Difference between revisions of "Variant"

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! Upgrade !! Bonuses !! Penalties
 
! Upgrade !! Bonuses !! Penalties
 
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| Reliability || {{green|+1.5%}} Reliability || {{green|-4%}} Operational range
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| Reliability || {{green|+1.5%}} Reliability || {{red|-4%}} Operational range
 
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| Engine || {{green|+3%}} Speed<br/>{{green|+5%}} Operational range<br/>{{green|+2%}} Evasion || {{red|-0.5%}} reliability
 
| Engine || {{green|+3%}} Speed<br/>{{green|+5%}} Operational range<br/>{{green|+2%}} Evasion || {{red|-0.5%}} reliability

Revision as of 19:31, 30 June 2016

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.

Upgrading

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.

Armored units

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.

Upgrade Units Bonuses Penalties
Armor All +5% Armor -1% Speed
-5% Reliability
Engine All +2% Speed
Reliability All +10% Reliability
Tank gun Tank +10% Soft Attack
+10% Hard Attack
+5% Piercing
-1% Speed
-5% Reliability
AA gun Self-propelled AA +30% Air Attack -1% Speed
-5% Reliability
AT gun Tank destroyer +10% Soft Attack
+10% Hard Attack
+5% Piercing
-1% Speed
-5% Reliability
Artillery Self-propelled artillery +5% Soft Attack -1% Speed
-5% Reliability

Naval

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.

Destroyer
Upgrade Bonuses Penalties
Engine +2% Speed
ASW +4% Sub Detection
+4% Depth Charge
-1% Torpedo Attack
Torpedo +7.5% Torpedo Attack -1% Speed
-1% Operational range
Anti-Air +5% Anti-Air -1% Speed
Light Cruiser
Upgrade Bonuses Penalties
Reliability +1.5% Reliability -4% Operational range
Engine +3% Speed
+5% Operational range
+2% Evasion
-0.5% reliability
Gun +4% Gun Attack
+3% Gun Range
+5% Piercing
+5% Shore bombardment
-1% Speed
-0.5% Reliability
Anti-Air +5% Anti-Air -1% Speed
Capital Ship
Upgrade Bonuses Penalties
Reliability +1.5% Reliability -4% Operational range
Engine +3% Speed
+5% Operational range
+2% Evasion
-0.5% reliability
Gun +4% Gun Attack
+3% Gun Range
+5% Piercing
+5% Shore bombardment
-1% Speed
-0.5% Reliability
Armor +3% Armor -1% Speed
-1% Reliability
Carrier
Upgrade Bonuses Penalties
Reliability +1.5% Reliability -4% Operational range
Engine +3% Speed
+5% Operational range
+2% Evasion
-0.5% reliability
Deck Space +7.5% Deck Space -5% Armor
Armor +10% Armor -4% Deck Space
Submarine
Upgrade Bonuses Penalties
Reliability +2% Reliability
Engine +5% Speed
+5% Operational range
+3% Evasion
+5% visibility
-0.5% reliability
Torpedo +4% Torpedo Attack -2% Speed
Stealth -5% visibility -2% Speed

Note that on subs, Engine and Stealth upgrades completely cancel each other out.

Air

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 Units Bonuses Penalties
Gun Non-carrier fighter +10% Air attack -1% speed
-10% reliability
-5% agility
Carrier Gun Carrier fighter +10% Air attack -1% speed
-15% reliability
-5% agility
Range Non-carrier +10% Range -10% reliability
Carrier range Carrier +15% Range -10% reliability
Engine All +2% Speed
+5% Agility
Reliability All +10% Reliability
Naval attack Non-carrier naval +5% naval attack -10% reliability
Carrier naval attack Carrier naval +5% naval attack -15% reliability
Strategic bomb Strategic bomber +5% bombing -10% reliability
-5% range
Tactical bomb Tactical bomber +2% bombing
+2% ground attack
-10% reliability
-5% agility
CAS Support +2% air attack
+5% ground attack
-10% reliability
-5% agility