Research and technology
A tree of 32 technologies in four branches and five eras, with doctrine choices and breakthroughs.Open the research screen with T. Every week a country earns research points from the size of its economy, the development of its provinces and its stability, times its funding: none, low, normal or high (2%, 4%, 7% of tax income, a line in the budget). The points go into the first technology of the queue. Queue as many as you like; a technology out of reach queues what it needs first.
Doctrine choices
Each branch has one choice in its third era between two technologies: state capitalism or open markets, mass conscription or a professional army, territorial defence or expeditionary marines, soft power or information warfare. Researching one closes the other for good, and what comes after needs one of the two.
Breakthroughs and partners
Every technology has a breakthrough: something done in the game (a war, a fort line, a seat in a large bloc) that puts 40% of its points in at once, the week it first happens. Technologies your treaty and bloc partners know cost up to 30% less, and up to 10% less again as the world learns them. Developed economies start an era or two ahead.
Industry
- Modern Banking (Present, 90 points): +4% tax income. Breakthrough: hold 26 weeks of tax income in the treasury.
- Industrial Automation (Next wave, 180 points): −12% cost of building. Breakthrough: develop a province to level 8.
- Digital Government (Next wave, 180 points): −20% administration costs. Breakthrough: reach 65 stability.
- State Capitalism (Transition, 340 points, or Open Markets): −15% cost of building, −5% army upkeep, +2% tax income. Breakthrough: have an economy of $1 trillion.
- Open Markets (Transition, 340 points, or State Capitalism): +8% tax income, −2 stability target. Breakthrough: belong to an economic union.
- Smart Factories (Frontier, 560 points): +5% tax income, +0.03 army quality. Breakthrough: reach an average development of 7.
- Energy Transition (Frontier, 560 points): −8% cost of building, +2 stability target, −4% army upkeep. Breakthrough: stay at peace with 70 stability.
- AI Economy (Horizon, 840 points): +6% tax income, +20% research. Breakthrough: know 16 technologies.
Doctrine
- Combined Arms (Present, 90 points): +5% attack. Breakthrough: be at war.
- Defence in Depth (Next wave, 180 points): +7% defence, +30% entrenchment. Breakthrough: dig a front in completely.
- Drone Warfare (Next wave, 180 points): +6% attack, +2% defence. Breakthrough: field 200,000 troops.
- Mass Conscription (Transition, 340 points, or Professional Army): +35% manpower, −25% cost of raising troops, −0.03 army quality. Breakthrough: reach 20 war exhaustion.
- Professional Army (Transition, 340 points, or Mass Conscription): +0.07 army quality, −8% army upkeep, −10% manpower. Breakthrough: reach army quality 1.0.
- Fortress Doctrine (Frontier, 560 points): Forts up to level 4, +5% defence. Breakthrough: own 3 provinces with forts of level 2.
- Precision Strikes (Frontier, 560 points): +6% attack, +35% blitz momentum. Breakthrough: fill a front's momentum for a blitz.
- Networked Warfare (Horizon, 840 points): +6% attack, +6% defence, +1 offensive on every front. Breakthrough: fight two enemies at once.
Logistics
- Rail Network (Present, 90 points): +10% marching speed. Breakthrough: build roads to level 4 in a province.
- Siege Engineering (Next wave, 180 points): +25% siege progress. Breakthrough: occupy an enemy province.
- Sealift (Next wave, 180 points): +10% of the army may be at sea, +8% strength landing from the sea. Breakthrough: put an army to sea.
- Territorial Defence (Transition, 340 points, or Expeditionary Marines): +60% local defenders, +3% defence, −10% unrest. Breakthrough: lose land to an enemy.
- Expeditionary Marines (Transition, 340 points, or Territorial Defence): +20% strength landing from the sea, +10% of the army may be at sea, +4% marching speed. Breakthrough: occupy enemy land across the sea.
- Occupation Authority (Frontier, 560 points): +50% taxes from occupied land, −15% unrest. Breakthrough: occupy 10 enemy provinces.
- Strategic Airlift (Frontier, 560 points): +12% marching speed, +10% manpower. Breakthrough: hold land on two landmasses.
- Total Mobilisation (Horizon, 840 points): +25% manpower, +10% siege progress, −10% cost of raising troops. Breakthrough: have 1% of your people under arms.
Statecraft
- Public Diplomacy (Present, 90 points): +15% influence. Breakthrough: hold 3 treaties.
- Civil Service (Next wave, 180 points): +4 stability target. Breakthrough: reach 60 stability.
- Intelligence Service (Next wave, 180 points): −35% time to fabricate a claim, +10% relations per improvement. Breakthrough: fund a rebel movement abroad.
- Soft Power (Transition, 340 points, or Information Warfare): +20% influence, +35% relations per improvement, Influence ceiling +50. Breakthrough: belong to two blocs.
- Information Warfare (Transition, 340 points, or Soft Power): −25% war exhaustion, −20% time to fabricate a claim, +2 stability target. Breakthrough: reach 15 war exhaustion.
- Integration Policy (Frontier, 560 points): −30% unrest, +3 stability target. Breakthrough: own 5 provinces taken from other countries.
- Summit Diplomacy (Frontier, 560 points): Influence ceiling +50, +10% influence. Breakthrough: belong to a bloc of 10 members.
- Global Leadership (Horizon, 840 points): +20% influence, +3 stability target, −10% war exhaustion, +15% relations per improvement. Breakthrough: have a subject, or 8 treaties.