Naval technology

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Naval technology is one of the five major categories of technology. Naval technology includes hardware, innovations or concepts that make your ships better at naval warfare, or perhaps even at more peaceful seafaring tasks.

Naval subcategories

Naval Doctrine

The Naval Doctrine subcategory improves the Naval Base max level and gives small bonuses to naval units.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Post-Nelsonian Thought 1836 3600 Allows Naval Base
Colonial power points: +100
-
Battleship Column Doctrine 1836 7200 Naval Base max Level +1 Navies: Organisation +5
Navies: Max Speed +1 KPH
Raider Group Doctrine 1855 10800 Naval Base max Level +1 Navies: Attack +1
Navies: Max Speed +3 KPH
Clipper transport.pngClipper Transport: Attack -1
Steamer transport.pngSteam Transport: Attack -1
Blue and Brown Water Schools 1875 14400 Naval Base max Level +1 Navies: Build Time -20 Days
High Sea Battle Fleet 1895 18000 Naval Base max Level +1 Navies: Attack +1
Clipper transport.pngClipper Transport: Attack -1
Steamer transport.pngSteam Transport: Attack -1
Cruiser.pngCruiser: Hull +5
Battleship.pngBattleship: Hull +5
Dreadnought.pngDreadnought: Hull +5
Modern Naval Doctrine 1914 21600 Naval Base max Level +1 Navies: Attack +2
Clipper transport.pngClipper Transport: Attack -2
Steamer transport.pngSteam Transport: Attack -2

Ship Construction

The Ship Construction subcategory unlocks all advanced ship types and increases the maximum speed of ships.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Clipper Design 1836 3600 Allows Resource clipper convoys.png Clipper Shipyard
Activate: Resource clipper convoys.png Clipper Convoys
Clipper Convoys production throughput +10%
Steamers 1836 7200 Allows Resource steamer convoys.png Steamer Shipyard
Activate: Resource steamer convoys.png Steamer Convoys
Allows construction of Steamer transport.png Steam Transport
Allows construction of Commerce raider.png Commerce Raider
Fish production output +50%
Steamer Convoys production throughput +10%
Iron Steamers 1860 10800 Navies: Max Speed +2 KPH Allows construction of Ironclad.png Ironclad
Allows construction of Monitor.png Monitor
Commerce raider.pngCommerce Raider: Torpedo Attack +2
Commerce raider.pngCommerce Raider: Hull +4
Steel Steamers 1880 14400 Navies: Max Speed +2 KPH Allows construction of Cruiser.png Cruiser
Allows construction of Battleship.png Battleship
Ironclad.pngIronclad: Attack +1
Ironclad.pngIronclad: Hull +1
Ironclad.pngIronclad: Max Speed +1 KPH
Steam Turbine Ships 1900 18000 Navies: Max Speed +2 KPH Allows construction of Dreadnought.png Dreadnought
Oil Driven Ships 1919 21600 Navies: Max Speed +2 KPH Cruiser.pngCruiser: Attack +1
Cruiser.pngCruiser: Hull +1
Cruiser.pngCruiser: Max Speed +1 KPH
Battleship.pngBattleship: Attack +1
Battleship.pngBattleship: Hull +1
Battleship.pngBattleship: Max Speed +1 KPH
Dreadnought.pngDreadnought: Attack +1
Dreadnought.pngDreadnought: Hull +1
Dreadnought.pngDreadnought: Max Speed +1 KPH

Naval Engineering

The Naval engineering subcategory decreases the build time of naval units and gives small bonuses to their stats.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Naval Design Bureaus 1836 3600 Navies: Build Time -10 days -
Fire Control Systems 1836 7200 Navies: Build Time -10 days Navies: Attack +2
Clipper transport.pngClipper Transport: Attack -2
Steamer transport.pngSteam Transport: Attack -2
Weapon Platforms 1850 10800 Navies: Build Time -10 days Navies: Attack +2
Clipper transport.pngClipper Transport: Attack -2
Steamer transport.pngSteam Transport: Attack -2
Navies: Hull +1
Main Armament 1870 14400 Navies: Build Time -10 days Navies: Attack +3
Clipper transport.pngClipper Transport: Attack -3
Steamer transport.pngSteam Transport: Attack -3
Battleship.pngBattleship: Attack +2
Battleship.pngBattleship: Hull +2
Dreadnought.pngDreadnought: Attack +2
Dreadnought.pngDreadnought: Hull +2
Cruiser.pngCruiser: Torpedo Attack +8
Advanced Naval Design 1900 18000 Navies: Build Time -10 days Navies: Organisation +5
Navies: Hull +1
Battleship.pngBattleship: Attack +2
Dreadnought.pngDreadnought: Attack +2
Dreadnought.pngDreadnought: Hull +2
Modern Naval Design 1919 21600 Navies: Build Time -10 days Navies: Organisation +5
Cruiser.pngCruiser: Attack +2
Cruiser.pngCruiser: Torpedo Attack +4
Dreadnought.pngDreadnought: Attack +4

Naval Science

The Naval Science subcategory increases the supply range of naval units and the organisation of your navy.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Alphabetic Flag Signaling 1836 3600 Supply Range: +10% -
Naval Plans 1836 7200 Supply Range: +10% Navies: Organisation +3
Naval Statistics 1850 10800 Supply Range: +10% Navies: Organisation +3
Naval Logistics 1870 14400 Supply Range: +10% Navies: Organisation +3
Naval Directionism 1900 18000 Supply Range: +10% Navies: Organisation +3
Naval Integration 1919 21600 Supply Range: +10% Navies: Organisation +2

Naval Leadership

The Naval Leadership subcategory increases the organisation of your navy.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
The Command Principle 1836 3600 Navies: Organisation +10 -
Naval Professionalism 1836 7200 Navies: Organisation +5 Navies: Organisation +3
Naval Decision Making 1850 10800 Navies: Organisation +5 Navies: Organisation +3
Naval Risk Management 1870 14400 Navies: Organisation +5 Navies: Organisation +3
Naval NCO Training 1900 18000 Navies: Organisation +5 Navies: Organisation +3
Modern Naval Training 1919 21600 Navies: Organisation +5 Navies: Organisation +1
Navy Attrition -10%