Difference between revisions of "Variant"

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{{version|Pre-release}}
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{{Version|1.8}}
'''Variants''' may be created of [[tanks]], tank-based weapons, [[airplanes]] and [[ships]] using [[experience]] to upgrade specific attributes. Sometimes a small improvement in speed, protection, or firepower can make a significant difference in the field. Variants are expensive in XP, so their use should take into account the expected benefit, production volume, and service lifetime of the variant in deciding where to commit these resources.  
+
Equipment variants are concrete, country-specific classes of [[equipment]] which are based on an equipment type. They may include customizations such as [[design company|design companies]], upgrades, or modules.
  
== Upgrading ==
+
== Base ==
 +
{{SVersion|1.8}}
 +
When a country unlocks an equipment type by researching the corresponding technology, a base variant of it gets created. Where applicable, it uses the design company the country has at that moment. It is not necessary to already have the design company when the research starts.
  
Each upgrade may be selected up to 5 times, and may be made at different times. Existing equipment upgrades may be viewed in the Production screen. Upgrades in one area may reduce performance in another area - e..g., complexity reducing reliability or slower speed due to increased weight, so it is worthwhile to experiment with the balancing of upgrades before saving a variant. Note that land units may use maintenance support companies that increase reliability for equipment in that division, and also that equipment stats and performance may also be affected by government staff with particular skills that provide modifiers.
+
== Upgrade ==
 +
{{Sversion|1.8}}
 +
Several types of equipment can be further upgraded using experience. Upgraded variants may be created of [[tanks]], tank-based weapons, [[airplanes]] and [[ship]]s using [[experience]] to upgrade specific attributes. Sometimes a small improvement in speed, protection, or firepower can make a significant difference in the field.
  
== Armored units ==
+
Variants are expensive in XP, so their use should take into account the expected benefit, production volume, and service lifetime of the variant in deciding where to commit these resources. This is especially important for capital ships, as they take a very long time to build and there are large year-gaps between models.
  
The first upgrade level costs 5 XP. Each subsequent level costs 5 XP more than the last. It therefore costs 1050 XP to fully upgrade a model with 20 upgrades.
+
Each upgrade may be selected up to five times and may be made at different times. Existing equipment upgrades may be viewed in the Production screen. Upgrades in one area may reduce performance in another area - e.g., complexity reducing reliability or increased weight-reducing speed. Note that land units may use maintenance support companies that increase reliability for equipment in that division, and also that equipment stats and performance may also be affected by government staff with particular skills that provide modifiers.
  
{|class = "wikitable"
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For land equipment, the first upgrade level costs {{hover|NMilitary.LAND_EQUIPMENT_BASE_COST|10}} experience, for air and naval equipment it costs {{hover|NMilitary.NAVAL_EQUIPMENT_BASE_COST and NMilitary.AIR_EQUIPMENT_BASE_COST|25}}. Each subsequent level costs {{hover|NMilitary.LAND_EQUIPMENT_RAMP_COST, NMilitary.NAVAL_EQUIPMENT_RAMP_COST and NMilitary.AIR_EQUIPMENT_RAMP_COST|5}} experience more.
! Upgrade !! Units !! Bonuses !! Penalties
+
 
 +
With {{icon|mtg|1}} naval equipment upgrades are not available, as ship classes are designed using modules instead.
 +
 
 +
<div style="display:flex;justify-content:space-evenly">
 +
{|class = "wikitable mw-collapsible mw-collapsed"
 +
|+ {{nowrap|List of land equipment upgrades}}
 +
! Upgrade !! Types !! Bonuses !! Penalties
 
|-
 
|-
| Armor || All || {{green|+5%}} Armor || {{red|-1%}} Speed<br/>{{red|-5%}} Reliability
+
| Armor || all armor || {{green|+5%}} Armor || {{red|-2%}} Speed<br/>{{red|-5%}} Reliability
 
|-
 
|-
| Engine || All || {{green|+2%}} Speed ||  
+
| Engine || all armor || {{green|+4%}} Speed ||  
 
|-
 
|-
| Reliability || All || {{green|+10%}} Reliability ||  
+
| Reliability || all armor || {{green|+10%}} Reliability ||  
 
|-
 
|-
| Tank gun || Tank || {{green|+10%}} Soft Attack<br/>{{green|+10%}} Hard Attack<br/>{{green|+5%}} Piercing || {{red|-1%}} Speed<br/>{{red|-5%}} Reliability
+
| Tank Gun || Tank || {{green|+3%}} Soft Attack<br/>{{green|+10%}} Hard Attack<br/>{{green|+5%}} Piercing || {{red|-2%}} Speed<br/>{{red|-5%}} Reliability
 
|-
 
|-
| AA gun || Self-propelled AA || {{green|+30%}} Air Attack || {{red|-1%}} Speed<br/>{{red|-5%}} Reliability
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| AA Gun || Self-propelled AA || {{green|+15%}} Air Attack || {{red|-2%}} Speed<br/>{{red|-5%}} Reliability
 
|-
 
|-
| AT gun || Tank destroyer || {{green|+10%}} Soft Attack<br/>{{green|+10%}} Hard Attack<br/>{{green|+5%}} Piercing || {{red|-1%}} Speed<br/>{{red|-5%}} Reliability
+
| AT Gun || Tank destroyer || {{green|+10%}} Soft Attack<br/>{{green|+10%}} Hard Attack<br/>{{green|+5%}} Piercing || {{red|-2%}} Speed<br/>{{red|-5%}} Reliability
 
|-
 
|-
| Artillery || Self-propelled artillery || {{green|+5%}} Soft Attack || {{red|-1%}} Speed<br/>{{red|-5%}} Reliability
+
| Artillery || Self-propelled artillery || {{green|+3%}} Soft Attack || {{red|-2%}} Speed<br/>{{red|-5%}} Reliability
 
|}
 
|}
 
+
{|class = "wikitable mw-collapsible mw-collapsed"
== Naval ==
+
|+ {{nowrap|List of naval equipment upgrades}}
The first upgrade level costs 25 XP. Each subsequent level costs 5 XP more than the last. It therefore costs 1450 XP to fully upgrade a model.
+
|-
 
+
! Upgrade !! Types !! Bonuses !! Penalties
{|class = "wikitable"
+
|-
! Upgrade !! Units !! Bonuses !! Penalties
+
| <span id="ship_gun_upgrade">Gun</span> || <abbr title="light cruiser">CL</abbr><br/><abbr title="heavy cruiser">CA</abbr><br/>torpedo cruiser<br/>heavy ships || {{green|+4%}} Light Attack<br/>{{green|+5%}} Light Piercing<br/>{{green|+4%}} Heavy Attack<br/>{{green|+5%}} Heavy Piercing || {{red|-1%}} Max Speed<br/>{{red|-0.5%}} Reliability
 
|-
 
|-
| Ship engine || Not submarine || {{green|+2%}} Speed ||
+
| <span id="ship_torpedo_upgrade">Torpedo || torpedo cruiser<br/><abbr title="destroyer">DD</abbr> || {{green|+7.5%}} Torpedo attack || {{red|-1%}} Max Speed<br/>{{red|-1%}} Max Range
 
|-
 
|-
| Reliability || Not destroyer || {{green|+2%}} Reliability ||  
+
| <span id="ship_armor_upgrade">Armor</span> || <abbr title="heavy cruiser">CA</abbr>, heavy ships || {{green|+5%}} Armor || {{red|-1%}} Speed
 
|-
 
|-
| Armor || Non-carrier capital || {{green|+3%}} Armor || {{red|-1%}} Speed<br/>{{red|-1%}} Reliability
+
| <span id="ship_engine_upgrade">Engine</span> || <abbr title="carrier">CV</abbr>, heavy ships<br/><abbr title="light cruiser">CL</abbr>, <abbr title="heavy cruiser">CA</abbr>, torpedo cruiser || {{green|+3%}} Speed<br/>{{green|+5%}} Max Range || {{red|-0.5%}} Reliability
 
|-
 
|-
| Gun || Not destroyer, submarine, carrier || {{green|+4%}} Gun Attack<br/>{{green|+1%}} Gun Range<br/>{{green|+5%}} Piercing || {{red|-1%}} Speed<br/>{{red|-1%}} Reliability
+
| <span id="destroyer_engine_upgrade">Engine</span> || <abbr title="destroyer">DD</abbr> || {{green|+3%}} Speed<br/>{{green|+5%}} Max Range ||
 
|-
 
|-
| Ship torpedo || Destroyer || {{green|+10%}} Torpedo Attack || {{red|-1%}} Speed
+
| <span id="ship_reliability_upgrade">Reliability</span> || <abbr title="carrier">CV</abbr>, heavy ships, <abbr title="submarine">SS</abbr><br/><abbr title="light cruiser">CL</abbr>, <abbr title="heavy cruiser">CA</abbr>, torpedo cruiser || {{green|+1.5%}} Reliability || {{red|-4%}} Max Range
 
|-
 
|-
| Anti-air || Destroyer, light cruiser || {{green|+5%}} Anti-air||  
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| <span id="ship_anti_air_upgrade">Anti-Air</span> || <abbr title="light cruiser">CL</abbr>, <abbr title="destroyer">DD</abbr> || {{green|+5%}} Anti-air|| {{red|-1%}} Max Speed
 
|-
 
|-
| ASW || Destroyer  || {{green|+2%}} Sub detection<br/>{{green|+4%}} Depth Charge || {{red|-1%}} Torpedo Attack  
+
| <span id="ship_ASW_upgrade">ASW</span> || <abbr title="destroyer">DD</abbr> || {{green|+4%}} Sub Detection<br/>{{green|+4%}} Depth Charge || {{red|-1%}} Torpedo Attack  
 
|-
 
|-
| Sub torpedo || Submarine || {{green|+4%}} Torpedo Attack || {{red|-5%}} Speed<br/>{{red|-2%}} Reliability
+
| <span id="sub_torpedo_upgrade">Torpedo</span> || <abbr title="submarine">SS</abbr> || {{green|+4%}} Torpedo attack || {{red|-2%}} Max Speed
 
|-
 
|-
| Sub stealth || Submarine || {{green|-5%}} visibility || {{red|-5%}} Speed<br/>{{red|-5%}} Reliability
+
| <span id="sub_stealth_upgrade">Stealth</span> || <abbr title="submarine">SS</abbr> || {{green|-5%}} Sub Visibility || {{red|-2%}} Max Speed
 
|-
 
|-
| Sub engine || Submarine || {{green|+5%}} Speed || {{red|+5%}} visibility
+
| <span id="sub_engine_upgrade">Engine</span || <abbr title="submarine">SS</abbr> || {{green|+5%}} Max Speed<br/>{{green|+5%}} Max Range || {{red|+5%}} Sub Visibility<br/>{{red|-0.5%}} Reliability
 
|-
 
|-
| Deck space || Carrier || {{green|+5%}} deck space || {{red|-20%}} armor
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| <span id="ship_deckspace_upgrade">Deck Space</span> || <abbr title="carrier">CV</abbr> || {{green|+7.5%}} Deck Space || {{red|-5%}} Armor
 
|-
 
|-
| Carrier armor || Carrier || {{green|+100%}} armor || {{red|-2%}} deck space
+
| <span id="carrier_armor_upgrade">Armor</span> || <abbr title="carrier">CV</abbr> || {{green|+10%}} Armor<br/>{{green|+1%}} HP || {{red|-4%}} Deck Space
 
|}
 
|}
 
+
{|class = "wikitable mw-collapsible mw-collapsed"
== Air ==
+
|+ {{nowrap|List of air equipment upgrades}}
The first upgrade level costs 25 XP. Each subsequent level costs 5 XP more than the last. It therefore costs 1450 XP to fully upgrade a model.
+
|-
 
+
! Upgrade !! Types !! Bonuses !! Penalties
{|class = "wikitable"
 
! Upgrade !! Units !! Bonuses !! Penalties
 
 
|-
 
|-
| Gun || Non-carrier fighter || {{green|+10%}} Air attack || {{red|-1%}} speed<br/>{{red|-10%}} reliability<br/>{{red|-5%}} agility
+
| <span id="plane_gun_upgrade">Weapons</span>  || (jet/heavy) fighter, rocket interceptor || {{green|+10%}} Air Attack || {{red|-1%}} Speed<br/>{{red|-10%}} Reliability<br/>{{red|-5%}} Agility
 
|-
 
|-
| Carrier Gun || Carrier fighter || {{green|+10%}} Air attack || {{red|-1%}} speed<br/>{{red|-15%}} reliability<br/>{{red|-5%}} agility
+
| <span id="cv_plane_gun_upgrade">Weapons</span> || carrier fighter || {{green|+10%}} Air Attack || {{red|-1%}} Speed<br/>{{red|-10%}} Reliability<br/>{{red|-15%}} Agility
 
|-
 
|-
| Range || Non-carrier || {{green|+10%}} Range || {{red|-10%}} reliability
+
| <span id="plane_range_upgrade">Range</span> || all non-carrier types || {{green|+10%}} Range || {{red|-10%}} Reliability
 
|-
 
|-
| Carrier range || Carrier || {{green|+15%}} Range || {{red|-10%}} reliability
+
| <span id="cv_plane_range_upgrade">Range</span> || all carrier types || {{green|+15%}} Range || {{red|-10%}} Reliability
 
|-
 
|-
| Engine || All || {{green|+2%}} Speed<br/>{{green|+5%}} Agility ||
+
| <span id="plane_engine_upgrade">Engine</span> || all || {{green|+2%}} Speed<br/>{{green|+5%}} Agility ||
 
|-
 
|-
| Reliability || All || {{green|+10%}} Reliability ||  
+
| <span id="plane_reliability_upgrade">Reliability</span> || all || {{green|+10%}} Reliability ||
 
|-
 
|-
| Naval attack || Non-carrier naval || {{green|+5%}} naval attack || {{red|-10%}} reliability
+
| <span id="plane_naval_upgrade">Attack</span> || <abbr title="naval bomber">NAV</abbr> || {{green|+5%}} Naval Attack || {{red|-10%}} Reliability
 
|-
 
|-
| Carrier naval attack || Carrier naval || {{green|+5%}} naval attack || {{red|-15%}} reliability
+
| <span id="cv_plane_naval_upgrade">Attack</span> || carrier <abbr title="naval bomber">NAV</abbr> || {{green|+5%}} Naval Attack || {{red|-15%}} Reliability
 
|-
 
|-
| Strategic bomb || Strategic bomber || {{green|+5%}} bombing || {{red|-10%}} reliability<br/>{{red|-5%}} range
+
| <span id="plane_bomb_upgrade">Bombing</span> || (jet) strategic bomber || {{green|+5%}} Bombing || {{red|-10%}} Reliability<br/>{{red|-5%}} Range
 
|-
 
|-
| Tactical bomb || Tactical bomber || {{green|+2%}} bombing<br/>{{green|+2%}} ground attack || {{red|-10%}} reliability<br/>{{red|-5%}} agility
+
| <span id="plane_tac_bomb_upgrade">Bombing</span> || (jet) <abbr title="tactical bomber">TAC</abbr> || {{green|+2%}} Bombing<br/>{{green|+2%}} Ground Attack || {{red|-10%}} Reliability<br/>{{red|-5%}} Agility
 
|-
 
|-
| CAS || Support || {{green|+2%}} air attack<br/>{{green|+5%}} ground attack || {{red|-10%}} reliability<br/>{{red|-5%}} agility
+
| <span id="plane_cas_upgrade">Attack</span> || (carrier) <abbr title="close air support">CAS</abbr> || {{green|+2%}} Air Attack<br/>{{green|+5%}} Ground Attack || {{red|-10%}} Reliability<br/>{{red|-5%}} Agility
 
|}
 
|}
 +
</div>
 +
 +
== Module ==
 +
{{SVersion|1.8}}
 +
Modules extend the capabilities of an equipment variant in a more detailed manner than upgrades. Ship hulls as the basic equipment types offer a number of module slots that can be used. Without {{icon|mtg|1}}, researched ship equipment types automatically combine ship hulls and a standard configuration of modules that cannot be changed. With {{icon|mtg|1}}, the hulls and modules are researched individually and by spending naval experience are combined in the ship designer.
 +
 +
== Statistics ==
 +
{{See also|Equipment#Statistics}}
 +
The statistics of an equipment variant are based on the underlying equipment type, its design company, and upgrades or modules. Additive and averaged additive stats from modules are added to the stats of the equipment type. Multiplicative module stats as well as designer and upgrade stats stack additively among each other and are then applied as one factor.
 +
 +
For example if Japan has Mitsubishi as its air design company (+20% agility, +10% speed) while completing research on the 1940 fighter equipment type (agility 65), the resulting equipment variant (Ki-43 Hayabusa) has 65 * 120% = 78 agility. If Japan upgrades this variant with five points into Engine upgrade (5 * 5%), the resulting variant Ki-43 Hayabusa Kai A has 65 * 145% = 94.25 agility.
  
 
[[Category:Military]]
 
[[Category:Military]]

Latest revision as of 17:23, 19 February 2020

Equipment variants are concrete, country-specific classes of equipment which are based on an equipment type. They may include customizations such as design companies, upgrades, or modules.

Base[edit]

When a country unlocks an equipment type by researching the corresponding technology, a base variant of it gets created. Where applicable, it uses the design company the country has at that moment. It is not necessary to already have the design company when the research starts.

Upgrade[edit]

Several types of equipment can be further upgraded using experience. Upgraded variants may be created of tanks, tank-based weapons, airplanes and ships using experience to upgrade specific attributes. Sometimes a small improvement in speed, protection, or firepower can make a significant difference in the field.

Variants are expensive in XP, so their use should take into account the expected benefit, production volume, and service lifetime of the variant in deciding where to commit these resources. This is especially important for capital ships, as they take a very long time to build and there are large year-gaps between models.

Each upgrade may be selected up to five times and may be made at different times. Existing equipment upgrades may be viewed in the Production screen. Upgrades in one area may reduce performance in another area - e.g., complexity reducing reliability or increased weight-reducing speed. Note that land units may use maintenance support companies that increase reliability for equipment in that division, and also that equipment stats and performance may also be affected by government staff with particular skills that provide modifiers.

For land equipment, the first upgrade level costs 10 experience, for air and naval equipment it costs 25. Each subsequent level costs 5 experience more.

With Man the GunsMan the Guns naval equipment upgrades are not available, as ship classes are designed using modules instead.

List of land equipment upgrades
Upgrade Types Bonuses Penalties
Armor all armor +5% Armor -2% Speed
-5% Reliability
Engine all armor +4% Speed
Reliability all armor +10% Reliability
Tank Gun Tank +3% Soft Attack
+10% Hard Attack
+5% Piercing
-2% Speed
-5% Reliability
AA Gun Self-propelled AA +15% Air Attack -2% Speed
-5% Reliability
AT Gun Tank destroyer +10% Soft Attack
+10% Hard Attack
+5% Piercing
-2% Speed
-5% Reliability
Artillery Self-propelled artillery +3% Soft Attack -2% Speed
-5% Reliability
List of naval equipment upgrades
Upgrade Types Bonuses Penalties
Gun CL
CA
torpedo cruiser
heavy ships
+4% Light Attack
+5% Light Piercing
+4% Heavy Attack
+5% Heavy Piercing
-1% Max Speed
-0.5% Reliability
Torpedo torpedo cruiser
DD
+7.5% Torpedo attack -1% Max Speed
-1% Max Range
Armor CA, heavy ships +5% Armor -1% Speed
Engine CV, heavy ships
CL, CA, torpedo cruiser
+3% Speed
+5% Max Range
-0.5% Reliability
Engine DD +3% Speed
+5% Max Range
Reliability CV, heavy ships, SS
CL, CA, torpedo cruiser
+1.5% Reliability -4% Max Range
Anti-Air CL, DD +5% Anti-air -1% Max Speed
ASW DD +4% Sub Detection
+4% Depth Charge
-1% Torpedo Attack
Torpedo SS +4% Torpedo attack -2% Max Speed
Stealth SS -5% Sub Visibility -2% Max Speed
Engine</span SS +5% Max Speed
+5% Max Range
+5% Sub Visibility
-0.5% Reliability
Deck Space CV +7.5% Deck Space -5% Armor
Armor CV +10% Armor
+1% HP
-4% Deck Space
List of air equipment upgrades
Upgrade Types Bonuses Penalties
Weapons (jet/heavy) fighter, rocket interceptor +10% Air Attack -1% Speed
-10% Reliability
-5% Agility
Weapons carrier fighter +10% Air Attack -1% Speed
-10% Reliability
-15% Agility
Range all non-carrier types +10% Range -10% Reliability
Range all carrier types +15% Range -10% Reliability
Engine all +2% Speed
+5% Agility
Reliability all +10% Reliability
Attack NAV +5% Naval Attack -10% Reliability
Attack carrier NAV +5% Naval Attack -15% Reliability
Bombing (jet) strategic bomber +5% Bombing -10% Reliability
-5% Range
Bombing (jet) TAC +2% Bombing
+2% Ground Attack
-10% Reliability
-5% Agility
Attack (carrier) CAS +2% Air Attack
+5% Ground Attack
-10% Reliability
-5% Agility

Module[edit]

Modules extend the capabilities of an equipment variant in a more detailed manner than upgrades. Ship hulls as the basic equipment types offer a number of module slots that can be used. Without Man the GunsMan the Guns, researched ship equipment types automatically combine ship hulls and a standard configuration of modules that cannot be changed. With Man the GunsMan the Guns, the hulls and modules are researched individually and by spending naval experience are combined in the ship designer.

Statistics[edit]

See also: Equipment#Statistics

The statistics of an equipment variant are based on the underlying equipment type, its design company, and upgrades or modules. Additive and averaged additive stats from modules are added to the stats of the equipment type. Multiplicative module stats as well as designer and upgrade stats stack additively among each other and are then applied as one factor.

For example if Japan has Mitsubishi as its air design company (+20% agility, +10% speed) while completing research on the 1940 fighter equipment type (agility 65), the resulting equipment variant (Ki-43 Hayabusa) has 65 * 120% = 78 agility. If Japan upgrades this variant with five points into Engine upgrade (5 * 5%), the resulting variant Ki-43 Hayabusa Kai A has 65 * 145% = 94.25 agility.