ Combat Power
Before (est.): ~138,000
After (est.): ~168,000
Gain (est.):+30,000
📦 Required Resources (est.)
6.5M Food
6.5M Lumber
1.3M Iron
325,000 Fuel
10,000 Rare Minerals
(Heavy jump—this is where it starts to really hurt.)
⏳ Upgrade Time (est.)
Estimated Time:~20 hours (almost 1 day)
🏗️ Likely Required Buildings (guess)
➡️ Alliance Center Level 13
➡️ Shooting Range Level 13
🏰 Mansion Level 14 – Expected Power ~2.0M–2.6M
By Mansion 14, players in active alliances average between 2.2M and 2.5M. If you’re below 2M, you are underbuilt in either research or troop count.
What your account should have by now:
Tier 4 troop unlock in progress
Gear crafting started
Research Lab never idle
At least one Barracks pushed hard for troop massing
If you’re below benchmark:
Focus on Hospital → Research → Barracks in that order.
🏰 Mansion Level 15 – Expected Power ~2.6M–3.2M
Based on your screenshots, most M15 players sit around 3.0M–3.3M, meaning mid-game pressure is officially kicking in.
Why this level matters:
Mansion 15 is the first point where players’ troop numbers make HUGE differences. A strong M15 will always beat a weak M17 if the troop counts differ enough.
Good sign:
If you’re over 3M, you’re pacing above average.
🏰 Mansion Level 16 – Expected Power ~3.2M–4.0M
Your alliance screenshots show Mansion 16 players sitting between 3.4M and 3.8M, which is exactly where a healthy M16 should be.
What changes at M16:
Tier 4 becomes fully trainable
Research costs spike
Power jumps depend almost entirely on troop production
To stay on track:
Try to maintain continuous troop training — missing even one day slows your entire account.
🏰 Mansion Level 17 → 18 Upgrade
🛡️ Combat Power
Before: 276,600 After: 317,000 (estimated from +40,400 shown) Gain:+40,400
📊 Expected Player Power at Mansion 17
At M17, players begin to diverge based on gear, research, and hero development.
Below 4.0M → 🚩 Underpowered
4.2M–4.6M → ✅ Normal progression
4.8M+ → 🔥 Strong, optimized account
📦 Required Resources
12M Food
12M Lumber
2.5M Iron
620K Fuel
No rare materials required at this level.
⏳ Upgrade Time
1d 12h 26m 52s
🏰 Mansion Level 18 – Expected Power ~5.0M–6.2M
🛡️ Combat Power
Before: ~317,000 After (est.): ~362,000 Gain (est.):+45,000
Power gains start accelerating again here. Mansion upgrades matter less than systems (gear, heroes, research), but the raw CP jump is still meaningful.
📊 Expected Player Power at Mansion 18
By M18, account efficiency matters more than time played.
Below 4.8M → 🚩 Underpowered
5.0M–5.6M → ✅ Normal progression
5.8M+ → 🔥 Strong / optimized
Why the jump? M18 is where players who ignored gear, hero stars, or research start falling behind fast.
📦 Required Resources
15M Food
15M Lumber
3.1M Iron
780K Fuel
⏳ Upgrade Time
~2 days 6 hours
At this tier:
Speedups become mandatory
Alliance help matters a lot
Timers start pushing toward 3 days soon
🏗️ Likely Required Buildings
➡️ Alliance Center Level 18
➡️ Shooting Range Level 18
🔴 M18 Progression Warning
At Mansion 18, buildings alone will not carry you.
High-impact focus areas:
🔹 Blue → Purple gear upgrades
🔹 Hero star levels & exclusive skills
🔹 Military / damage research
🔹 Troop tier quality over quantity
Players who keep “just upgrading buildings” typically stall here.
Amanda Blain is the owner and senior editor of World of Geek Stuff. Frequently attends technology industry events to stay on the cutting edge of tech trends. Codes in 10 languages. Likely has more followers than you on the internet. Created Amanda Blain, and - Girlfriend Social