Technology - General Tech Tree


Combat

Level 1: trenches. Adds +1 to the effective level of your territories’ defensive terrain. For example, if you had a territory with level 5 defensive terrain, it would function as a level 6 territory in combat. Cost: 3 EUs.

Level 2: upgraded combat techniques. Cost: 2 EUs.

Level 3: defensive fortifications. (Replaces trenches.) Your territories now receive +2 to the effective level of their defensive terrain. Cost: 3 EUs.

Level 4: improved combat techniques. Cost: 2 EUs.

Level 5: layered defense. (Replaces defensive fortifications.) Your territories now receive +3 to the effective level of their defensive terrain. Cost: 4 EUs.

Infantry

Level 1: basic infantry combat. Cost: 2 EUs.

Level 2: improved infantry training. Your infantry now have a land combat value of 0.8. Cost: 3 EUs.

Level 3: basic infantry tactics. Cost: 2 EUs.

Level 4: improved infantry tactics. Your infantry now have a land combat value of 0.9. Cost: 4 EUs.

Level 5: upgraded infantry tactics. Cost: 2 EUs.

Level 6: advanced infantry tactics. Your infantry now have a land combat value of 1. Cost: 4 EUs.

Level 7: handheld anti-tank weapon. (Bazooka, Panzerfaust, PIAT, etc.) Your infantry now have a land combat value of 1.1. Cost: 4 EUs. 

Level 8: combat effectiveness evaluation and adaptation. Cost: 2 EUs. 

Level 9: assault rifle. Your infantry now have a land combat value of 1.7. Cost: 5 EUs.

Level 10: advanced infantry training. Cost: 2 EUs.

Level 11: long-ranged Panzerfaust. Your infantry now have a land combat value of 2.3. Cost: 5 EUs. 

Artillery

Level 1: improved shells. Your artillery and blockhouses now have a land combat value of 1.8. Cost: 3 EUs.

Level 2: improved targeting. Your artillery and blockhouses now have a land combat value of 2.3. Cost: 5 EUs, + 1 PU for each of your nation’s artillery units on the board.

Level 3: AA gunnery. Your artillery and blockhouses now have an air combat value of 0.5. Cost: 3 EUs.

Level 4: upgraded artillery research. Cost: 3 EUs.

Level 5: high velocity firing mechanism. Your artillery and blockhouses now have a land combat value of 2.8. Cost: 5 EUs.

Level 6: advanced artillery research. Cost: 3 EUs.

Level 7: Proximity fuse. Your artillery and blockhouses now have a land combat value of 4 and an AA value of 1.5. Cost: 6 EUs.

Light Tanks (15 tons)

Level 1: allows the construction of light tanks. Light tanks have a land combat value of 0.5, 1 hitpoint, a movement of 2, a size of 1, and cost 3 PUs. Cost: 2 EUs.

Level 2: Improved gun. Your light tanks now have a land combat value of 0.7. Cost: 1 EU.

Level 3: Improved turret. Your light tanks now have a land combat value of 0.9. Cost: 1 EU.

Level 4: Improved ammunition. Your light tanks now have a land combat value of 1. Cost: 1 EU.

Level 5: Improved armor. Your light tanks now have two hitpoints. Cost: 2 EUs.

Medium Tanks (25 tons)

Level 1: medium tank design (you must have researched light tanks level 3 previously). Cost: 2 EUs.

Level 2: Medium tank. This technology gives you the option of converting your light tank force into medium tanks. Upon choosing to convert, you will receive one medium tank for every two light tanks in a territory. Light tanks which cannot be converted are scrapped for 2 PUs each. Medium tanks have a land combat value of 1, 2 hitpoints, a movement of 2, a size of 2, and cost 5 PUs. Cost: 3 EUs.

Level 3: Sloping armor. Your medium tanks now have 3 hitpoints. Cost: 2 EUs.

Level 4: Improved gun. Your medium tanks now have a land combat value of 1.5. Cost: 3 EUs.

Level 5: Improved turret. Your medium tanks now have a land combat value of 2. Cost: 3 EUs. 

Level 6: Improved armor. Your medium tanks now have 4 hitpoints. Cost: 2 EUs. 

Level 7: Improved ammunition. Your medium tanks now have a land combat value of 2.5. Cost: 3 EUs.

Battle tanks (50 tons)

Level 1: basic battle tank research. (You must have researched medium tanks level 6 previously.) Cost: 3 EUs.

Level 2: Battle tank. This technology gives you the option of converting your medium tank force into battle tanks. Upon choosing to convert, you will receive one battle tank for every two medium tanks in a territory. Medium tanks which cannot be converted are scrapped for 2 PUs each. Battle tanks have a land combat value of 2, 4 hitpoints, a movement of 2, a size of 3, and cost 8 PUs. Cost: 3 EUs.

Level 3: sloping armor. Your battle tanks now have 6 hitpoints. Cost: 3 EUs.

Level 4: Improved gun. Your battle tanks now have a land combat value of 3. Cost: 3 EUs.

Level 5: Improved turret. Your battle tanks now have a land combat value of 4. Cost: 4 EUs.

Level 6: Improved armor. Your battle tanks now have 8 hitpoints. Cost: 3 EUs. 

Level 7: Improved ammunition. Your battle tanks now have a land combat value of 5. Cost: 3 EUs.

Level 8: Improved sighting. Your battle tanks now have a land combat value of 5.5. Cost: 2 EUs.

Heavy tanks (75 tons)

Level 1: basic heavy tank design. (You must have researched battle tanks level 7 previously.) Cost: 4 EUs.

Level 2: Heavy tank. This technology gives you the option of converting your battle tank force into heavy tanks. Upon choosing to convert, you will receive one heavy tank for every two battle tanks in a territory. Battle tanks which cannot be converted are scrapped, for 3 PUs each. Heavy tanks have a land combat value of 4, 8 hitpoints, a movement of 2, a size of 4, and cost 12 PUs each. Cost: 4 EUs.

Level 3: Sloping armor. Your heavy tanks now have 12 hitpoints. Cost: 4 EUs.

Level 4: Improved gun. Your heavy tanks now have a land combat value of 6. Cost: 4 EUs.

Level 5: Improved turret. Your heavy tanks now have a land combat value of 8. Cost: 4 EUs.

Level 6: Improved armor. Your heavy tanks now have 16 hitpoints. Cost: 4 EUs.

Level 7: Improved ammunition. Your heavy tanks now have a land combat value of 10. Cost: 4 EUs.

Level 8: Improved sighting. Your heavy tanks now have a land combat value of 12. Cost: 4 EUs.

Level 9: Infrared sighting. Your heavy tanks now have a land combat value of 14. Cost: 4 EUs.

Destroyers

Level 1: improved anti-air. (May not be researched before round 4.) Adds +0.1 to the air combat value of destroyers. Cost: 3 EUs, plus 1 PU for each destroyer you have on the board.

Level 2: improved targeting. Add +0.1 to the naval combat value of destroyers. Cost: 4 EUs, plus 1 PU per destroyer you own.

Level 3: Further improved anti-air. (Replaces improved anti-air). Your destroyers’ bonus to anti-air is now +0.3. Cost: 5 EUs, plus 1 PU per each of your existing destroyers.

Cruisers

Level 1: improved anti-air. (May not be researched before round 4.) Adds +0.1 to the air combat value of your cruisers. Cost: 2 EUs, plus 1 PU for each of your cruisers on the board.

Level 2: improved targeting. Adds +0.3 to the naval combat value of your cruisers. Cost: 2 EUs, plus 1 PU for each of your existing cruisers.

Level 3: further improved anti-air. (replaces improved anti-air). Your cruisers’ bonus to anti-air is now +0.3. Cost: 4 EUs, plus 1 PU for each of your existing cruisers.

Battleships

Level 1: improved targeting. (May not be researched before round 4.) Adds +0.8 to the naval combat value of your battleships. Cost: 4 EUs, plus 1 PU for each of your existing battleships.

Level 2: improved anti-air. Adds +0.4 to the air combat value of your battleships. Cost: 4 EUs, plus 3 PUs for each of your existing battleships.

Level 3: Further improved anti-air (replaces improved anti-air). Your battleships’ bonus to anti-air is now +0.8. Cost: 4 EUs, plus 3 PUs for each of your existing battleships.

Aircraft carriers

Level 1: Fleet carrier. (May not be researched before round 4.) Upgrades your existing and new carriers to fleet carriers. Fleet carriers have the following specs:

Fleet Carrier

  • Naval combat value: 2
  • Air combat value: 2
  • Hitpoints: 20
  • Movement: 2
  • Cost: 28 PUs
  • Provides a landing place for up to four airplanes. The planes must be from one of the following categories: fighters (including jet fighters), dive bombers, torpedo bombers, jet fighter-bombers.

Cost: 5 EUs, plus 14 PUs per aircraft carrier you have on the board.

Radar and Sonar

Level 1: basic radar research. Cost: 2 EUs.

Level 2: improved radar research. Cost: 2 EUs.

Level 3: Improved fleet detection. Adds +0.1 to the naval combat value of your destroyers, +0.2 to the naval combat value of your cruisers and aircraft carriers, +0.3 to the naval combat value of your fleet carriers, and +0.5 to the naval combat value of your battleships. Cost: 2 EUs.

Level 4: upgraded submarine detection. Adds +0.2 to the anti-sub value of your destroyers and +0.1 to the anti-sub value of your cruisers. Cost: 2 EUs. 

Level 5: air-mounted radar. Adds +0.3 to the air combat value of your fighters and flying wings. Cost: 2 EUs.

Level 6: improved submarine detection (replaces upgraded submarine detection). Your destroyers’ anti-sub bonus is now +0.5, and your cruisers’ anti-sub bonus is now +0.2. Cost: 2 EUs.

Level 7: Further improved radar. Cost: 2 EUs.

Level 8: advanced submarine detection. (Replaces improved submarine detection.) Your destroyers’ anti-sub bonus is now +0.9, and your cruisers’ anti-sub bonus is now +0.4. Cost: 2 EUs.

Level 9: improved air-mounted radar. (Replaces air-mounted radar.) Your fighters and flying wings now receive +0.7 to their air combat value. Your torpedo bombers, jet fighter-bombers, and flying wings receive +0.4 to their anti-sub value. Your dive bombers receive +0.2 to their anti-sub value. Cost: 4 EUs.

Undersea

Level 1: improved attack. Your submarines now have a naval combat value of 1. Cost: 2 EUs, plus 1 PU for each of your existing subs.

Level 2: improved stealth. Your submarines now have 3 hitpoints, and cost 9 PUs to build. Cost: 4 EUs, plus 1 PU for each of your existing submarines. 

Level 3: improved torpedo loading and launching mechanism. Your submarines now have a naval combat value of 1.5. Cost: 4 EUs.

Level 4: greatly improved battery. Your submarines now have 4 hitpoints. Cost: 4 EUs.

Level 5: more streamlined design. Your submarines now have 5 hitpoints, a naval combat value of 2, and cost 10 PUs. Cost: 4 EUs, plus 1 PU for each of your existing submarines. 

Level 6: Schnorchel. Your submarines now have 6 hitpoints. Cost: 4 EUs.

Level 7: longer range electric torpedoes. Your submarines now have a naval combat value of 2.5. Cost: 3 EUs.

Level 8: Greatly improved electronic suite. Your submarines now have 8 hitpoints, and a naval combat value of 3. Cost: 4 EUs. 

Level 9: Anti-radar/sonar rubber coating. Your submarines now have 9 hitpoints. Cost: 4 EUs.

Piston engines

Level 1: basic piston engine. Cost: 4 EUs.

Level 2: nothing. Cost: 3 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: improved piston engine. Your piston fighters, dive bombers, and torpedo bombers now have three hitpoints. Cost: 5 EUs, plus 2 PUs for each of your piston fighters, dive bombers, and torpedo bombers.

Level 5: nothing. Cost: 3 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: advanced piston engine. Your piston fighters, dive bombers, and torpedo bombers now have four hitpoints. Cost: 6 EUs, plus 2 PUs for each of your piston fighters, dive bombers, and torpedo bombers. 

Fighters

Level 1: basic fighter tech. Allows you to build fighters. Cost: 4 EUs.

Level 2: nothing. Cost: 3 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: improved fighter. (You must have researched improved piston engine in a previous round.) Your fighters now have an air combat value of 1.5. Cost: 4 EUs, plus 1 PU per piston fighter you own.

Level 5: nothing

Level 6: nothing

Level 7: advanced fighter. (You must have researched advanced piston engine in a previous round.) Your fighters now have an air combat value of 2. Cost: 5 EUs, plus 1 PU per piston fighter you own.

Dive bombers

Level 1: basic dive bomber tech. Allows you to build dive bombers. Cost: 3 EUs.

Level 2: nothing. Cost 2 EUs.

Level 3: nothing. Cost: 2 EUs.

Level 4: improved dive bomber. (You must have researched improved piston engines in a previous round.) Your dive bombers now have an air combat value of 0.7, a land combat value of 3, and a naval combat value of 1.2. Cost: 3 EUs, plus 1 PU per dive bomber you own.

Level 5: nothing. Cost: 2 EUs.

Level 6: nothing. Cost: 2 EUs.

Level 7: advanced dive bomber. (You must have researched advanced piston engine in a previous round.) Your dive bombers now have an air combat value of 1, a land combat value of 4, and a naval combat value of 1.4. Cost: 4 EUs, plus 1 PU per dive bomber you own.

Torpedo bombers

Level 1: basic torpedo bomber tech. Allows you to build torpedo bombers. Cost: 3 EUs.

Level 2: nothing. Cost: 2 EUs.

Level 3: nothing. Cost: 2 EUs.

Level 4: improved torpedo bomber. (You must have researched improved piston engines in a previous round.) Your torpedo bombers now have an air combat value of 0.7, a land combat value of 1.5, and a naval combat value of 1.6. Cost: 2 EUs.

Level 5: nothing. Cost: 2 EUs.

Level 6: nothing. Cost: 2 EUs.

Level 7: advanced torpedo bomber. (You must have researched advanced piston engines in a previous round.) Your torpedo bombers now have an air combat value of 1, a land combat value of 2, and a naval combat value of 2. Cost: 3 EUs.

Strategic bombers

Level 1: basic strategic bombers. Allows you to build strategic bombers. Cost: 4 EUs.

Level 2: nothing. Cost: 3 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: improved strategic bomber. (You must have researched improved piston engines in a previous round.) Your strategic bombers now have an air combat value of 0.3, a land combat value of 1.5, a naval combat value of 0.4, a strategic bombing value of 6, four hitpoints, and a cost of 21 PUs. Cost: 5 EUs, plus 5 PUs per strategic bomber you own.

Level 5: nothing. Cost: 3 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: heavy strategic bomber. (You must have researched advanced piston engines in a previous round.) Your strategic bombers now have an air combat value of 0.5, a land combat value of 2, a naval combat value of 0.5, a strategic bombing value of 10, six hitpoints, a range of 10, and cost 24 PUs. Cost: 6 EUs, plus 5 PUs per strategic bomber you own.

Jet Engines

Level 1: nothing. (You must have previously researched improved piston engine.) Cost: 3 EUs.

Level 2: nothing. Cost: 3 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: basic jet engine. Cost: 5 EUs.

Level 5: nothing. Cost: 3 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: nothing. Cost: 3 EUs.

Level 8: nothing. Cost: 3 EUs.

Level 9: nothing. Cost: 3 EUs.

Level 10: advanced jet engine. Doubles the hitpoints of all your jet aircraft. Cost: 7 EUs, plus 2 PUs per jet aircraft you own.

Jet fighters

Level 1: nothing (You must have researched basic jet engines previously.) Cost: 3 EUs.

Level 2: basic jet fighter. Your fighters can be converted to jet fighters. For every two fighters you have in any given territory, you receive one jet fighter in their place. Fighters which cannot be converted are scrapped for 5 PUs each. Jet fighters have an air combat value of 3, 6 hitpoints, and cost 14 PUs to build. Cost: 5 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: nothing. Cost: 3 EUs.

Level 5: improved jet fighter. Your jet fighters now have an air combat value of 4, and 8 hitpoints. Cost: 7 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: efficient jet fighter manufacturing. Your jet fighters now cost 12 PUs to manufacture. Cost: 5 EUs.

Level 8: nothing. Cost: 3 EUs.

Level 9: nothing. Cost: 3 EUs.

Level 10: advanced jet fighter. Your jet fighters now have an air combat value of 6, land and naval combat values of 0.7, and 12 hitpoints. Cost: 10 EUs.

Jet fighter-bombers 

Level 1: nothing. (You must have researched basic jet engine in a previous round.) Cost: 3 EUs.

Level 2: basic jet fighter-bomber. For every two tactical bombers you have in any given territory, you will receive one jet fighter-bomber in their place. Tactical bombers which cannot be converted are sold for 5 PUs each. (Tactical bombers consist of dive bombers and torpedo bombers.) Jet fighter-bombers have an air combat value of 3, a land and naval combat value of 4, an anti-sub value of 1, 6 hitpoints, a range of 4, and cost 14 PUs each. Cost: 5 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: nothing. Cost: 3 EUs.

Level 5: improved fighter-bomber. Your fighter-bombers now have an air combat value of 3.5, land and naval combat values of 5, and 7 hitpoints. Cost: 5 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: efficient fighter-bomber manufacturing. Your fighter-bombers now cost 12 PUs to manufacture. Cost: 5 EUs.

Level 8: advanced jet fighter-bomber. Your fighter-bombers now have an air combat value of 4, land and naval combat values of 7, and 8 hitpoints. Cost: 7 EUs.

Flying Wings

Level 1: nothing. (You must have researched basic jet engine in a previous round.) Cost: 3 EUs.

Level 2: basic flying wing. You are now allowed to build flying wings. Flying wings have an air combat value of 4, a land and naval combat value of 3, an anti-sub combat value of 1, a strategic bombing value of 2, 8 hitpoints, a range of 6, a cost of 14 PUs, and a size of 3. Cost: 5 EUs.

Level 3: nothing. Cost: 3 EUs.

Level 4: nothing. Cost: 3 EUs.

Level 5: improved flying wing. Your flying wings now have an air combat value of 4.5, a land and naval combat value of 3.5, an anti-sub combat value of 1.5, and a strategic bombing value of 3. Cost: 5 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: efficient flying wing manufacturing. Your flying wings now cost 12 PUs to build. Cost: 5 EUs.

Level 8: nothing. Cost: 3 EUs.

Level 9: advanced flying wing. Your flying wings now have an air combat value of 5, a land and naval combat value of 4, an anti-sub combat value of 2, a strategic bombing value of 4, and 10 hitpoints. Cost: 7 EUs.

Nuclear technology

Level 1: basic nuclear research. Cost: 3 EUs.

Level 2: improved nuclear research. Cost: 3 EUs.

Level 3: upgraded nuclear research. Cost: 3 EUs.

Level 4: advanced nuclear research. Cost: 3 EUs.

Level 5: nothing. Cost: 3 EUs.

Level 6: nothing. Cost: 3 EUs.

Level 7: Nuclear bomb. Allows you to build nuclear production facilities, at 3 EUs per level. Nuclear production facilities must be built at industrial cities, with a limit of one nuclear production facility per industrial city. A level 1 or level 2 nuclear production facility does nothing. A level 3 or level 4 production facility produces one nuclear bomb per turn, and a level 5 facility produces two nuclear bombs per turn. A facility can only be upgraded by one level per turn. Cost of this tech: 3 EUs.

Each nuclear bomb exists as a separate game piece. Nuclear bombs can be loaded onto and transported by strategic bombers in the same way that land units can transported by transports. A strategic bomber can carry a maximum of one nuclear bomb. To use a nuclear bomb, load one or more bombs onto your strategic bombers, and use your planes to launch a strategic bombing raid in the normal way. If a group of planes contains some strategic bombers with nuclear bombs and some without, the first strategic bomber to be destroyed is assumed to be one of the ones without a nuclear bomb, the second strategic bomber destroyed is assumed to have a nuclear bomb, the third plane destroyed has no bomb, and so on. 

If any of your planes with nuclear bombs on board survived the dogfight phase, they get to unload their cargo. A nuclear bomb has a strategic bombing value of 40, and is destroyed upon use. A strategic bomber can deliver a conventional payload or a nuclear payload--but not both at once. 

Nuclear bomb facilities can be targeted during strategic bombing attacks. It takes 10 hits to reduce a nuclear bomb facility by one level. When making a strategic bombing attack, the attacking player gets to choose whether he wants to go after the nuclear bomb facility or reduce the level of the IC. However, the attacking player must destroy any nuclear bomb facilities associated with an IC before applying hits to a level 0 IC.

Rockets

Level 1: basic air-mounted missiles. Rockets tech provides a + 0.2 bonus to the air combat value of your fighters, jet fighters, and flying wings. Cost: 3 EUs.

Level 2: V-2. Allows you to launch rocket attacks from your ICs. Each rocket attack costs 2 PUs to launch, has a range of 5, and has a strategic bombing value of 1. You may use rocket attacks in conjunction with a normal strategic bombing raid. Cost: 3 EUs.

Level 3: A-10. This adds a third stage to your rockets, thereby allowing you to launch rocket attacks against targets up to 15 spaces away from your ICs. Cost: 3 EUs.

Level 4: Upgraded rockets tech. Cost: 3 EUs.

Level 5: Wasserfall. This surface-to-air rocket doubles the air combat value of your ICs, MPCs, rocket centers, and your artillery and heavy artillery, and adds +1 to the AA value of your infantry, +1 to the AA value of your blockhouses, and +2.5 to the AA value of your heavy blockhouses. Cost: 5 EUs, + 2 PUs per IC you control, + 1 PU per MPC and rocket center you control.

Level 6: Improved rockets tech. Cost: 3 EUs.

Level 7: Level 4: Air-to-surface missile. Adds +2 to the land and naval combat value of all your jet aircraft. Cost: 5 EUs.

Level 8: Upgraded rockets tech. Cost: 3 EUs

Level 9: Advanced rockets tech. Cost: 3 EUs.

Level 10: Advanced air-to-air rocket (R4M). At the beginning of combat, each of your jet aircraft may launch one special attack. Four special attacks are required to destroy any enemy jet or heavy strategic bomber. Two special attacks will suffice to destroy any other type of enemy aircraft. Destroyed aircraft are immediately removed. Aircraft merely damaged by this attack immediately heal. Cost: 10 EUs.

Level 11: nothing. Cost: 3 EUs.

Level 12: nothing. Cost: 3 EUs.

Level 13: nothing. Cost: 3 EUs.

Level 14: nothing. Cost: 3 EUs.

Level 15: A-12. You may now use rockets to deliver your nuclear bombs to any target anywhere in the world. A nuclear rocket attack is similar to a conventional rocket attack. The only differences are that a nuclear attack uses up a nuclear bomb, and has a strategic bombing value of 40. Cost: 5 EUs.

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