Tech levels | There are four branches of technological development: Army, Navy, Air Force and Secret Weapons. Each level you research (outside of Secret Weapons) also adds a quality star to all the units available in previous levels, ex. at Army tech level 4 Infantry units gain 2 extra quality stars.
Army Tech:
Level 1 - Everyone starts with this
Level 2 - $30,000/3 days to research
Level 3 - $60,000/6 days to research
Level 4 - $90,000/9 days to research
Level 5 - $120,000/12 days to research
Navy Tech:
Level 1 - Everyone starts with this
Level 2 - $40,000/4 days to research
Level 3 - $80,000/8 days to research
Level 4 - $120,000/12 days to research
Level 5 - $160,000/16 days to research
Air Force Tech:
Level 1 - Everyone starts with this
Level 2 - $35,000/4 days to research
Level 3 - $70,000/7 days to research
Level 4 - $100,000/10 days to research
Level 5 - $130,000/13 days to research
Secret Weapons Tech:
Level 1 - $250,000/12 days to research
Level 2 - $350,000/15 days to research
Level 3 - $500,000/18 days to research
Level 4 - $750,000/21 days to research
Level 5 - $1,000,000/24 days to research |
Fortifications | Static fortifications will make defending a territory increasingly easier, although they can be overcome with artillery, air power and yes, sheer numbers at times. (field fortifications, ie. anything set up for free by engineers in a battle, will no longer exist after the battle ends) Each level of fortification is harder to overcome than the last; think of Level 1 fortifications as small pillboxes and dugouts, Level 3 fortifications as mid-WWI trench lines, and Level 5 fortifications as the Maginot Line.
Level 1 - $60,000/3 days
Level 2 - $90,000/6 days
Level 3 - $120,000/9 days
Level 4 - $150,000/12 days
Level 5 - $180,000/15 days |
Land units | Conscript Division - 10,000 men - Free, no time - * - A 'special' unit you can spawn en masse by issuing a draft order. They're free, but also the peasants/militia of this game - poorly trained, ill-equipped and with very bad morale to boot. They're really only useful in large numbers, and even then a few units routing will cause a chain reaction, so ironically it might be a bad idea to even field large numbers of these guys. Think of the Volkssturm, shtrafbat, etc. Conscript units can be retrained into 'proper' infantry units (whether regular, motorized or mechanized) in 1/2 the time it would take to normally raise those units, ex. 1 day for a regular infantry division or 2 days for a motorized infantry division, and for half the cost. They move at a pace of 1 province/day, and do not enjoy any quality boosts from higher tech levels. Countries that issue a draft order get an automatic 10% dissent hit.
Infantry Division - 10,000 men - $3,000, 2 days - ** - The workhorse of all armies, a standard infantry unit equipped with small arms and the necessary medical, logistical & command sections. Capable of most tasks on the battlefield. They move at a pace of 1 province/day, and can be trained at any tech level.
Motorized Infantry Division - 10,000 men - $6,000, 4 days, 600 barrels of oil - ** - An infantry division outfitted with trucks for increased mobility. They can move faster across flat terrain (such as the Russian steppes) than infantry units, but as their trucks are rendered useless in rough terrain like the Amazon rainforest, they will move slower than regular infantry there. They move at a pace of 2 provinces/day on ideal terrain (plains, deserts) and 1 province/2 days on rough terrain (mountains, jungles, swamps), and can only be trained from tech level 3.
Mechanized Infantry Division - 10,000 men - $10,000, 6 days, 1000 barrels of oil - *** - An infantry division outfitted with armored half-tracked armored personnel carriers armed with MGs, providing them with tremendously improved mobility across all kinds of terrain (except mountains) as well as greater protection against enemy infantry and light armor. They move at a pace of 2 provinces/day on all but mountains, where they move at a pace of 1 province/2 days, and can only be trained from tech level 4.
Mountaineer Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for high-altitude and low-temperature operations. They move faster and perform better in mountains than other infantry units. They move at a pace of 1 province/day unless they're in the mountains, where they move at a pace of 2 provinces/day, and can only be trained starting from tech level 2.
Light Infantry Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for operations in rough terrain. They move faster and perform better in rough terrain (swamps, jungles, deserts) than other infantry units. They move at a pace of 2 provinces/day, always, and can only be trained starting from tech level 2.
Marine Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for amphibious operations. They will perform better than other units when launching an amphibious assault, especially if they are the ones to lead the attack. They move at a pace of 1 province/day, and can only be trained starting from tech level 2.
Paratrooper Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for airborne assault and extraction operations. They gain an extra quality star when deployed from transport planes. They move at a pace of 1 province/day on the ground, and can only be trained starting from tech level 3.
Light Armored Division - 300 tanks - $15000, 6 days, 1500 barrels of oil - **** - A division of light tanks, faster than a 'proper' armored division but weaker. Not much else to be said, really. They move at a pace of 3 provinces/day except in mountains, where they move at a pace of 1 province/2 days, and can only be trained starting from tech level 2.
Armored Division - 300 tanks - $20000, 8 days, 2000 barrels of oil - ***** - A division of tanks, any modern general's iron fist on the battlefield. Capable of withstanding tremendous punishment and functioning as both infantry support or independently, punching gaps in enemy lines if deployed in sufficient concentrations and with effective orders. They move at a pace of 2 provinces/day except in mountains, where they move at a pace of 1 province/2 days, and can only be trained starting from tech level 3.
Cavalry Division - 5,000 men - $6,000, 4 days - ** - A mounted division that moves faster than infantry on a map, and can dismount to fight on foot just as effectively as they do on horseback - this is no longer the day of glorious cavalry charges, after all. They move at a pace of 2 provinces/day except in rough terrain, where they move at a pace of 1 province/day, and can be trained at any tech level.
Semi-Motorized Cavalry Division - 5,000 men - $9,000, 5 days, 800 barrels of oil - *** - A division outfitted with both horses and trucks, allowing them to outrun most other units except in rough terrain that renders their vehicles useless. They move at a pace of 4 provinces/day except in rough terrain, where they move at a pace of 1 province/2 days, and can be trained starting from tech level 3.
Air Cavalry Division - 7,000 men - $15000, 7 days, 1000 barrels of oil - **** - A division outfitted with a number of armed helicopters, capable of soaring over great distances much faster than their landbound cousins and providing close-air support & medevac for the men on the ground or, if need be, leading the aerial assaults themselves. They move at a pace of 5 provinces/day, and can be trained at tech level 5.
Artillery Division - 125 guns - $12000 points, 6 days, 1200 barrels of oil - *** - A division outfitted with a large number of heavy artillery pieces. Their fire is much more devastating than that of mere Artillery Brigades, but they are also much slower, and will be annihilated if the enemy can close in on them. They move at a pace of 1 province/2 days, and can be trained at any tech level. |
Supporting Brigades | Artillery Brigade - 50 guns - $2000, 2 days, 200 barrels of oil - A brigade capable of providing instant artillery support on the field for its attached unit. +1 star to the unit it's attached to. Can be trained at any tech level.
Engineer Brigade - 2,000 men - $1500, 2 days - A brigade capable of rapidly constructing defensive works on the field. The unit it's attached to can construct field fortifications, or static fortifications in the province they're located in for 1/2 the time. Can be trained at any tech level.
Armored Brigade - 40 tanks - $4000, 4 days, 400 barrels of oil - A brigade capable of providing your unit with the extra punching power it needs on the offensive, or the extra firepower on the defensive. +2 stars to the unit it's attached to. Can only be trained starting from tech level 2.
Armored Car Brigade - 200 armored cars - $3000, 3 days, 300 barrels of oil - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles in pretty much all operations. +1 star to the unit it's attached to, said unit can also move an extra province/day faster. Can only be trained starting from tech level 2.
Anti-Air Brigade - 50 guns - $3000, 3 days, 300 barrels of oil - A brigade capable of providing your unit with all the anti-air capabilities it needs to withstand a prolonged aerial bombardment. Any unit with this attached brigade can fight air units with its original number of quality stars + an extra one. Can only be trained starting from tech level 2.
Anti-Tank Brigade - 500 guns - $2000, 2 days, 200 barrels of oil - A brigade capable of providing your unit with all the anti-tank capabilities it needs to survive an armored onslaught. Any unit with this attached brigade gains a +1 star bonus to fighting armored units. Can be trained at any tech level.
Airmobile Brigade - 200 men - $4000, 4 days, 400 barrels of oil - A detachment of transport helicopters, possibly equipped with infantry anti-tank weapons to serve as a rudimentary support armament, which will greatly add to the mobility of whichever unit it's added to. Any unit with this attachment can move an extra three provinces/day. Can only be trained starting from tech level 4. |
Naval units | Aircraft Carrier - $30000, 15 days, 20000 barrels of oil - ** + the strength of all air units on board - A floating flight deck capable of supporting only two squadrons of any aircraft at first, but their carrying capacity increases by one extra squadron/tech level. Can be built starting at tech level 3.
Battleship - $25000, 12 days, 12000 barrels of oil - ***** - The ruler of the high seas, a floating fortress armed with a bristling arsenal of hard-hitting long-range guns that can blow lesser ships out of the water with only a few well-aimed shots. Can be built starting at tech level 2.
Cruiser - $15000, 9 days, 8000 barrels of oil - *** - A support vessel, smaller and not as heavily armed as the battleship. Usually given the role of escorting carriers and transports or backing up the battleships in a head-to-head fight on the high seas. Can be built starting at tech level 2.
Destroyer - $10000, 6 days, 5000 barrels of oil - * + an additional quality star vs. subs - The smallest ship in most fleets of this day. Equipped only with a miniscule number of guns and light armor, they will have no chance against a cruiser, much less a battleship. However, they do carry a number of depth charges, making them the go-to anti-submarine ship. Alternatively, they can still be somewhat useful against larger ships if deployed in considerable numbers. Can be built at any tech level.
Submarine - $7500 points, 6 days, 5000 barrels of oil - ** - Fast, stealthy submersibles that can bring down or at least immobilize a capital ship with a few well-aimed torpedoes, also very useful in economically strangling a country via blockade. Just don't let them fight destroyers! Can be built starting from tech level 2. |
Air units | Fighter Squadron - 16 planes/squadron - $9000, 4 days, 500 barrels of oil - ** - Fast, well-armed air superiority fighters designed to secure control of the skies for you. Can be trained at any tech level.
Bomber Squadron - 12 planes/squadron - $12000, 7 days, 1000 barrels of oil - *** - Heavy bombers carrying a large enough payload to obliterate cities and, once you've developed them, carry nuclear weapons. Can be built at any tech level.
Close Air Support Squadron - 16 planes/squadron - $10000, 6 days, 800 barrels of oil - ** - Low-flying aircraft equipped with a modest payload, designed to support ground troops in both offensive and defensive operations. Absolutely crucial to Blitzkrieg. Can be built at tech level 2.
Naval Bomber Squadron - 14 planes/squadron - $8000, 4 days, 500 barrels of oil - ** - A squadron of specialized bombers designed to destroy enemy ships from above, most often carried by aircraft carriers. They gain a 2-star bonus to attacking naval targets. Can be built at tech level 2.
Transport Squadron - 12 planes/squadron - $12000, 5 days, 1000 barrels of oil - Huge planes with an equally massive carrying capacity, capable of taking any ground unit anywhere in a matter of days or weeks. Can be built at any tech level. |
Doomsday weapons | Flying bomb - $30000, 7 days - The predecessor of the cruise missile, a fairly short-range propelled missile launched from ground sites that can knock a province's infrastructure down one level (though it can be repaired by the owner) and immediately kill up to 10% of any army in the targeted province (to be determined by dice rolls). Can be fired at any target one sea zone or up to three provinces away. Cannot be developed until you've researched Level 1 'Secret Weapons'.
Ballistic missile - $50000, 7 days - A more powerful evolution of the flying bomb, also launched from ground sites, that can knock a province's infrastructure down two levels (though it can be repaired by the owner) and immediately kill up to 25% of any army in the targeted province (to be determined by dice rolls). Can be fired at any target two sea zones or up to six provinces away. Cannot be developed until you've researched Level 2 'Secret Weapons'.
Intercontinental ballistic missile - $125000, 9 days - A longer-range evolution of the BM, also typically launched from ground sites, that can knock a province's infrastructure down two levels (though it can be repaired by the owner) and immediately kill up to 25% of any army in the targeted province (to be determined by dice rolls). It can also be equipped with nuclear, chemical or biological warheads. Can be fired at any target around the world. Cannot be developed until you've researched Level 5 'Secret Weapons'.
Atomic Bomb - $500000, 15 days - A powerful weapon that undergoes nuclear fission to create a devastating explosion, capable of wiping an army off the map or devastating a city for decades. When dropped on a province, it automatically knocks that province to Red (Level 1), though the owner can rebuild it; when dropped on an unengaged army, a full half of that army (to be determined by the Random Number God, aka dice rolls) will cease to exist; and when dropped on a battlefield, both sides will immediately sustain 50% casualties. Must be loaded onto Bombers or ICBMs to work. Cannot be developed until you've researched Level 3 'Secret Weapons'.
Hydrogen Bomb - $1,000,000, 20 days - An even more powerful, advanced variant of the nuclear bomb. When dropped on a province, that province will be set to 'Level 0' (marked as black on the economic map) and remain unable to provide any income for the rest of the game; when dropped on an unengaged army, it will erase the army from existence entirely; and when dropped on a battlefield, it destroys both engaged armies entirely. Must be loaded onto Bombers or ICBMs to work. Cannot be developed until you've researched Level 4 'Secret Weapons'.
Bioweapons - $100000, 10 days - A deadly weapon, normally outlawed under the Geneva Convention, that once used will spread from province to province exponentially; it is first used to target a single enemy province, but will spread to every province neighboring infected ones every turn unless purged. Every infected province irrevocably loses one infrastructure level until the plague/contamination has been purged, and armies traveling through infected provinces suffer from a 5% per day attrition rate regardless of allegiance - germs don't care whose flag you're fighting for, after all. It will cost $75,000 to purge even a single province of these monstrosities' taint. Bioweapons become available at Level 1 'Secret Weapons', and can be deployed in any enemy provinces with a 50% chance of success (if you fail your dice roll, presumably the agents you sent to distribute the bioweapon got arrested or killed before they could finish the job).
Chemical weapons - $100000, 10 days - A potent (though outlawed) field weapon that, once employed, will inflict up to 10% losses on every enemy unit (determined by dice rolls) and has a 25% chance of causing any unprotected unit to start routing on the spot. Countermeasures can be developed for $50000 in 5 days, which halves the damage cap done to your units to 5% and makes it impossible for them to be routed by chem weapons. Both chem weapons and their countermeasures become available at Level 1 'Secret Weapons', and you must have artillery to use chemical weapons. |
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