Equipment is the military hardware needed by units to operate and largely determines their stats. It gets unlocked by researching technologies and is produced by production lines. Support Equipment is an example of a type of equipment.
The equipment needs of units refer to general equipment archetypes. For example a German division that needs 100 medium tanks can use any mix of variants of Panzer IIIs, Panzer IVs, Panthers, or foreign medium tank equipment. By contrast, equipment of different archetypes, such as light and medium tanks, are never interchangeable.
The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. This has an effect on production efficency retention.
A family of equipment types share common mechanical parts that make transitioning production between them easier. Each tank equipment type and the armored vehicles based on it form a family.
Researching an equipment technology unlocks a basic variant of the equipment type particular to that country. With Death or Dishonor equipment variants can alternatively be licensed from other countries. In either case, countries can further modify several types of equipment by spending the respective kind of experience. For example a country may create a variant of their light fighter 2 base variant, increasing its range, by spending air experience. Ship variants (ship classes) have a particular set of modules attached to them. Man the Guns makes designing variants an integral step of building ships, as only individual hulls and modules get researched that don't unlock ship variants (or classes) by themselves.
When a country unlocks a type of equipment while employing a matching design company, its bonuses will be attached to all variants of that equipment type.
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Statistics, stats, or equipment values are values that equipment types can carry. They form the basis of equipment variant stats, which in turn influence the combat abilities of units using them. While a unit can not operate without equipment, it is important to distinguish between equipment stats and unit stats. The latter are also influenced by many other factors such as additional and inherent stats, experience, leaders, supply etc.
Recovery Rate (or morale): How much extra organization can be regained hourly when not in combat.
Defense: How many enemy attacks a division can attempt to avoid while on the defensive, effectively allowing it to hold the line longer.
Breakthrough: How many enemy attacks a division can attempt to avoid while on the offensive, effectively allowing it to stay on the offense longer.
Hardness: Hardness represents how much of a division is made up of armored or at least protected vehicles. It decreases the ratio of soft attacks received, while increasing the ratio of hard attacks.
Soft attack: How many attacks a division can make versus enemies with low hardness.
Hard attack: How many attacks a division can make versus enemies with high hardness.
Reconnaissance: The ability to scout ahead and anticipate the enemy. Increases the chance that a division can pick better tactics in battle.
Entrenchment: The ability to make proper defensive entrenchments before a hostile attack.
Initiative: The higher the Initiative a unit has, the quicker it can reinforce into a battle, and the quicker it gets its planning done.
Trickleback: The proportion of losses in combat that can be saved and returned to the manpower pool.
Supply use: How much supply a unit consumes per day.
Supply Usage: A modifier applied to Supply use.
Suppression: Ability to suppress local resistance.
Suppression Bonus: A modifier applied to Suppression.
Exp. Loss: How much experience is lost in a division when they take casualties and have to replace them.
Eq. Capture Ratio: Percentage of the equipment that will be captured from enemy loses.
Fuel Capacity: How much fuel this unit can store. Higher fuel capacity means that the unit will be able to operate at full capacity longer when it lacks the fuel supply.
Surface detection: Ability to detect surface vessels.
Sub detection: Ability to detect submarines.
Surface Visibility: How hard to find this ship is.
Sub Visibility: How easy to detect a submarine is.
Light Attack: Damage done by light guns. Light guns are better at targetting smaller ships.
Light Piercing: Armor piercing of the light guns.
Heavy Attack: Damage done by the heavy guns. Heavy guns are better at targetting bigger ships.
Heavy Piercing: Armor piercing of the heavy guns.
Torpedo attack: How much damage we can do when using the ship's torpedoes.
Depth charges: How much damage we can do to the enemy submarines with depth charges.
Anti-air: How much anti-air firepower the ship carries for shooting down enemy planes.
Max Speed: A faster ship has an easier time disengaging from pursuers when attempting to retreat from combat. It is also less likely to be hit by enemy fire, can pursue contacts easier when spotting the enemy, and moves faster outside of battle.
Max Range: A ship's range represents its onboard stores of fuel and foodstuffs, which limit how far it can travel from the nearest friendly Naval Base.
Minelaying: Efficiency in laying the sea mines.
Minesweeping: Efficiency in finding and neutralizing the sea mines.
Organization: Organization indicates combat readiness and how organized a unit is. A unit with no organization can't fight or move effectively.
HP: Strength represents how much damage this unit can suffer before it is destroyed.
Max Speed: How quickly this division can traverse terrain under optimal circumstances. How quickly this unit can fly under optimal circumstances.
Armor: Having armor that is higher than the opponents piercing value makes you take less damage and also makes it possible to perform more attacks in combat as the unit has more freedom of movement.
Piercing: Having equal or greater §HPiercing§! to the targets §HArmor§! value allow you to do more damage and more effectively pin down their armored forces
Reliability: The lower the value the more likely the equipment is of suffering random failure, accidents or exploding in a fiery ball of death when lightly bumped.
Reliability: An extra reliability bonus from support companies. This bonus is applied to an equipment type's reliability and reduces the chance of breakdowns and accidents.
Weight: How much the unit will weigh. Heavier units will require more transports to ship and perform invasions effectively.
Fuel Usage: How much fuel this unit uses while it is operating. Air and Sea units will consume fuel while on active missions or during training. Land units with fuel consumption will consume fuel in idle as well, but the combat, movement or training will further increase the consumption.