Researching technology is a key part of building a powerful territory. In each technology branch, you must research the techs in order from the easiest to research tech to the most difficult. To research Uranium Refining and the Nuclear Bomb tech, you are required to have every single tech. These are the technologies, and how many turns it takes 100,000 employed scientists to research them. We recommend you do not research with anything less than 300,000 scientists.
NB. Due to recent game changes turn counts may be inaccurate.All tech bonuses are cumulative, even if they seem as though they would not. So when one has advanced mechanization, one is ready for standby on average 5 turns sooner than a player without mechanization. A player with 88mm gun gets the bonus of 88mm gun and 75mm gun at the same time. Tech bonuses and country bonuses are all multiplied together, so that a Japanese player with Machine guns(a 25% bonus) and the Japanese platoon defense bonus(25%) would have infantry with a total defense of 4.6875(Base Value 3 X 1.25 X 1.25=4.6875).
| Technology Name | Effect | Turns required with 100,000 Scientists |
Platoon Techs
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|
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| Machine Guns | +25% defense to all platoons | 5 |
| Flamethrowers | +25% offense to all platoons | 9 |
| Logistics | 1/2 off attack costs | 15 |
| First Aid |
| 25% less platoon casualties |
| 20 |
| Mechanization | Reduces attack recuperation by 2 turns | 30 |
| Flak Jackets | +25% defense to all platoons | 40 |
| Bazookas |
| +25% offense to all platoons |
| 50 |
| Advanced Mechanization | Reduces attack recuperation by 3 turns | 60 |
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| Ground Techs |
|
|
| Armor Plating | +20% defense to tanks and artillery | 6 |
| 75mm Gun |
| +10% offense to tanks, +20% offense to artillery |
| 12 |
| Sloped Armor | +10% defense to tanks and artillery | 24 |
| Treadcovers | | 42 |
| 88mm Gun | +10% offense to tanks, +20% offense to artillery | 58 |
| Mass Production |
| +15% production to all factories |
| 70 |
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| Air Techs |
|
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| 50mm Cannons |
| +10% offense/defense for fighters and bombers |
| 8 |
| Self Sealing Fuel Tanks | +10% defense to fighters | 15 |
| Plane Turrets | +20% bomber offense, +20% fighter defence | 28 |
| Jet Engines | +10% offense/defense for fighters and bombers | 40 |
| Advanced Sighting | +30% offense for fighters and bombers | 55 |
| Radar | +5% offense and defense for all military | 75 |
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| Naval Techs |
|
|
| Hedgehog | +10% destroyer defense | 8 |
| Radar Absorbent Materials | +10% offense to U-boats | 14 |
| Depth Charges | +10% offense/defense to destroyers | 23 |
| U-Boat Tenders | +10% offense to U-boats | 32 |
| AA Turrets |
| +20% defense to destroyers |
| 41 |
| Proximity Fuses | +10% offense for destroyers and U-boats | 50 |
| Torpedo Belts | +20% defence to destroyers | 60 |
| Sonar | +10% offense/defense for u-boats and destroyers | 68 |
| Homing Torpedoes | | 77 |
| Advanced Rocketry | +20% missile accuracy. +20% offense to U-boats | 86 |
| Nuclear Reactor | +20% offense/defense for destroyers and U-boats | 96 |
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| Advanced Techs |
|
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| Plastics |
| Reduces military upkeep by 25% |
| 6 |
| Radio | +10% defense to all units | 12 |
| Rocketry | Allows missiles to be built with 50% accuracy | 19 |
| Firebombs | Air raids and missile strikes kill civilians | 34 |
| Gyroscopes | +20% missile accuracy | 40 |
| Nuclear Physics | | 50 |
| Uranium Refining | Allows the nuclear bomb | 71 |
| Nuclear Bomb | Allows you to build the nuclear bomb | 250 |
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| Intel Techs |
|
|
| Cryptography |
| Increases chance of successful intelligence gather operation.
|
| 8 |
| Double Agents |
| +20% intelligence defense |
| 16 |
| Resistance Movements |
| Convert more of an enemy's population |
| 26 |
| Covert Tactics | Increase agent training and maximum agents. | 36 |
| Case Officers |
| Less agents captured when failed mission, and increases agent training speed. |
| 48 |
| Biological Weapons |
| Poisoning enemy uneducated populations yields higher death rate |
| 55 |
| Espionage | Negative technology theft reputation ends sooner. | 65 |