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Army technology

Army technology is one of the five major categories of technology. Army technology includes equipment, innovations or concepts which make your armies more able to fight other armies.

Contents

Army subcategories

Army Doctrine

The Army Doctrine subcategory focuses on defence. Each technology increases the Dig-In Cap as well as the Fort max level. This comes at the cost of increased supply consumption. The inventions mainly increase units' defence value. The inventions from the fifth technology, Infiltration, unlock Armor unit type and tank factories.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Post Napoleonic Thought 1836 3600
  • Allows Fort
  • Armies: Organisation +5
  • Armies: Supply Consumption +10%
  • Dig-In Cap: +1
  •   Irregular: Defence +1
  •   Infantry: Defence +1
  •   Guard: Defence +1
  •   Engineer: Defence +1
  •   Cavalry: Defence +1
  •   Dragoon: Defence +1
  •   Cuirassier: Defence +1
  •   Hussar: Defence +1
Strategic Mobility 1836 7200
  • Armies: Supply Consumption +10%
  • Fort max Level: +1
  • Dig-In Cap: +1
  •   Irregular: Defence +1
  •   Infantry: Defence +1
  •   Guard: Defence +1
  •   Engineer: Defence +1
  •   Cavalry: Defence +1
  •   Dragoon: Defence +1
  •   Hussar: Defence +1
  •   Artillery: Defence +1
  • Mobilisation Size: +1%
Point Defense System 1850 10800
  • Armies: Supply Consumption +20%
  • Fort max Level: +1
  • Dig-In Cap: +1
  •   Engineer: Support +25%
  •   Irregular: Defence +1
  •   Infantry: Defence +2
  •   Guard: Defence +2
  •   Engineer: Defence +2
  •   Cavalry: Defence +1
  •   Dragoon: Defence +2
  •   Hussar: Defence +2
  •   Artillery: Defence +2
  • Mobilisation Size: +1%
  • Armies: Supply Consumption +10%
  •   Engineer: Siege +1
  •   Dragoon: Reconaissance +1
  •   Hussar: Reconaissance +1
Deep Defense System 1870 14400
  • Armies: Supply Consumption +20%
  • Fort max Level: +1
  • Dig-In Cap: +1
  •   Engineer: Support +25%
  •   Irregular: Defence +1
  •   Irregular: Attack +0.5
  •   Infantry: Defence +2
  •   Infantry: Attack +1
  •   Guard: Defence +2
  •   Guard: Attack +1
  •   Engineer: Defence +2
  •   Engineer: Attack +1
  •   Cavalry: Defence +1
  •   Cavalry: Attack +0.5
  •   Dragoon: Defence +2
  •   Dragoon: Attack +1
  •   Hussar: Defence +2
  •   Hussar: Attack +1
  •   Cuirassier: Defence +1
  •   Artillery: Defence +2
  • Armies: Supply Consumption +15%
Infiltration 1900 18000
  • Armies: Supply Consumption +20%
  • Fort max Level: +1
  • Dig-In Cap: +1
  • Allows construction of   Armor
  • Allows   Tank Factory
  • Activate:   Tanks
  •   Irregular: Attack +0.5
  •   Irregular: Defence +1
  •   Infantry: Attack +2
  •   Guard: Attack +2
  •   Engineer: Attack +2
  •   Engineer: Defence +1
  •   Cavalry: Attack +0.5
  •   Cavalry: Defence +1
  •   Dragoon: Attack +1
  •   Hussar: Attack +1
  •   Cuirassier: Attack +1
  •   Cuirassier: Defence +1
  •   Armor: Attack +2
  •   Armor: Defence +4
  •   Armor: Siege +1
  •   Armor: Supply Consumbtion +100%
  • Armies: Supply Consumption +10%
  •   Engineer: Siege +1
Modern Army Doctrine 1919 21600
  • Armies: Supply Consumption +20%
  • Fort max Level: +1
  • Dig-In Cap: +1
  •   Irregular: Defence +2
  •   Infantry: Attack +2
  •   Infantry: Defence +2
  •   Guard: Attack +2
  •   Guard: Defence +2
  •   Engineer: Attack +2
  •   Engineer: Defence +2
  •   Engineer: Siege +1
  •   Cavalry: Defence +2
  •   Dragoon: Defence +2
  •   Hussar: Defence +2
  •   Cuirassier: Defence +2
  •   Artillery: Defence +2
  •   Armor: Attack +2
  •   Armor: Defence +2
  •   Armor: Siege +1
  •   Armor: Max Speed +1 KPH
  • Armies: Supply Consumption −30%
  • Armies: Max Speed +1 KPH
  • Armies: Organization +10
  • Morale: +50%

Light Armament

The Light Armament Subcategory unlocks new unit types and increases their effectiveness by decreasing combat width and increasing their attack/defence value. This comes at the cost of increased supply consumption. Noteworthy technologies are Machine Guns, which gives a pretty significant +4 increase to defence for infantry, guard and engineer units as well as Breech-loaded Rifles, as its inventions will help in colonization.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Flintlock Rifles 1836 3600
  • Allows construction of   Infantry
  • Combat Width −1
  •  Irregular: Attack +0.5
  •  Irregular: Supply Consumption +10%
  •  Infantry: Attack +1
  •  Infantry: Supply Consumption +10%
  •  Cavalry: Attack +0.5
  •  Cavalry: Supply Consumption +10%
  •  Dragoon: Attack +1
  •  Dragoon: Supply Consumption +10%
  •  Hussar: Attack +1
  •  Hussar: Supply Consumption +10%
Muzzle-loaded Rifles 1836 7200
  • Allows construction of  Engineer
  • Combat Width −2
  •  Irregular: Attack +0.5
  •  Irregular: Supply Consumption +10%
  •  Infantry: Attack +1
  •  Infantry: Supply Consumption +10%
  •  Engineer: Attack +1
  •  Engineer: Supply Consumption +10%
  •  Cavalry: Attack +0.5
  •  Cavalry: Supply Consumption +10%
  •  Dragoon: Attack +1
  •  Dragoon: Supply Consumption +10%
Breech-loaded Rifles 1850 10800
  • Allows construction of  Guard
  • Combat Width −2
  •  Irregular: Attack +0.5
  •  Irregular: Supply Consumption +20%
  •  Infantry: Attack +1
  •  Infantry: Supply Consumption +20%
  •  Guard: Attack +1
  •  Guard: Supply Consumption +20%
  •  Engineer: Attack +1
  •  Engineer: Supply Consumption +20%
  •  Cavalry: Attack +0.5
  •  Cavalry: Supply Consumption +20%
  •  Dragoon: Attack +1
  •  Dragoon: Supply Consumption +20%
  •  Hussar: Attack +1
  •  Hussar: Supply Consumption +20%
  • Min. Liferating: −10%
Machine Guns 1870 14400 Combat Width −5
  •  Irregular: Defence +1
  •  Irregular: Supply Consumption +20%
  •  Infantry: Defence +4
  •  Infantry: Supply Consumption +20%
  •  Guard: Defence +4
  •  Guard: Supply Consumption +20%
  •  Engineer: Defence +4
  •  Engineer: Supply Consumption +20%
  •  Cavalry: Defence +1
  •  Cavalry: Supply Consumption +20%
  •  Dragoon: Defence +2
  •  Dragoon: Supply Consumption +20%
  •  Cuirassier: Defence +1
  •  Cuirassier: Supply Consumption +20%
  •  Hussar: Defence +3
  •  Hussar: Supply Consumption +20%
Bolt-action Rifles 1900 18000
  • Combat Width −5
  • Changes unit appearance
  •  Irregular: Attack +0.5
  •  Irregular: Supply Consumption +20%
  •  Infantry: Attack +4
  •  Infantry: Supply Consumption +20%
  •  Engineer: Attack +1
  •  Engineer: Supply Consumption +20%
  •  Guard: Attack +4
  •  Guard: Supply Consumption +20%
  •  Cavalry: Attack +0.5
  •  Cavalry: Supply Consumption +20%
  •  Dragoon: Attack +1
  •  Dragoon: Supply Consumption +20%
  •  Cuirassier: Attack +1
  •  Cuirassier: Supply Consumption +20%
  •  Hussar: Attack +1
  •  Hussar: Supply Consumption +20%
Modern Divisional Structure 1919 21600
  • Combat Width −5
  • Changes unit appearance
  •  Irregular: Attack +1
  •  Irregular: Defence +2
  •  Irregular: Supply Consumption +20%
  •  Infantry: Attack +4
  •  Infantry: Defence +2
  •  Infantry: Supply Consumption +20%
  •  Guard: Attack +4
  •  Guard: Defence +2
  •  Guard: Supply Consumption +20%
  •  Engineer: Attack +2
  •  Engineer: Defence +2
  •  Engineer: Supply Consumption +20%
  •  Cavalry: Attack +1
  •  Cavalry: Defence +2
  •  Cavalry: Reconnaissance +2
  •  Cavalry: Supply Consumption +20%
  •  Dragoon: Attack +2
  •  Dragoon: Defence +2
  •  Dragoon: Reconnaissance +1
  •  Dragoon: Supply Consumption +20%
  •  Cuirassier: Attack +2
  •  Cuirassier: Defence +2
  •  Cuirassier: Reconnaissance +2
  •  Cuirassier: Supply Consumption +20%
  •  Hussar: Attack +2
  •  Hussar: Defence +2
  •  Hussar: Reconnaissance +1
  •  Hussar: Supply Consumption +20%
  • Armies: Supply Consumption −30%

Heavy Armament

The Heavy Armament subcategory focuses on making artillery better. This comes at the cost of increased supply consumption.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Bronze Muzzle Loaded Artillery 1836 3600 Allows the construction of   Artillery -
Iron Muzzle Loaded Artillery 1836 7200
  •  Artillery: Attack +0.25
  •  Artillery: Support +50%
  •  Artillery: Supply Consumption +15%
-
Iron Breech Loaded Artillery 1850 10800
  •  Artillery: Attack +0.25
  •  Artillery: Support +50%
  •  Artillery: Supply Consumption +30%
-
Steel Breech Loaded Artillery 1870 14400
  •  Artillery: Attack +0.50
  •  Artillery: Support +50%
  •  Artillery: Supply Consumption +30%
-
Indirect Artillery Fire 1900 18000
  •  Artillery: Attack +0.50
  •  Artillery: Defence +2
  •  Artillery: Support +100%
  •  Artillery: Supply Consumption +30%
-
Heavy Armament 1919 21600
  •  Artillery: Attack +0.50
  •  Artillery: Defence +2
  •  Artillery: Support +100%
  •  Artillery: Supply Consumption +30%
  •  Artillery: Attack +0.5
  •  Artillery: Defence +2
  •  Artillery: Support +50%
  •  Artillery: Supply Consumption +125%
  •  Armor: Attack +4
  •  Armor: Defence +2
  •  Armor: Max Speed +1 KPH
  •  Armor: Supply Consumption +150%

Military Science

The Military Science subcategory increases organisation at the cost of increased supply consumption. The first technology also unlocks all cavalry unit types while the last technology unlocks airplanes.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Military Staff System 1836 3600
  • Armies: Organisation +5
  • Armies: Supply Consumption +10%
  • Allows construction of   Dragoon
  • Allows construction of   Cuirassier
  • Allows construction of   Hussar
Military Plans 1836 7200
  • Armies: Organisation +5
  • Armies: Supply Consumption +10%
  • Armies: Organisation +5
  • Armies: Supply Consumption +10%
  • Mobilisation size +2%
Military Statistics 1850 10800
  • Armies: Organisation +5
  • Armies: Supply Consumption +20%
  • Armies: Organisation +7.5
  • Armies: Supply Consumption +15%
Military Logistics 1870 14400
  • Armies: Organisation +5
  • Armies: Supply Consumption +20%
  • Mobilisation Size +5%
  • Armies: Organisation +7.5
  • Armies: Supply Consumption +15%
Military Directionism 1900 18000
  • Armies: Organisation +10
  • Armies: Supply Consumption +20%
  • Can use Gas Attack
  • Can defend against Gas Attack
  • Armies: Organisation +5
  • Armies: Supply Consumption +10%
  • Mobilisation impact −5%
Aeronautics 1914 21600
  • Armies: Organisation +10
  • Armies: Supply Consumption +20%
  • Allows construction of   Airplane
  •  Airplane: Attack +2
  •  Airplane: Defence +15
  •  Airplane: Support +400%
  •  Airplane: Reconnaissance +2
  •  Airplane: Organisation +30

Army Leadership

The Army Leadership subcategory increases unit morale (which increases organisation recovery rate) and military tactics (which decreases the casualties obtained during battle). This comes at the cost of increased supply consumption.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Army Command Principle 1836 3600
  • Morale: +25%
  • Military Tactics: +25%
  • Armies: Supply Consumption +10%
-
Army Professionalism 1836 7200
  • Morale: +10%
  • Military Tactics: +25%
  • Armies: Supply Consumption +10%
  • Morale: +15%
  • Mobilisation Impact: −10%
Army Decision Making 1850 10800
  • Morale: +20%
  • Military Tactics: +25%
  • Armies: Supply Consumption +20%
  • Armies: Organisation +2.5
  • Armies: Max Speed +1 KPH
  • Morale: +30%
Army Risk Management 1870 14400
  • Morale: +20%
  • Military Tactics: +25%
  • Armies: Supply Consumption +20%
  • Armies: Organisation +2.5
  • Armies: Max Speed +1 KPH
  •  Cavalry: Max Speed +1 KPH
  •  Dragoon: Max Speed +1 KPH
  •  Cuirassier: Max Speed +1 KPH
  •  Hussar: Max Speed +1 KPH
  • Morale: +30%
Army NCO Training 1900 18000
  • Morale: +25%
  • Military Tactics: +25%
  • Armies: Supply Consumption +20%
  • Armies: Organisation +5
  • Armies: Max Speed +1 KPH
  • Morale: +50%
Great War Experience 1919 21600
  • Morale: +50%
  • Military Tactics: +25%
  • Armies: Supply Consumption +20%
-