Difference between revisions of "Research"

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{{version|Pre-release}}
 
{{version|Pre-release}}
{{copy edit|reason=links}}
+
== Researching technologies ==
'''Research''' is used to unlock technologies.
 
  
== Research slots ==
+
The [[Countries#Major|major countries]], except [[France]], start with four research slots, while all others start with three. All countries can reach a maximum of five slots by unlocking them through [[national focus]]es. Each technology has a base time to research, which may be affected by various modifiers:
  
Technology is unlocked by assigning a research slot to it for the required number of days.
+
* Ahead of time: Each year ahead of time imposes a {{red|+200%}} penalty to research time. This appears to be accurate to a sub-year level.
 +
* Research bonus: Completing certain [[national focus]]es can give a {{green|-50%}} research bonus to the next technology researched in a given category.
 +
* Research bonus: Completing certain [[national focus]]es can give a {{green|-100%}} reduction on the ahead of time penalty for specific equipment.
  
The base number of research slots depends on the country tag:
+
===Research bonuses===
 +
Several factors give Research bonuses:
 +
====Germany====
 +
* [[German Air Innovations]]: [[Battlefield Support Doctrine]] +10%, [[Jet Technology]] Research Speed +10%
 +
* [[German Rocketry]]: Rocket Research Speed +10%
 +
(incomplete, split of in separate article to list all Research bonuses? see discussion)
  
* USA: 4 slots, plus 2 additional possible via [[national focus]].
+
== Land ==
* Germany, Italy, Japan, United Kingdom: 4 slots, plus 1 additional possible via [[national focus]].
+
=== Infantry ===
* France, Soviet Union: 3 slots, plus 2 additional possible via [[national focus]].
 
* Other countries in Europe: 3 slots, plus 2 additional possible via [[national focus]].
 
* Other countries outside of Europe: 2 slots, plus 3 additional possible via [[national focus]].
 
  
Each research slot can store 30 days of research while unused. Additionally, the 5th research slot require a certain number of [[Production#Factories|factories]] to be unlocked for all countries that start with 3 or less research slots.
+
==== Weapons & Equipment ====
  
== Research time ==
+
{|class = "wikitable"
 +
! 1918 !! 1936 !! 1938 !! 1939 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945 !! 1946
 +
|-
 +
| '''Support Weapons I''' <br/> Infantry Defense {{green|+5.0%}}<br/> Infantry Breakthrough  {{green|+5.0%}} <br/>Cavalry Defense {{green|+2.0%}} <br/> Cavalry Breakthrough {{green|+2.0%}}<br/>Motorised Defense {{green|+5.0%}} <br/>Motorised Breakthrough  {{green|+5.0%}} <br/>Mechanised Defense {{green|+5.0%}} <br/>Mechanised Breakthrough {{green|+5.0%}} <br/> Mountaineers Defense {{green|+3.0%}} <br/>Mountaineers Breakthrough  {{green|+3.0%}} <br/> Paratroopers Defense {{green|+3.0%}} <br/>Paratroopers Breakthrough  {{green|+3.0%}} <br/>Marines Defense {{green|+3.0%}} <br/>Marines Breakthrough {{green|+3.0%}} <br/>
 +
||  <br/> || || '''Support Weapons II''' <br/> Infantry Defense {{green|+5.0%}}<br/> Infantry Breakthrough  {{green|+5.0%}} <br/>Cavalry Defense {{green|+2.0%}} <br/> Cavalry Breakthrough {{green|+2.0%}}<br/>Motorised Defense {{green|+5.0%}} <br/>Motorised Breakthrough  {{green|+5.0%}} <br/>Mechanised Defense {{green|+5.0%}} <br/>Mechanised Breakthrough {{green|+5.0%}} <br/> Mountaineers Defense {{green|+3.0%}} <br/>Mountaineers Breakthrough  {{green|+3.0%}} <br/> Paratroopers Defense {{green|+3.0%}} <br/>Paratroopers Breakthrough  {{green|+3.0%}} <br/>Marines Defense {{green|+3.0%}} <br/>Marines Breakthrough {{green|+3.0%}} <br/> || '''Support Weapons III''' <br/> Infantry Defense {{green|+5.0%}}<br/> Infantry Breakthrough  {{green|+5.0%}} <br/>Cavalry Defense {{green|+2.0%}} <br/> Cavalry Breakthrough {{green|+2.0%}}<br/>Motorised Defense {{green|+5.0%}} <br/>Motorised Breakthrough  {{green|+5.0%}} <br/>Mechanised Defense {{green|+5.0%}} <br/>Mechanised Breakthrough {{green|+5.0%}} <br/> Mountaineers Defense {{green|+3.0%}} <br/>Mountaineers Breakthrough  {{green|+3.0%}} <br/> Paratroopers Defense {{green|+3.0%}} <br/>Paratroopers Breakthrough  {{green|+3.0%}} <br/>Marines Defense {{green|+3.0%}} <br/>Marines Breakthrough {{green|+3.0%}} <br/> || || Support Weapons? IV|| Night Fighting Equipment? I || || || Night Fighting Equipment? II
 +
|-
 +
| Basic eq. || Weapons I || '''Improved Infantry Equipment I''' <br/> Leg Infantry Soft Attack {{green|+5.0%}} <br/> Cavalry Soft Attack {{green|+5.0%}} <br/> Motorized Soft Attack {{green|+5.0%}} <br/> Mechanised Soft Attack {{green|+5.0%}} <br/>  || '''Weapons II''' <br/> Defense: 28.0 <br/> Breakthrough: 4.0 <br/> Soft Attack: 9.0 <br/> Hard Attack: 1.5 <br/> Max Speed: 4.0 km/h <br/> Piercing: 5.0 <br/> Reliability: 80% <br/> Production Cost: 0.7 || Improved Infantry Equipment II || || Weapons III || || Improved Infantry Equipment III || ||
 +
|-
 +
| || || || || || || Anti-Tank? I || Anti-Tank? II || || ||
 +
|}
 +
 
 +
==== Motorized ====
 +
 
 +
{|class = "wikitable"
 +
! 1918 !! 1936 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945 !! 1946
 +
|-
 +
| || Motorized<br/>(Variant: Self-Propelled Rocket Artillery)<br/> Enables Motorized<br/> Enables Motorized Infantry<br/> Unlocks a free Division Template || || Mechanized I <br/> Enables Mechanized equipment I || || Mechanized II || || Mechanized III ||
 +
|}
  
Each technology has a base time cost:
+
==== Specialists ====
  
 
{|class = "wikitable"
 
{|class = "wikitable"
! Cost (days) !! Techs
+
! 1918 !! 1936 !! 1938 !! 1939 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945 !! 1946
 +
|-
 +
|  || Marine I<br/> Enables Marines<br/> Unlocks a free Division Template || || Marine II <br/> Marines Soft attack: {{green| +5%}} <br/> Marines Organization: {{green| +5}}|| || || || Marine III || || ||
 +
|-
 +
|  || Mountain I<br/> Enables Mountaineers<br/> Unlocks a free Division Template  || || Mountain II || || || || Mountain III || || ||
 
|-
 
|-
| 50 || Armor submodels
+
| || Paratrooper I<br/> Enables Paratroopers<br/> Unlocks a free Division Template || || Paratrooper II || || || || Paratrooper III || || ||
 +
|}
 +
 
 +
=== Support ===
 +
Field Hospital and Logistic Company requiers [[Research#Motorized|Motorised]] to be researched.
 +
Signal Company additionally requires [[Research#Electronic_Engineering|Radio]] to be researched.
 +
 
 +
{|class = "wikitable"
 +
! 1918 !! 1936 !! 1939 !! 1942 !! 1945
 
|-
 
|-
| 100 || Artillery except for years 1934, 1936, and the first rocket artillery<br/>Electronic Mechanical Engineering, encryption techs
+
| Support Equipment || Engineer I || Engineer II || Engineer III || Engineer IV
 
|-
 
|-
| 150 || Artillery years 1934 and 1936<br/>Carrier submodels<br/>First air doctines<br/>Radio, Radio Detection, Decimetric Radar
+
| || Recon I || Recon II || Recon III || Recon IV
 
|-
 
|-
| 200 || Armor models except for Heavy II, Heavy III, Modern<br/>Air models<br/>Air doctrines after the first<br/>Improved Decimetric Radar, Rocket Engines, Jet Engines
+
| || Military Police I || Military Police II || Military Police III || Military Police IV
 
|-
 
|-
| 250 || Computing
+
| || Maintenance I || Maintenance II || Maintenance III || Maintenance IV
 +
|-
 +
| || Field Hospital I || Field Hospital II || Field Hospital III || Field Hospital IV
 +
|-
 +
| || Logistics Company I || Logistics Company II || Logistics Company III || Logistics Company IV
 +
|-
 +
| (Radio) || Signal I || Signal II || Signal III || Signal IV
 
|}
 
|}
  
This is then modified by general and specific research time modifiers:
+
=== Armor ===
  
=== General modifiers ===
+
{| class = "wikitable"
 +
! Year
 +
! Light
 +
! Medium
 +
! Heavy
 +
! Super-Heavy
 +
|-
 +
!
 +
|
 +
| Great War
 +
|
 +
|
 +
|-
 +
! 1934
 +
| Light I
 +
|
 +
| Heavy I
 +
|
 +
|-
 +
! 1936
 +
| Light II
 +
|
 +
|
 +
|
 +
|-
 +
! 1939
 +
|
 +
| Medium I
 +
|
 +
|
 +
|-
 +
! 1941
 +
| Light III
 +
| Medium II
 +
| Heavy II
 +
|
 +
|-
 +
! 1943
 +
|
 +
| Medium III
 +
| Heavy III
 +
| Super-Heavy I
 +
|-
 +
! 1945
 +
|
 +
| colspan = "2" | Modern
 +
|
 +
|}
  
These apply to all techs, or all techs within a category.
+
Each armor type (except the Great War Tank) also has three variants: Tank Destroyer, Self-Propelled Artillery, and Self-Propelled Anti-Air:
  
* Trade law
+
=== Tank Destroyers ===
* Computing machine technologies
 
* [[Idea]]s
 
  
=== Specific modifiers ===
+
{| class = "wikitable"
 +
! Year
 +
! Light
 +
! Medium
 +
! Heavy
 +
! Super-Heavy
 +
|-
 +
! 1934
 +
| '''Light I'''<br/>Breakthrough: 1.0 <br/> Hardness: 70% <br/> Hard Attack: 10.0 <br/> Armor: 10.0 <br/> Reliability: 80% <br/> Production Cost: 5.0 <br/>
 +
|
 +
| Heavy I
 +
|
 +
|-
 +
! 1936
 +
| Light II
 +
|
 +
|
 +
|
 +
|-
 +
! 1939
 +
|
 +
| Medium I
 +
|
 +
|
 +
|-
 +
! 1941
 +
| Light III
 +
| Medium II
 +
| Heavy II
 +
|
 +
|-
 +
! 1943
 +
|
 +
| Medium III
 +
| Heavy III
 +
| Super-Heavy I
 +
|-
 +
! 1945
 +
|
 +
| colspan = "2" | Modern
 +
|
 +
|}
  
These apply to specific techs. Note that the sum of these stacks multiplicatively with general modifiers. Modifiers are computed when a tech starts researching.
+
=== Self-Propelled Artillery ===
  
* Ahead of time penalty: {{red|+200%}} per year.
+
{| class = "wikitable"
* Research bonuses: These are generally gained via national focus. Usually a {{green|-50%}} modifier to a tech or a {{green|-100%}} ahead of time penalty.
+
! Year
* Research and Production: Under [[Political]], various designers, concerns and theorists can provide {{green|-10%}} or {{green|-15%}} bonus to research.
+
! Light
 +
! Medium
 +
! Heavy
 +
! Super-Heavy
 +
|-
 +
! 1934
 +
| '''Light I'''<br/> Defense: 4.0 <br/> Breakthrough: 2.0 <br/> Hardness: 40% <br/> Soft Attack: 42.0 <br/> Hard Attack: 0.5 <br/> Max Speed: 10.0 km/h <br/> Armor: 5.0 <br/> Piercing: 4.0 <br/> Reliability: 80% <br/> Production Cost: 5.0 <br/>
 +
|
 +
| Heavy I
 +
|
 +
|-
 +
! 1936
 +
| Light II
 +
|
 +
|
 +
|
 +
|-
 +
! 1939
 +
|
 +
| Medium I
 +
|
 +
|
 +
|-
 +
! 1941
 +
| Light III
 +
| Medium II
 +
| Heavy II
 +
|
 +
|-
 +
! 1943
 +
|
 +
| Medium III
 +
| Heavy III
 +
| Super-Heavy I
 +
|-
 +
! 1945
 +
|
 +
| colspan = "2" | Modern
 +
|
 +
|}
  
 +
=== Self-Propelled Anti-Air ===
  
 +
{| class = "wikitable"
 +
! Year
 +
! Light
 +
! Medium
 +
! Heavy
 +
! Super-Heavy
 +
|-
 +
! 1934
 +
| '''Light I''' <br/> Defense: 2.0 <br/> Breakthrough: 2.0 <br/> Hardness: 40% <br/> Soft Attack: 2.0 <br/> Hard Attack: 1.0 <br/> Air Attack: 10.0 <br/> Max Speed: 10.0 km/h <br/> Armor: 8.0 <br/> Piercing: 22.0 <br/> Reliability: 80% <br/> Production Cost: 10.0 <br/>
 +
|
 +
| Heavy I
 +
|
 +
|-
 +
! 1936
 +
| Light II
 +
|
 +
|
 +
|
 +
|-
 +
! 1939
 +
|
 +
| Medium I
 +
|
 +
|
 +
|-
 +
! 1941
 +
| Light III
 +
| Medium II
 +
| Heavy II
 +
|
 +
|-
 +
! 1943
 +
|
 +
| Medium III
 +
| Heavy III
 +
| Super-Heavy I
 +
|-
 +
! 1945
 +
|
 +
| colspan = "2" | Modern
 +
|
 +
|}
  
== Technologies ==
+
=== Artillery ===
  
Technologies allow countries to unlock production of new units such as mechanized infantry, paratroopers, tanks and all kinds of airplanes; new equipment, from infantry weapons to carrier air groups and specialized armored units; as well as defensive and productive structures.  
+
{|class = "wikitable"
 +
! Year
 +
! Anti-Air
 +
! Anti-Tank
 +
! Artillery
 +
! Rocket Artillery
 +
|-
 +
! 1934
 +
|
 +
|
 +
| Towed Artillery I
 +
|
 +
|-
 +
! 1936
 +
| AA I<br/>Enables Towed Anti-Air
 +
| AT I<br/>Enables Towed Anti-Tank<br/>
 +
:Defence {{green|4.0}}<br/>
 +
:Soft Attack {{green|4.0}}<br/>
 +
:Hard Attack {{green|15.0}}<br/> 
 +
:Piercing {{green|77.0}}<br/>
 +
:Reliability {{green|80.0%}}<br/> 
 +
:Profuction Cost {{green|4}}
 +
| Interwar Artillery<br/>Artillery, Support Artillery Soft Attack: {{green|+10%}}
 +
|
 +
|-
 +
! 1939
 +
| (bonus)?
 +
| (bonus)?
 +
| Artillery II(Improved Artillery)
 +
:Defence {{green|15.0}}<br/>
 +
:Breakthrough {{green|7.0}}<br/> 
 +
:Soft Attack {{green|40.0}}<br/>
 +
:Hard Attack {{green|2.0}}<br/> 
 +
:Piercing {{green|5.0}}<br/>
 +
:Reliability {{green|80.0%}}<br/> 
 +
:Profuction Cost {{green|4}}
 +
|
 +
|-
 +
! 1940
 +
| AA II
 +
| AT II
 +
| (bonus)?
 +
| Rocket Artillery I
 +
|-
 +
! 1941
 +
| (bonus)?
 +
| (bonus)?
 +
| (bonus)?
 +
| (towed Rocket Artillery)?
 +
|-
 +
! 1942
 +
| (bonus)?
 +
| (bonus)?
 +
| Artillery III
 +
| (bonus)?
 +
|}
 +
''<small>* Years with (bonus) will give a unknown bonus to the respective Artillery branch. Fields with Roman numerals unlock new equipment.</small>''
  
On the other hand, most technologies serve to improve the efficiency of current units. This can be achieved through a number of ways, such as improving the damage inflicted by the unit, its ability to penetrate the armor of armored units, its defensiveness and organization or simply its ability to detect enemy units.
+
=== Land doctrine ===
  
=== Land ===
+
Land doctrine trees are mutually exclusive, with further mutually exclusive sub-paths within each tree.
  
* [[Infantry technology]]: Technologies that improve infantry weapons and equipment, unlock or improve motorized and mechanized units as well as special forces (marines, mountaineers and paratroopers).
+
==== Mobile Warfare doctrine ====
* [[Artillery technology]]: Technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery.
 
* [[Support Battalions technology]]: Technologies that unlock and improve all types of support battalions: Engineers, Reconnaissance, Military Police, Maintenance, Field Hospital, Logistics and Signal companies.
 
* [[Armor technology]]: Technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants: tank destroyer, self-propelled artillery and self-propelled anti-air.
 
* [[Land doctrine]]: Unlocks one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault.
 
  
=== Naval ===
+
''Mobile warfare is a focus on speed and maneuver to cut off and disorganize enemy forces.''
  
* [[Naval technology]]: Technologies that unlocks or improve all kinds of ship units: destroyer, cruisers, battleship, carrier, submarine or improve transports for naval invasions.
+
This is the favored doctrine of Germany.
* [[Naval doctrine]]: Unlocks one of the three naval doctrine trees: fleet in being, trade interdiction and base strike.
 
  
=== Air ===
+
{|class = "wikitable"
 +
| colspan = "2" | '''Mobile Warfare'''<br/>All Armor:<br/>
 +
:Breakthrough: {{green|+20%}}
 +
Planning speed : {{green|+50%}} <br/>Divisions speed: {{green|+10%}} <br/>Org Loss when Moving: {{green|-10%}} <br/>Enables <span style="color:gold">'''Unexpected thrust'''</span>
 +
|-
 +
| colspan = "2" | '''Delay''' <br/>All Infantry & Mot/Mech:<br/>
 +
:Organization: {{green|+15.0}}
 +
Enables <span style="color:gold">'''Delay'''</span>
 +
|-
 +
| colspan = "2" | '''Elastic Defence'''<br/>All Armor:
 +
:Organisation: {{green|+5}}
 +
Enables <span style="color:gold">'''Elastic Defense'''</span>
 +
|-
 +
! Mobile Infantry
 +
! Blitzkrieg
 +
|-
 +
| ?
 +
| '''Armored Spearhead'''<br/>All Armor:<br/>
 +
:Breakthrough: {{green|+20%}} <br/> Organization: {{green|+15}}
 +
Enables <span style="color:gold">'''Blitz'''</span>
 +
|-
 +
| '''Mass Motorization''' <br/>All Infantry & Mot/Mech:
 +
:Organization: {{green|+10}}<br/>
 +
| '''Schwerpunkt'''<br/>All Armor:<br/>
 +
:Recovery Rate: {{green|+10%}} <br/> Organization: {{green|+10}}
 +
|-
 +
| '''Mechanized Offensive'''
 +
Mechanized Infantry Organization: {{green|+15}}<br/>
 +
Motorized Infantry Organization: {{green|+15}}<br/>
 +
All Armor:<br/>
 +
:Organization: {{green|+15}}<br/>
 +
Enables <span style="color:gold">'''Blitz'''</span>
 +
| '''Blitzkrieg''' <br/>Motorised Infantry Organisation: {{green|+5}} <br/>Mechanised Infantry Organisation: {{green|+5}} <br/>All Armor:
 +
:Recovery Rate: {{green|+10%}} <br/> Armor Organisation: {{green|+10}}
 +
Enables <span style="color:gold">'''Breakthrough'''</span>
 +
|-
 +
| colspan = "2" | '''Kampfgruppe'''<br/>Army:<br/>
 +
:Recovery Rate: {{green|+20%}} <br/> Organization: {{green|+10}}
 +
Planning Speed: {{green|+20%}} <br/>Enables <span style="color:gold">'''Overwhelming Fire'''</span>
 +
|-
 +
! Desperate Defense
 +
! Modern Blitzkrieg
 +
|-
 +
| '''Volkssturm'''
 +
''The Volkssturm, or People's Militia, consisted of men that were too old,<br/> too young or otherwise unfit for regular military service ''
 +
<br/> Recruitable Population:  <span style="color:gold">'''2%'''</span><br/>
 +
| '''Fire brigades'''<br/>Army:<br/>
 +
:Organization: {{green|+10}}
 +
|-
 +
| '''Non-Discriminatory Conscription'''
 +
''Even invalids and cripples must be drafted, there is no such thing<br/> as a civilian ''
 +
<br/> Recruitable Population:  <span style="color:gold">'''3%'''</span><br/>
 +
| '''Backhand Blow'''<br/>Enables <span style="color:gold">'''Backhand Blow'''</span><br/>
 +
|-
 +
| ?
 +
| '''Modern Blitzkrieg'''<br/>Army:<br/>
 +
:Recovery Rate: {{green|+0.20}}
 +
<br/>All Armor:
 +
:Breakthrough: {{green|+20%}} <br/> Organisation: {{green|+15}}
 +
|}
 +
 
 +
==== Superior Firepower doctrine ====
 +
 
 +
''This doctrine focuses on throwing shells, not men, at the enemy. Our manpower is precious, bullets are cheap.''
  
* [[Air technology]]: Technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions.
+
This is the favored doctrine of the United States.
* [[Air doctrine]]: Unlocks one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity.
+
 
 +
{|class = "wikitable"
 +
| colspan = "2" | '''Superior Firepower'''
 +
:Soft Attack: {{green|+20%}}<br/>Enables <span style="color:gold">'''Suppressive Barrage'''
 +
|-
 +
| colspan = "2" | '''Delay'''
 +
:Leg Infantry Organization: {{green|+10}}<br/>Enables <span style="color:gold">'''Delay'''
 +
|-
 +
| colspan = "2" | '''Mobile Defense'''
 +
:All infantry & Mot/Mech Defense: {{green|+20%}}<br/>Enables <span style="color:gold">'''Elastic Defense'''
 +
|-
 +
! Dispersed Support
 +
! Integrated Support
 +
|-
 +
| '''Dispersed Support'''
 +
:Line Artillery Organization: {{green|+10}}
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
|-
 +
| colspan = "2" | ?
 +
|-
 +
! AirLand Battle
 +
! Shock & Awe
 +
|-
 +
| ?
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
|}
 +
 
 +
==== Grand Battleplan doctrine ====
 +
 
 +
''Extensive planning and preparation before engaging in battle is the key to success.''
 +
 
 +
This is the favored doctrine of the United Kingdom and France (Assault branch) and Japan (Infiltration branch).
 +
 
 +
{|class = "wikitable"
 +
| colspan = "2" | '''Trench Warfare''' <br/> ''A shovel is often the best weapon of the infantry. Units learn the value of entrenching in any position they take up'' <br/><br/> Entrenchment speed: {{green|+25%}} <br/> Max Entrenchment: {{green|+10}}
 +
|-
 +
| colspan = "2" | '''Grand battle Plan'''<br/> ''Extensive planning and preparation before engaging in battle is the key to success'' <br/> Max Planning: {{green|+30%}}
 +
|-
 +
| colspan = "2" | '''Prepared Defense'''<br/>All Infantry, Motorized, and Mechanical:<br/>
 +
:Defense: {{green|+10%}}
 +
:Organization: {{green|+10}}
 +
|-
 +
| colspan = "2" | '''Grand Assault'''<br/>Army
 +
:Breakthrough: {{green|+10%}}
 +
:Soft Attack: {{green|+5%}} <br/> Enables Tactic: Well Planned Attack
 +
|-
 +
! Assault
 +
! Infiltration
 +
|-
 +
| '''Mechanized Offensive'''
 +
Mechanized Infantry Organization: {{green|+5}}<br/>
 +
Motorized Infantry Organization: {{green|+5}}<br/>
 +
Enables <span style="color:gold">'''Blitz'''</span> and <span style="color:gold">'''Elastic Defense'''</span>
 +
| '''Infantry Offensive'''
 +
Leg Infantry:<br/>
 +
:Breakthrough: {{green|+10%}}<br/>
 +
:Organization: {{green|+5}}<br/>
 +
Enables <span style="color:gold">'''Infiltration Assault'''</span><br/>
 +
|-
 +
| '''Assault Concentration'''
 +
Enables <span style="color:gold">'''Overwhelming Fire'''</span><br/>
 +
Max Planning: {{green|+20%}}
 +
| '''Armored Operations'''<br/>All Armor:<br/>
 +
:Recovery Rate: {{green|+10%}} <br/> Organization: {{green|+10}}
 +
Enables <span style="color:gold">'''Blitz'''</span> and <span style="color:gold">'''Elastic Defense'''</span>
 +
|-
 +
| '''Branch Inter-operation'''<br/>Army:<br/>
 +
:Organization: {{green|+5}}
 +
| '''Infiltration Assault'''<br/>Supply consumption: {{green|-10%}}
 +
|-
 +
| '''Assault Breakthrough'''<br/>Army:<br/>
 +
:Breakthrough: {{green|+10%}}<br/>
 +
Enables <span style="color:gold">'''Breakthrough'''</span>
 +
| '''Night Assault Tactics'''<br/>Land Night Attack: {{green|+25%}}
 +
|-
 +
| '''Central Planning'''<br/>Max Planning: {{green|+10%}}<br/>Planning speed : {{green|+10%}}
 +
| '''Attritional Containment'''<br/>Army:<br/>
 +
:Organization: {{green|+5}}
 +
|-
 +
| '''C3I'''<br/>Army:<br/>
 +
:Organization: {{green|+5}}
 +
Reinforce Rate: {{green|+40%}}
 +
| '''Infiltration in Depth'''<br/>Recon Reconnaissance:{{green|+?}}
 +
|}
 +
 
 +
==== Mass Assault doctrine ====
 +
 
 +
''"Perfect" weapons are overrated, a large number of "good enough" weapons is the path to victory!''
 +
 
 +
This is the favored doctrine of the Soviet Union and China.
 +
{|class = "wikitable"
 +
| colspan = "2" | '''Mass Assault'''
 +
:Reinforcement Rate: {{green|+2%}}
 +
|-
 +
| colspan = "2" | '''Pocket Defense'''
 +
:Supply Grace: {{green|+48 Hour(s)}}
 +
:Out of supply: {{green|-10%}}
 +
|-
 +
| colspan = "2" | '''Defense in Depth'''
 +
:Max Entrenchment: {{green|+5.0}}
 +
Leg Infantry:<br/>
 +
:Organization: {{green|+5}}
 +
|-
 +
! Deep Battle
 +
! Mass Mobilization
 +
|-
 +
| '''Large Front Operations'''
 +
Enables <span style="color:gold">'''Relentless Assault'''</span><br/>
 +
Supply consumption: {{green|-10%}}
 +
| '''People's Army'''
 +
Effect of our partisans: {{green|+10%}}<br/>
 +
Division Attrition: {{green|-10%}}<br/>
 +
Enables <span style="color:gold">'''Mass Charge'''</span>
 +
|-
 +
| '''Deep Operations'''
 +
Tanks:<br/>
 +
:Organization: {{green|+2}}<br/>
 +
Enables <span style="color:gold">'''Blitz'''</span>
 +
| '''Infantry Offensive'''
 +
Infantry Recovery Rate: {{green|+0.30}}
 +
|-
 +
| '''Operational Concentration'''
 +
Enables <span style="color:gold">'''Elastic Defense'''</span><br/>
 +
Max Planning: {{green|+10%}}
 +
|  '''Large Front Offensive'''<br/>
 +
All Infantry & Mot/Mech:<br/>
 +
:Organization: {{green|+10}} <br/>
 +
Tanks:<br/>
 +
:Organization: {{green|+2}} 
 +
|-
 +
| '''Vast Offensives'''
 +
Infantry Combat Width: {{green|-0.4}}<br/>
 +
Enables <span style="color:gold">'''Overwhelming Fire'''</span><br/>
 +
Supply consumption: {{green|-10%}}
 +
| '''Human Wave Offensive'''
 +
Infantry Combat Width: {{green|-0.4}}<br/>
 +
Recruitable Population: {{green|5%}}
 +
|-
 +
| '''Breakthrough Priority'''
 +
Tanks:<br/>
 +
:Breakthrough: {{green|+10%}}<br/>
 +
:Organization: {{green|+1}}<br/>
 +
All Infantry & Mot/Mech:
 +
:Breakthrough: {{green|+10%}}<br/>
 +
:Organization: {{green|+5}}<br/>
 +
Enables <span style="color:gold">'''Breakthrough'''</span>
 +
| '''Guerilla Warfare'''
 +
Army:<br/>
 +
:Recovery Rate: {{green|+0.20}}<br/>
 +
Enables <span style="color:gold">'''Guerilla Tactics'''</span><br/>
 +
Out of Supply: {{green|-30%}}<br/>
 +
Effect of our partisans: {{green|+20%}}
 +
|-
 +
| '''Mechanized Wave'''
 +
Mechanized Infantry Recovery Rate: {{green|+0.10}}<br/>
 +
Mechanized Infantry Organization: {{green|+10}}<br/>
 +
Motorized Infantry Recovery Rate: {{green|+0.10}}<br/>
 +
Motorized Infantry Organization: {{green|+10}}<br/>
 +
Tanks:
 +
:Organization: {{green|+2}}<br/>
 +
Tanks & Armor Variants:
 +
:Recovery Rate: {{green|+0.10}}
 +
|
 +
|-
 +
| '''Continuous Offensive'''
 +
Enables <span style="color:gold">'''Backhand Blow'''</span><br/>
 +
Org loss when moving: {{green|-25%}}
 +
|
 +
|}
 +
 
 +
== Naval ==
 +
 
 +
=== Ships ===
 +
 
 +
{|class = "wikitable"
 +
! 1922 !! 1936 !! 1940 !! 1944
 +
|-
 +
| Destroyer I || Destroyer II || Destroyer III || Destroyer IV
 +
|-
 +
| Light Cruiser I || Light Cruiser II || Light Cruiser III || Light Cruiser IV
 +
|-
 +
| Heavy Cruiser I || Heavy Cruiser II || Heavy Cruiser III || Heavy Cruiser IV
 +
|-
 +
| Battlecruiser I ||  || Battlecruiser II ||
 +
|-
 +
| Battleship I || Battleship II || Battleship III || Battleship IV
 +
|-
 +
| || Super-Heavy Battleship I ||  || Super-Heavy Battleship II
 +
|-
 +
| Carrier I? || Carrier II? || Carrier III? || Carrier IV?
 +
|-
 +
| Submarine I? || Submarine II? || Submarine III? || Submarine IV?
 +
|-
 +
| '''Transport Ship'''<br/>Troop Convoy Requirements: {{green|-50%}} || || Landing Craft || Tank Landing Craft?
 +
|}
 +
 
 +
=== Naval doctrine ===
 +
 
 +
Naval doctrine trees appear to be mutually exclusive while their branches are not.
 +
 
 +
==== Fleet in Being ====
 +
 
 +
''A strong fleet focused around battleships means that we are a force to be reckoned with when deployed at sea.''
 +
 
 +
This is the favored doctrine of the United Kingdom.
 +
 
 +
{|class = "wikitable"
 +
| colspan = "3" | '''Fleet in Being''' <br/>Battleship Organization: {{green|+10}} <br/>Battlecruiser Organization: {{green|+10}} <br/>Heavy Cruiser Organisation: {{green|+10}}
 +
|-
 +
| '''Battlefleet Concentration''' <br/>Battleship Search & Destroy: {{green|+50.0%}} <br/>Battleship Organisation: {{green|+10}} <br/> Battlecruiser Search & Destroy: {{green|+50.0%}} <br/>Battlecruiser Organisation: {{green|+10}} <br/> Heavy Cruiser Search & Destroy: {{green|+50.0%}} <br/>Heavy Cruiser Organisation: {{green|+10}}
 +
| '''Convoy Sailing''' <br/>Destroyer Sub detection: {{green|+10.0%}} <br/>Destroyer Organization: {{green|+10}} <br/> Escort Effciency: {{green|+10.0%}}
 +
| '''Submarine Operations''' <br/>Submarine Surface Detection: {{green|+10.0%}} <br/>Submarine Organisation: {{green|+10}}
 +
|-
 +
| '''Subsidiary Carrier Role'''  <br/>Carrier Organisation: {{green|+10}}  <br/>Sortie Efficency: {{green|+10,0%}}
 +
| '''Convoy Escorts''' <br/>Destroyer Sub Detection: {{green|+20.0%}} <br/>Destroyer Organisation: {{green|+10}} <br/>Escort Efficency: {{green|+15,0%}}
 +
| ?
 +
|-
 +
| '''Hunter Killer Groups''' <br/>Destroyer Sub Detection: {{green|+20.0%}} <br/>Destroyer Organisation: {{green|+20}} <br/>Light Cruiser Sub Detection: {{green|+20.0%}} <br/>Light Cruiser Organisation: {{green|+10}} <br/>Escort Efficency: {{green|+10,0%}}
 +
| '''Escort Carriers''' <br/>Escort Efficency: {{green|+30,0%}}
 +
| ?
 +
|-
 +
| '''Floating Fortress''' <br/> Battleship Organization: {{green|+20}} <br/> Capital Ship Armor {{green|+10%}}
 +
| '''Integrated Convoy Defense?'''
 +
| ?
 +
|-
 +
| colspan = "2" | '''Floating Airfield'''
 +
|
 +
|-
 +
| colspan = "2" | ?
 +
|
 +
|}
 +
 
 +
==== Trade Interdiction ====
 +
 
 +
''Against a stronger naval opponent we can focus on tying up their fleet and destroying supply lines to starve their war machine.''
 +
 
 +
This is the favored doctrine of the German Reich.
 +
 
 +
{|class = "wikitable"
 +
| colspan = "3" | '''Trade Interdiction''' <br/>Submarine Surface Detection: {{green|+10.0%}} <br/>Submarine Organisation: {{green|+10}} <br/>Light Cruisers Surface Detection: {{green|+10.0%}} <br/>Light Cruisers Organisation: {{green|+10}} <br/>Heavy Cruisers Surface Detection: {{green|+10.0%}} <br/>Heavy Cruisers Organisation: {{green|+10}}
 +
|-
 +
| '''Commerce Raiders?'''
 +
| ?
 +
| '''Convoy Interdirecton''' <br/>Submarine Surface Detection: {{green|+10.0%}} <br/>Submarine Raiding Coordination: {{green|+10.0%}} <br/>Submarine Organisation: {{green|+10}}
 +
|-
 +
| '''Capital Ship Raiders?'''
 +
| '''Convoy Sailing?'''
 +
| ?
 +
|-
 +
| '''Fleet Concentration?'''
 +
| ?
 +
| '''Wolfpacks?'''
 +
|-
 +
| ?
 +
| ?
 +
| ?
 +
|-
 +
| colspan = "2" | '''Floating Airfield'''
 +
| ?
 +
|}
 +
 
 +
==== Base Strike ====
 +
 
 +
''With a strong focus on carriers no enemy will be outside our reach. Neither at land or at sea.''
 +
 
 +
This is the favored doctrine of the United States and Imperial Japan.
 +
 
 +
{|class = "wikitable"
 +
| colspan = "3" | '''Base Strike''' <br/> Port Strikes: {{green|+50%}} <br/> Aircraft Carrier Organization: {{green|+20}}
 +
|-
 +
| Commerce Defense?
 +
| Trade Interdiction Submarine?
 +
| '''Carrier Primacy''' <br/> Carrier Organization: {{green|+20}} <br/> Sortie Efficiency: {{green|+10%}} <br/> Naval Targeting: {{green|+10%}}
 +
|-
 +
| ?
 +
| ?
 +
| ?
 +
|-
 +
| Convoy Sailing?
 +
| ?
 +
| Floating Airfield
 +
|-
 +
| Aerial Convoy Defense?
 +
| ?
 +
| ?
 +
|-
 +
|
 +
|
 +
| ?
 +
|-
 +
|
 +
|
 +
| ?
 +
|}
 +
 
 +
== Air ==
 +
=== Aircraft ===
 +
 
 +
{|class = "wikitable"
 +
! rowspan = "2" | Year
 +
! colspan = "3" | Light
 +
! colspan = "2" | Medium
 +
! colspan = "3" | Heavy
 +
|-
 +
! Support !! Fighter !! Naval Bomber !! Heavy Fighter !! Tactical Bomber !! Strategic Bomber
 +
|-
 +
! 1933
 +
| || Fighter I || || || Tactical Bomber I ||
 +
|-
 +
! 1936
 +
| Support I || Fighter II || Naval Bomber I || Heavy Fighter I || Tactical Bomber II || Strategic Bomber I
 +
|-
 +
! 1940
 +
| Support II || Fighter III || Naval Bomber II || Heavy Fighter II || Tactical Bomber III || Strategic Bomber II
 +
|-
 +
! 1944
 +
| Support III || Fighter IV || Naval Bomber III || Heavy Fighter III || Tactical Bomber IV || Strategic Bomber III
 +
|-
 +
| colspan = "7" style="text-align: center" | Jet Engines
 +
|-
 +
! 1945
 +
| || Jet Fighter I || || || Jet Tactical Bomber I ||
 +
|-
 +
! 1948?
 +
| || Jet Fighter II? || || || Jet Tactical Bomber II? || Jet Strategic Bomber I?
 +
|}
 +
 
 +
Light aircraft have navalized variants, which allows them to be based on aircraft carriers.
 +
 
 +
=== Air doctrine ===
 +
 
 +
==== Strategic Destruction ====
 +
 
 +
''By bombing the enemies factories, either by night, or more dangerously, during the day we can seriously hinder their war machine.''
 +
 
 +
{|class = "wikitable"
 +
| colspan = "4" | Air Superiority: Fighter detection: {{green|+10%}}
 +
|-
 +
| colspan = "2" | Formation Flying<br/>Fighter detection: {{green|+10%}}
 +
| colspan = "2" | Force Rotation<br/>Interception detection: {{green|+10%}}
 +
|-
 +
| Air Offense<br/>Air superiority attack: {{green|+10%}}
 +
| ?
 +
| Air Defense?
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
| ?
 +
| ?
 +
|-
 +
| ?
 +
| ?
 +
| ?
 +
| Home Defense?
 +
|-
 +
| colspan = "2" | Fighter Ace Initiative?
 +
| colspan = "2" | Fighter Veteran Initiative?
 +
|}
 +
 
 +
==== Battlefield Support ====
 +
 
 +
''By improving how close air support interacts with divisions we can lay waste to enemy divisions with optimal support.''
 +
 
 +
{|class = "wikitable"
 +
| '''Formation Flying''' <br/> Fighter Detection: {{green|+15.00%}}
 +
|-
 +
| '''Dive Bombing''' <br/>Air Support Mission Efficiency: {{green|+20.0%}}
 +
|-
 +
| '''Direct Ground Support''' <br/>Ground Support: {{green|+20.0%}}
 +
|-
 +
| Support Veteran Initiative?
 +
| ?
 +
|-
 +
| Support Ace Initiative?
 +
| ?
 +
|}
 +
 
 +
==== Operational Integrity ====
 +
 
 +
''Tactical bombers are flexible and can perform both ground support and regular bombing.''
 +
 
 +
{|class = "wikitable"
 +
| colspan = "2" | Operational Destruction?
 +
|-
 +
| colspan = "2" | Infrastructure Destruction<br/>TAC bombing: {{green|+100%}}
 +
|-
 +
| colspan = "2" | Logistical Strike?
 +
|-
 +
| colspan = "2" | Battlefield Interdiction?
 +
|-
 +
| Bomber Veteran Initiative?
 +
| Carousel Bombardment?
 +
|-
 +
| Bomber Ace Initiative?
 +
| Keypoint Bombardment?
 +
|-
 +
|
 +
| ?
 +
|}
 +
 
 +
== Industry ==
 +
 
 +
=== Engineering ===
 +
 
 +
==== Electronic Engineering ====
 +
 
 +
{|class = "wikitable"
 +
|-
 +
! Year
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
! 1934
 +
|
 +
| '''Electronic Mechanical Engineering'''<br/>Research Speed: {{green|+2%}}
 +
|
 +
|
 +
|-
 +
!
 +
| '''Radio'''<br/>Reinforce Rate: {{green|+10%}}
 +
|
 +
| '''Mechanical Computing''' <br/> Research Speed: {{green|+3%}}
 +
|
 +
|-
 +
!
 +
| '''Radio Detection'''<br>Enables Radar Station (Level {{green|1}})
 +
|
 +
|
 +
|
 +
|-
 +
! 1938
 +
| '''Decimetric Radar'''
 +
Enables Radar Station (Level {{green|2}})
 +
| '''Basic Encryption'''<br/>Encryption: {{green|+1}}
 +
| '''Computing Machine'''<br/>Research Cost: {{green|-3%}}
 +
| '''Basic Decryption ''' <br/>Decryption: {{green|+1}}
 +
|-
 +
!
 +
| ?
 +
|
 +
|
 +
|
 +
|-
 +
! 1940
 +
| ?
 +
| '''Encryption? II'''
 +
| ?
 +
| '''Decryption? II'''
 +
|-
 +
!
 +
| ?
 +
|
 +
|
 +
|
 +
|}
 +
 
 +
==== Secret ====
  
=== Industry ===
 
  
* [[Engineering technology]]: Groups all technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research.
+
{|class = "wikitable"
* [[Industry technology]]: Groups all technologies that improve production efficiency and volume of all [[Production#Factories|factories]], resources excavation and unlocks [[synthetic refinery|synthetic refineries]].
+
|-
 +
! Year
 +
! Atomic Research
 +
! colspan = "2" | Experimental Rockets
 +
|-
 +
! 1940
 +
| '''Atomic Research'''<br/> Research Speed: {{green|+2%}}
 +
| colspan = "2" |
 +
|-
 +
! 1943
 +
| Nuclear Reactor
 +
| Experimental Rockets
 +
|
 +
|-
 +
! 1944
 +
|
 +
| Flying Rockets (Rocket I)
 +
| Jet Engine
 +
|-
 +
! 1945
 +
| Nuclear Bomb
 +
| Ballistic Missiles (Rocket II)
 +
|
 +
|-
 +
! 1946
 +
|
 +
| ICBMs (Rocket III)
 +
|  
 +
|}
  
=== Doctrines ===
+
=== Industry ===
  
All doctrines listed above serve to improve units in a specific role by providing them one or multiple bonuses once the doctrine has been researched. Some of these bonuses can be obtained through more than one doctrine, but at different depth of the doctrine tree and most bonuses are unique to a specific doctrine.  
+
{|class = "wikitable"
 +
|-
 +
! Year
 +
! colspan = "2" | Production
 +
! colspan = "2" | Industry
 +
! colspan = "2" | Construction
 +
! Synthetic Oil
 +
|-
 +
! 1936
 +
| colspan = "2" | '''Basic Machine Tools:'''<br/>Production Efficiency Cap: {{green|+5.0%}}
 +
| [[File:ConcentratedIndustry1.png|30px]]'''Concentrated Industry''':<br>Factory Output: {{green|+20.0%}}<br>Max Factories in State: {{green|+20.0%}}
 +
| '''Dispersed Industry:'''<br/>Factory Output: {{green|+10.0%}}<br/>Production Efficiency Loss: {{green|+10.0%}}<br/>Factory Bomb Vulnerability: {{green|-10.0%}}<br/>Max Factories in state: {{green|+20.0%}}
 +
| '''Construction I:'''<br/>Construction Speed: {{green|+10.0%}}
 +
| '''Excavation I:'''<br/>Resource Gain Efficiency: {{green|+10.0%}}
 +
| '''Synthetic Oil Experiments:'''<br/>Enables building: Synthetic Refinery (Level {{green|1}})
 +
| '''Oil Plant''':<br/>Enables Building: Synthetic Refinery (State Level: {{green|2}})
 +
|-
 +
! 1937
 +
| colspan = "2" |  '''Improved Machine Tools:'''<br/>Production Efficiency Cap: {{green|+10.0%}}
 +
| '''Concentrated Industry II:'''<br/>Factory Output: {{green|+20.0%}}<br/>Max Factories in state: {{green|+20.0%}}
 +
| '''Dispersed Industry II:'''<br/>Factory Output: {{green|+10.0%}}<br/>Production Efficiency Loss: {{green|+10.0%}}<br/>Factory Bomb Vulnerability: {{green|-10.0%}}<br/>Max Factories in state: {{green|+20.0%}}
 +
| '''Construction II:'''<br/>Construction Speed: {{green|+10.0%}}
 +
| '''Excavation II:''' <br/>Resource Gain Efficiency: {{green|+10.0%}}
 +
| ?
 +
|-
 +
! 1939
 +
| colspan = "2" | '''Advanced Machine Tools:'''<br/>Production Efficiency Cap: {{green|+15.0%}}
 +
| '''Concentrated Industry III:'''<br>Factory Output: {{green|+20.0%}}<br>Max Factories in State: {{green|+20.0%}}
 +
| '''Dispersed Industry III:'''<br/>Factory Output: {{green|+10.0%}}?<br/>Production Efficiency Loss: {{green|+10.0%}} <br/> Factory Bomb Vulnerability: {{green|-10.0%}}<br>Max Factories in State: {{green|+20.0%}}
 +
| '''Construction III:'''<br/>Factory Repair Speed: {{green|+50.0%}}
 +
| ?
 +
| ?
 +
|-
 +
! 1941
 +
| colspan = "2" | '''Assembly Line Production:'''<br>Production Efficiency Cap: {{green|+20.0%}}
 +
| '''Concentrated Industry IV:'''<br/>Factory Output: {{green|+20.0%}}<br>Max Factories in State: {{green|+20.0%}}
 +
| '''Dispersed Industry IV:'''<br/>Factory Output: {{green|+5.0%}}<br/>Factory Bombing Defense: {{green|+20.0%}}
 +
| '''Construction IV:'''<br/>Construction Speed: {{green|+20.0%}}
 +
| ?
 +
| ?
 +
|-
 +
! 1943
 +
| ?
 +
| ?
 +
| '''Concentrated Industry V?:'''<br/>Factory Output: {{green|+10.0%}}?
 +
| '''Dispersed Industry V?:'''<br/>Factory Output: {{green|+5.0%}}?<br/>Factory Bombing Defense: {{green|+20.0%}}?
 +
| '''Construction V?:'''<br/>Construction Speed: {{green|+20.0%}}?
 +
| ?
 +
| ?
 +
|-
 +
|}
  
It's also necessary for all players to make a choice when researching doctrines, as opposed to all other technologies (with the exception of [[Industry technology|Industry]]) that can be entirely researched. Only one doctrine can be researched out of three or four options, depending on the doctrine type (land, naval or air).
+
== References ==
  
It's possible to change doctrine throughout the game, but all bonuses from the old doctrine are lost, as if completely abandoned, when starting research of a different doctrine tree.
+
<references/>
  
 
[[Category:Technology]]
 
[[Category:Technology]]

Revision as of 19:39, 3 June 2016

Researching technologies

The major countries, except France, start with four research slots, while all others start with three. All countries can reach a maximum of five slots by unlocking them through national focuses. Each technology has a base time to research, which may be affected by various modifiers:

  • Ahead of time: Each year ahead of time imposes a +200% penalty to research time. This appears to be accurate to a sub-year level.
  • Research bonus: Completing certain national focuses can give a -50% research bonus to the next technology researched in a given category.
  • Research bonus: Completing certain national focuses can give a -100% reduction on the ahead of time penalty for specific equipment.

Research bonuses

Several factors give Research bonuses:

Germany

(incomplete, split of in separate article to list all Research bonuses? see discussion)

Land

Infantry

Weapons & Equipment

1918 1936 1938 1939 1940 1941 1942 1943 1944 1945 1946
Support Weapons I
Infantry Defense +5.0%
Infantry Breakthrough +5.0%
Cavalry Defense +2.0%
Cavalry Breakthrough +2.0%
Motorised Defense +5.0%
Motorised Breakthrough +5.0%
Mechanised Defense +5.0%
Mechanised Breakthrough +5.0%
Mountaineers Defense +3.0%
Mountaineers Breakthrough +3.0%
Paratroopers Defense +3.0%
Paratroopers Breakthrough +3.0%
Marines Defense +3.0%
Marines Breakthrough +3.0%

Support Weapons II
Infantry Defense +5.0%
Infantry Breakthrough +5.0%
Cavalry Defense +2.0%
Cavalry Breakthrough +2.0%
Motorised Defense +5.0%
Motorised Breakthrough +5.0%
Mechanised Defense +5.0%
Mechanised Breakthrough +5.0%
Mountaineers Defense +3.0%
Mountaineers Breakthrough +3.0%
Paratroopers Defense +3.0%
Paratroopers Breakthrough +3.0%
Marines Defense +3.0%
Marines Breakthrough +3.0%
Support Weapons III
Infantry Defense +5.0%
Infantry Breakthrough +5.0%
Cavalry Defense +2.0%
Cavalry Breakthrough +2.0%
Motorised Defense +5.0%
Motorised Breakthrough +5.0%
Mechanised Defense +5.0%
Mechanised Breakthrough +5.0%
Mountaineers Defense +3.0%
Mountaineers Breakthrough +3.0%
Paratroopers Defense +3.0%
Paratroopers Breakthrough +3.0%
Marines Defense +3.0%
Marines Breakthrough +3.0%
Support Weapons? IV Night Fighting Equipment? I Night Fighting Equipment? II
Basic eq. Weapons I Improved Infantry Equipment I
Leg Infantry Soft Attack +5.0%
Cavalry Soft Attack +5.0%
Motorized Soft Attack +5.0%
Mechanised Soft Attack +5.0%
Weapons II
Defense: 28.0
Breakthrough: 4.0
Soft Attack: 9.0
Hard Attack: 1.5
Max Speed: 4.0 km/h
Piercing: 5.0
Reliability: 80%
Production Cost: 0.7
Improved Infantry Equipment II Weapons III Improved Infantry Equipment III
Anti-Tank? I Anti-Tank? II

Motorized

1918 1936 1940 1941 1942 1943 1944 1945 1946
Motorized
(Variant: Self-Propelled Rocket Artillery)
Enables Motorized
Enables Motorized Infantry
Unlocks a free Division Template
Mechanized I
Enables Mechanized equipment I
Mechanized II Mechanized III

Specialists

1918 1936 1938 1939 1940 1941 1942 1943 1944 1945 1946
Marine I
Enables Marines
Unlocks a free Division Template
Marine II
Marines Soft attack: +5%
Marines Organization: +5
Marine III
Mountain I
Enables Mountaineers
Unlocks a free Division Template
Mountain II Mountain III
Paratrooper I
Enables Paratroopers
Unlocks a free Division Template
Paratrooper II Paratrooper III

Support

Field Hospital and Logistic Company requiers Motorised to be researched. Signal Company additionally requires Radio to be researched.

1918 1936 1939 1942 1945
Support Equipment Engineer I Engineer II Engineer III Engineer IV
Recon I Recon II Recon III Recon IV
Military Police I Military Police II Military Police III Military Police IV
Maintenance I Maintenance II Maintenance III Maintenance IV
Field Hospital I Field Hospital II Field Hospital III Field Hospital IV
Logistics Company I Logistics Company II Logistics Company III Logistics Company IV
(Radio) Signal I Signal II Signal III Signal IV

Armor

Year Light Medium Heavy Super-Heavy
Great War
1934 Light I Heavy I
1936 Light II
1939 Medium I
1941 Light III Medium II Heavy II
1943 Medium III Heavy III Super-Heavy I
1945 Modern

Each armor type (except the Great War Tank) also has three variants: Tank Destroyer, Self-Propelled Artillery, and Self-Propelled Anti-Air:

Tank Destroyers

Year Light Medium Heavy Super-Heavy
1934 Light I
Breakthrough: 1.0
Hardness: 70%
Hard Attack: 10.0
Armor: 10.0
Reliability: 80%
Production Cost: 5.0
Heavy I
1936 Light II
1939 Medium I
1941 Light III Medium II Heavy II
1943 Medium III Heavy III Super-Heavy I
1945 Modern

Self-Propelled Artillery

Year Light Medium Heavy Super-Heavy
1934 Light I
Defense: 4.0
Breakthrough: 2.0
Hardness: 40%
Soft Attack: 42.0
Hard Attack: 0.5
Max Speed: 10.0 km/h
Armor: 5.0
Piercing: 4.0
Reliability: 80%
Production Cost: 5.0
Heavy I
1936 Light II
1939 Medium I
1941 Light III Medium II Heavy II
1943 Medium III Heavy III Super-Heavy I
1945 Modern

Self-Propelled Anti-Air

Year Light Medium Heavy Super-Heavy
1934 Light I
Defense: 2.0
Breakthrough: 2.0
Hardness: 40%
Soft Attack: 2.0
Hard Attack: 1.0
Air Attack: 10.0
Max Speed: 10.0 km/h
Armor: 8.0
Piercing: 22.0
Reliability: 80%
Production Cost: 10.0
Heavy I
1936 Light II
1939 Medium I
1941 Light III Medium II Heavy II
1943 Medium III Heavy III Super-Heavy I
1945 Modern

Artillery

Year Anti-Air Anti-Tank Artillery Rocket Artillery
1934 Towed Artillery I
1936 AA I
Enables Towed Anti-Air
AT I
Enables Towed Anti-Tank
Defence 4.0
Soft Attack 4.0
Hard Attack 15.0
Piercing 77.0
Reliability 80.0%
Profuction Cost 4
Interwar Artillery
Artillery, Support Artillery Soft Attack: +10%
1939 (bonus)? (bonus)? Artillery II(Improved Artillery)
Defence 15.0
Breakthrough 7.0
Soft Attack 40.0
Hard Attack 2.0
Piercing 5.0
Reliability 80.0%
Profuction Cost 4
1940 AA II AT II (bonus)? Rocket Artillery I
1941 (bonus)? (bonus)? (bonus)? (towed Rocket Artillery)?
1942 (bonus)? (bonus)? Artillery III (bonus)?

* Years with (bonus) will give a unknown bonus to the respective Artillery branch. Fields with Roman numerals unlock new equipment.

Land doctrine

Land doctrine trees are mutually exclusive, with further mutually exclusive sub-paths within each tree.

Mobile Warfare doctrine

Mobile warfare is a focus on speed and maneuver to cut off and disorganize enemy forces.

This is the favored doctrine of Germany.

Mobile Warfare
All Armor:
Breakthrough: +20%

Planning speed : +50%
Divisions speed: +10%
Org Loss when Moving: -10%
Enables Unexpected thrust

Delay
All Infantry & Mot/Mech:
Organization: +15.0

Enables Delay

Elastic Defence
All Armor:
Organisation: +5

Enables Elastic Defense

Mobile Infantry Blitzkrieg
? Armored Spearhead
All Armor:
Breakthrough: +20%
Organization: +15

Enables Blitz

Mass Motorization
All Infantry & Mot/Mech:
Organization: +10
Schwerpunkt
All Armor:
Recovery Rate: +10%
Organization: +10
Mechanized Offensive

Mechanized Infantry Organization: +15
Motorized Infantry Organization: +15
All Armor:

Organization: +15

Enables Blitz

Blitzkrieg
Motorised Infantry Organisation: +5
Mechanised Infantry Organisation: +5
All Armor:
Recovery Rate: +10%
Armor Organisation: +10

Enables Breakthrough

Kampfgruppe
Army:
Recovery Rate: +20%
Organization: +10

Planning Speed: +20%
Enables Overwhelming Fire

Desperate Defense Modern Blitzkrieg
Volkssturm

The Volkssturm, or People's Militia, consisted of men that were too old,
too young or otherwise unfit for regular military service

Recruitable Population: 2%

Fire brigades
Army:
Organization: +10
Non-Discriminatory Conscription

Even invalids and cripples must be drafted, there is no such thing
as a civilian

Recruitable Population: 3%

Backhand Blow
Enables Backhand Blow
? Modern Blitzkrieg
Army:
Recovery Rate: +0.20


All Armor:

Breakthrough: +20%
Organisation: +15

Superior Firepower doctrine

This doctrine focuses on throwing shells, not men, at the enemy. Our manpower is precious, bullets are cheap.

This is the favored doctrine of the United States.

Superior Firepower
Soft Attack: +20%
Enables Suppressive Barrage
Delay
Leg Infantry Organization: +10
Enables Delay
Mobile Defense
All infantry & Mot/Mech Defense: +20%
Enables Elastic Defense
Dispersed Support Integrated Support
Dispersed Support
Line Artillery Organization: +10
?
? ?
?
AirLand Battle Shock & Awe
? ?
? ?
? ?
? ?

Grand Battleplan doctrine

Extensive planning and preparation before engaging in battle is the key to success.

This is the favored doctrine of the United Kingdom and France (Assault branch) and Japan (Infiltration branch).

Trench Warfare
A shovel is often the best weapon of the infantry. Units learn the value of entrenching in any position they take up

Entrenchment speed: +25%
Max Entrenchment: +10
Grand battle Plan
Extensive planning and preparation before engaging in battle is the key to success
Max Planning: +30%
Prepared Defense
All Infantry, Motorized, and Mechanical:
Defense: +10%
Organization: +10
Grand Assault
Army
Breakthrough: +10%
Soft Attack: +5%
Enables Tactic: Well Planned Attack
Assault Infiltration
Mechanized Offensive

Mechanized Infantry Organization: +5
Motorized Infantry Organization: +5
Enables Blitz and Elastic Defense

Infantry Offensive

Leg Infantry:

Breakthrough: +10%
Organization: +5

Enables Infiltration Assault

Assault Concentration

Enables Overwhelming Fire
Max Planning: +20%

Armored Operations
All Armor:
Recovery Rate: +10%
Organization: +10

Enables Blitz and Elastic Defense

Branch Inter-operation
Army:
Organization: +5
Infiltration Assault
Supply consumption: -10%
Assault Breakthrough
Army:
Breakthrough: +10%

Enables Breakthrough

Night Assault Tactics
Land Night Attack: +25%
Central Planning
Max Planning: +10%
Planning speed : +10%
Attritional Containment
Army:
Organization: +5
C3I
Army:
Organization: +5

Reinforce Rate: +40%

Infiltration in Depth
Recon Reconnaissance:+?

Mass Assault doctrine

"Perfect" weapons are overrated, a large number of "good enough" weapons is the path to victory!

This is the favored doctrine of the Soviet Union and China.

Mass Assault
Reinforcement Rate: +2%
Pocket Defense
Supply Grace: +48 Hour(s)
Out of supply: -10%
Defense in Depth
Max Entrenchment: +5.0

Leg Infantry:

Organization: +5
Deep Battle Mass Mobilization
Large Front Operations

Enables Relentless Assault
Supply consumption: -10%

People's Army

Effect of our partisans: +10%
Division Attrition: -10%
Enables Mass Charge

Deep Operations

Tanks:

Organization: +2

Enables Blitz

Infantry Offensive

Infantry Recovery Rate: +0.30

Operational Concentration

Enables Elastic Defense
Max Planning: +10%

Large Front Offensive

All Infantry & Mot/Mech:

Organization: +10

Tanks:

Organization: +2
Vast Offensives

Infantry Combat Width: -0.4
Enables Overwhelming Fire
Supply consumption: -10%

Human Wave Offensive

Infantry Combat Width: -0.4
Recruitable Population: 5%

Breakthrough Priority

Tanks:

Breakthrough: +10%
Organization: +1

All Infantry & Mot/Mech:

Breakthrough: +10%
Organization: +5

Enables Breakthrough

Guerilla Warfare

Army:

Recovery Rate: +0.20

Enables Guerilla Tactics
Out of Supply: -30%
Effect of our partisans: +20%

Mechanized Wave

Mechanized Infantry Recovery Rate: +0.10
Mechanized Infantry Organization: +10
Motorized Infantry Recovery Rate: +0.10
Motorized Infantry Organization: +10
Tanks:

Organization: +2

Tanks & Armor Variants:

Recovery Rate: +0.10
Continuous Offensive

Enables Backhand Blow
Org loss when moving: -25%

Naval

Ships

1922 1936 1940 1944
Destroyer I Destroyer II Destroyer III Destroyer IV
Light Cruiser I Light Cruiser II Light Cruiser III Light Cruiser IV
Heavy Cruiser I Heavy Cruiser II Heavy Cruiser III Heavy Cruiser IV
Battlecruiser I Battlecruiser II
Battleship I Battleship II Battleship III Battleship IV
Super-Heavy Battleship I Super-Heavy Battleship II
Carrier I? Carrier II? Carrier III? Carrier IV?
Submarine I? Submarine II? Submarine III? Submarine IV?
Transport Ship
Troop Convoy Requirements: -50%
Landing Craft Tank Landing Craft?

Naval doctrine

Naval doctrine trees appear to be mutually exclusive while their branches are not.

Fleet in Being

A strong fleet focused around battleships means that we are a force to be reckoned with when deployed at sea.

This is the favored doctrine of the United Kingdom.

Fleet in Being
Battleship Organization: +10
Battlecruiser Organization: +10
Heavy Cruiser Organisation: +10
Battlefleet Concentration
Battleship Search & Destroy: +50.0%
Battleship Organisation: +10
Battlecruiser Search & Destroy: +50.0%
Battlecruiser Organisation: +10
Heavy Cruiser Search & Destroy: +50.0%
Heavy Cruiser Organisation: +10
Convoy Sailing
Destroyer Sub detection: +10.0%
Destroyer Organization: +10
Escort Effciency: +10.0%
Submarine Operations
Submarine Surface Detection: +10.0%
Submarine Organisation: +10
Subsidiary Carrier Role
Carrier Organisation: +10
Sortie Efficency: +10,0%
Convoy Escorts
Destroyer Sub Detection: +20.0%
Destroyer Organisation: +10
Escort Efficency: +15,0%
?
Hunter Killer Groups
Destroyer Sub Detection: +20.0%
Destroyer Organisation: +20
Light Cruiser Sub Detection: +20.0%
Light Cruiser Organisation: +10
Escort Efficency: +10,0%
Escort Carriers
Escort Efficency: +30,0%
?
Floating Fortress
Battleship Organization: +20
Capital Ship Armor +10%
Integrated Convoy Defense? ?
Floating Airfield
?

Trade Interdiction

Against a stronger naval opponent we can focus on tying up their fleet and destroying supply lines to starve their war machine.

This is the favored doctrine of the German Reich.

Trade Interdiction
Submarine Surface Detection: +10.0%
Submarine Organisation: +10
Light Cruisers Surface Detection: +10.0%
Light Cruisers Organisation: +10
Heavy Cruisers Surface Detection: +10.0%
Heavy Cruisers Organisation: +10
Commerce Raiders? ? Convoy Interdirecton
Submarine Surface Detection: +10.0%
Submarine Raiding Coordination: +10.0%
Submarine Organisation: +10
Capital Ship Raiders? Convoy Sailing? ?
Fleet Concentration? ? Wolfpacks?
? ? ?
Floating Airfield ?

Base Strike

With a strong focus on carriers no enemy will be outside our reach. Neither at land or at sea.

This is the favored doctrine of the United States and Imperial Japan.

Base Strike
Port Strikes: +50%
Aircraft Carrier Organization: +20
Commerce Defense? Trade Interdiction Submarine? Carrier Primacy
Carrier Organization: +20
Sortie Efficiency: +10%
Naval Targeting: +10%
? ? ?
Convoy Sailing? ? Floating Airfield
Aerial Convoy Defense? ? ?
?
?

Air

Aircraft

Year Light Medium Heavy
Support Fighter Naval Bomber Heavy Fighter Tactical Bomber Strategic Bomber
1933 Fighter I Tactical Bomber I
1936 Support I Fighter II Naval Bomber I Heavy Fighter I Tactical Bomber II Strategic Bomber I
1940 Support II Fighter III Naval Bomber II Heavy Fighter II Tactical Bomber III Strategic Bomber II
1944 Support III Fighter IV Naval Bomber III Heavy Fighter III Tactical Bomber IV Strategic Bomber III
Jet Engines
1945 Jet Fighter I Jet Tactical Bomber I
1948? Jet Fighter II? Jet Tactical Bomber II? Jet Strategic Bomber I?

Light aircraft have navalized variants, which allows them to be based on aircraft carriers.

Air doctrine

Strategic Destruction

By bombing the enemies factories, either by night, or more dangerously, during the day we can seriously hinder their war machine.

Air Superiority: Fighter detection: +10%
Formation Flying
Fighter detection: +10%
Force Rotation
Interception detection: +10%
Air Offense
Air superiority attack: +10%
? Air Defense? ?
? ? ? ?
? ? ? Home Defense?
Fighter Ace Initiative? Fighter Veteran Initiative?

Battlefield Support

By improving how close air support interacts with divisions we can lay waste to enemy divisions with optimal support.

Formation Flying
Fighter Detection: +15.00%
Dive Bombing
Air Support Mission Efficiency: +20.0%
Direct Ground Support
Ground Support: +20.0%
Support Veteran Initiative? ?
Support Ace Initiative? ?

Operational Integrity

Tactical bombers are flexible and can perform both ground support and regular bombing.

Operational Destruction?
Infrastructure Destruction
TAC bombing: +100%
Logistical Strike?
Battlefield Interdiction?
Bomber Veteran Initiative? Carousel Bombardment?
Bomber Ace Initiative? Keypoint Bombardment?
?

Industry

Engineering

Electronic Engineering

Year
1934 Electronic Mechanical Engineering
Research Speed: +2%
Radio
Reinforce Rate: +10%
Mechanical Computing
Research Speed: +3%
Radio Detection
Enables Radar Station (Level 1)
1938 Decimetric Radar

Enables Radar Station (Level 2)

Basic Encryption
Encryption: +1
Computing Machine
Research Cost: -3%
Basic Decryption
Decryption: +1
?
1940 ? Encryption? II ? Decryption? II
?

Secret

Year Atomic Research Experimental Rockets
1940 Atomic Research
Research Speed: +2%
1943 Nuclear Reactor Experimental Rockets
1944 Flying Rockets (Rocket I) Jet Engine
1945 Nuclear Bomb Ballistic Missiles (Rocket II)
1946 ICBMs (Rocket III)

Industry

Year Production Industry Construction Synthetic Oil
1936 Basic Machine Tools:
Production Efficiency Cap: +5.0%
Concentrated industry.pngConcentrated Industry:
Factory Output: +20.0%
Max Factories in State: +20.0%
Dispersed Industry:
Factory Output: +10.0%
Production Efficiency Loss: +10.0%
Factory Bomb Vulnerability: -10.0%
Max Factories in state: +20.0%
Construction I:
Construction Speed: +10.0%
Excavation I:
Resource Gain Efficiency: +10.0%
Synthetic Oil Experiments:
Enables building: Synthetic Refinery (Level 1)
Oil Plant:
Enables Building: Synthetic Refinery (State Level: 2)
1937 Improved Machine Tools:
Production Efficiency Cap: +10.0%
Concentrated Industry II:
Factory Output: +20.0%
Max Factories in state: +20.0%
Dispersed Industry II:
Factory Output: +10.0%
Production Efficiency Loss: +10.0%
Factory Bomb Vulnerability: -10.0%
Max Factories in state: +20.0%
Construction II:
Construction Speed: +10.0%
Excavation II:
Resource Gain Efficiency: +10.0%
?
1939 Advanced Machine Tools:
Production Efficiency Cap: +15.0%
Concentrated Industry III:
Factory Output: +20.0%
Max Factories in State: +20.0%
Dispersed Industry III:
Factory Output: +10.0%?
Production Efficiency Loss: +10.0%
Factory Bomb Vulnerability: -10.0%
Max Factories in State: +20.0%
Construction III:
Factory Repair Speed: +50.0%
? ?
1941 Assembly Line Production:
Production Efficiency Cap: +20.0%
Concentrated Industry IV:
Factory Output: +20.0%
Max Factories in State: +20.0%
Dispersed Industry IV:
Factory Output: +5.0%
Factory Bombing Defense: +20.0%
Construction IV:
Construction Speed: +20.0%
? ?
1943 ? ? Concentrated Industry V?:
Factory Output: +10.0%?
Dispersed Industry V?:
Factory Output: +5.0%?
Factory Bombing Defense: +20.0%?
Construction V?:
Construction Speed: +20.0%?
? ?

References