ResearchingThis is a featured page

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 NameEffectTurns required with 100,000 Scientists
Platoon Techs


Machine Guns+25% defense to all platoons5
Flamethrowers+25% offense to all platoons9
Logistics1/2 off attack costs15
First Aid

25% less platoon casualties
20
MechanizationReduces attack recuperation by 2 turns30
Flak Jackets+25% defense to all platoons40
Bazookas

+25% offense to all platoons
50
Advanced MechanizationReduces attack recuperation by 3 turns60



Ground Techs

Armor Plating+20% defense to tanks and artillery6
75mm Gun

+10% offense to tanks, +20% offense to artillery
12
Sloped Armor+10% defense to tanks and artillery24
Treadcovers

+20% defense to tanks
42
88mm Gun+10% offense to tanks, +20% offense to artillery58
Mass Production

+15% production to all factories
70



Air Techs

50mm Cannons

+10% offense/defense for fighters and bombers
8
Self Sealing Fuel Tanks+10% defense to fighters15
Plane Turrets+20% bomber offense, +20% fighter defence28
Jet Engines+10% offense/defense for fighters and bombers40
Advanced Sighting+30% offense for fighters and bombers55
Radar+5% offense and defense for all military75



Naval Techs

Hedgehog+10% destroyer defense8
Radar Absorbent Materials+10% offense to U-boats14
Depth Charges+10% offense/defense to destroyers23
U-Boat Tenders+10% offense to U-boats32
AA Turrets

+20% defense to destroyers
41
Proximity Fuses+10% offense for destroyers and U-boats50
Torpedo Belts+20% defence to destroyers60
Sonar+10% offense/defense for u-boats and destroyers68
Homing Torpedoes

+20% offense to U-boats
77
Advanced Rocketry+20% missile accuracy. +20% offense to U-boats86
Nuclear Reactor+20% offense/defense for destroyers and U-boats96



Advanced Techs

Plastics

Reduces military upkeep by 25%
6
Radio+10% defense to all units12
Rocketry Allows missiles to be built with 50% accuracy19
FirebombsAir raids and missile strikes kill civilians34
Gyroscopes+20% missile accuracy40
Nuclear Physics

Allows uranium refining
50
Uranium Refining Allows the nuclear bomb71
Nuclear BombAllows you to build the nuclear bomb250



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 TacticsIncrease 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
EspionageNegative technology theft reputation ends sooner.65



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HatredTLC
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