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Tanks are armored and mechanized vehicles categorized under the army. These units are designed for efficiently capturing cities and effectively engaging in combat, particularly against infantry. However, they come with several downsides, including higher requirements for resources and money compared to infantry, and a crucial dependence on Oil. Without oil, tanks suffer rapid attrition and require significant manpower to recover via reinforcements.
Tanks are widely common in the early game due to their advantages, such as decent mobility, rapid city capturing times, and overall strength compared to infantry. However, as the game progresses into the late game, tanks gradually become less effective as infantry gains advantages through anti-tank technologies, doctrines, leaders, and more. Additionally, tanks are highly vulnerable to artillery, aircraft, and naval attacks, and their mobility and combat performance are significantly weakened when operating through rough terrain and biomes, such as Mountainous and Jungle lands.
Tanks are reinforced vehicles representing 200 units per division. Compared to infantry units, tanks offer superior mobility, durability, and firepower, making them highly effective during the early game. However, they are significantly more expensive to produce and maintain. While initially powerful, tanks gradually become obsolete as the game progresses into the late game. Infantry gains new and improved modifiers, such as anti-tank technologies, doctrines, leaders, and more, which help them effectively counter tanks. Additionally, tanks are highly vulnerable to artillery, naval, and aerial attacks, and their combat performance, mobility, and attrition rates suffer in rough terrain and biomes, such as Mountainous and Jungle.
Despite these weaknesses, tanks are still highly effective in combat and efficient at capturing large, populated cities due to their fast mobility, which enables rapid ground invasions. Their firepower, durability, and movement capabilities can be further enhanced with technology, doctrines, leaders, traits, and other upgrades.
Costs[]
Constructing one division of tanks requires one Motor Parts and 0.25 units of Steel. They also cost $5,000,000 to produce, and $160,000 in upkeep per division. It also requires 10,000 manpower to build, similar to infantry. Each division consumes 1 unit of oil. They can only be produced in cities with a population of at least one million population (square cities).
(3) Arid, Mountain, Winter, and Jungle Specialization
Arid Specialization: "Our military will be geared towards fighting along the hot and dry lands." (Arid)
Winter Specialization: "Our military will be geared towards fighting along the freezing cold lands." (Mild Winter, Severe Winter, and Arctic)
Jungle Specialization: "Our military will be geared towards fighting under the dense jungle covers." (Jungle)
Mountain Specialization: "Our military will be geared towards fighting along the rough and tough hilly and mountainous terrain." (Hilly, Semi-Mountainous, and Mountainous)
All doctrines are exclusive among each other, but they all cost 250military power to implement, along with boosting attack within their respective terrain or biome.
Arid Attack
Winter Attack
Jungle Attack
Mountain Attack
2x
2x
2x
2x
(4) Advanced Training"Being in the army is more than just picking up a gun and learning how to shoot. Tactics, Coordination, Discipline are all core factors that must be instilled in every new recruit."
Operation Description"We will pour all our resources into conducting a swift and decisive advance into our enemy territory. The best defense is a good offense!"
Tanks are superior to infantry in the early game due to their better initial attack, defense, and mobility modifiers. They are also efficient at capturing cities quickly and with minimal losses (e.g., 1,800 tanks in a single division can capture a megacity at a moderate pace).
While tanks are more expensive than infantry, including manpower costs (both infantry and tanks require 10,000 manpower), their costs and expenses are justified by their proficiency and effectiveness, only during the early game.
Since it is efficient at capturing cities, it could be effective for invading a country with powerful city resistance modifiers, but it may experience heavy challenges upon encountering strong anti-tank infantry, artillery, ships, and aircraft.
Tanks' firepower and durability can be enhanced through doctrines, making them more useful than infantry during the early game. The most powerful early-game doctrine for tanks is arguably Static Lines, especially with Stalwart Defense. Static Lines is the best doctrine in the game, known for its powerful defense modifiers, ease of use, zero downsides, and overall flexibility.
While there is a doctrine dedicated to tanks, Manoeuvre Warfare with Armored Fist and Steel Division, it triples tank upkeep costs ($160,000 to $480,000 per tank division), making the costs unjustified despite its powerful attack and mobility modifiers. Furthermore, Armored Fist also increases passive war exhaustion, combined with tanks yielding more war exhaustion than infantry. This forces the player to raise Security Spending, further increasing expenses already burdened by the 3x tank upkeep if Steel Division is unlocked. In comparison, Static Lines can effectively maintain tanks at one-third the cost of Armored + Steel Division tanks while also providing significant defense bonuses. Additionally, Manoeuvre Warfare becomes obsolete in the late game, where Static Lines infantry combined with anti-tank technology can overpower any tank.
You can also invest in tank technology to improve combat modifiers, particularly Firepower and Armor, but ideally, do not research it during the early-game, unless if you urgently need improved combat modifiers because you are on the brink of losing a war or if you are playing a short game. Otherwise, focus on acquiring Quantum Computing for significantly increased research output instead.
Cons[]
Once the mid-late game approaches (2025-2027+), the effectiveness of tanks will eventually wane and disappear due to their expensive recruitment and maintenance costs, rendering the unit obsolete. This decline is largely due to the growing power of infantry, as more combat modifiers designed to withstand and destroy tanks, such as anti-tank technologies, become available and widespread. Infantry is also significantly cheaper to recruit and maintain.
Tanks require additional resources, such as Steel, Oil, and Motor Parts, while infantry only needs manpower and money. Oil is a crucial resource needed to power vehicles. Therefore, tanks consume oil, leading to a potential 'Oil Shortage' if the entire oil stockpile is depleted, which would render tanks unusable.
Not only are tanks more expensive to use, they are less flexible than infantry. Tanks require cities with at least one million population for recruitment, while infantry can be recruited in any city regardless of population, making infantry more spammable and contributing to its overall power. Additionally, tanks have longer recruitment times per division compared to infantry, requiring 15 seconds/days versus infantry's 9 seconds/days, assuming no modifiers affect recruitment time, such as unrest.
Tanks with inadequate combat and mobility modifiers operate extremely slowly in challenging terrain and biomes, such as Mountainous, Jungle, and Arctic, suffering from rapid attrition, which leads to a spike in war exhaustion due to more losses. This issue is exacerbated when they are directly fighting against entrenched units on fortifications, as entrenchment and fortifications massively boost defensive capabilities. Additionally, tanks are vulnerable to artillery and aerial bombardment.
Contrary to popular belief, tanks actually yield double the war exhaustion per division lost compared to infantry, with tanks receiving 0.02 and infantry receiving 0.01. While tanks suffer fewer losses per division compared to infantry (200 tank losses to 10,000 infantry losses), they contribute more to war exhaustion. This adds to their obsolescence in the late game, where war exhaustion can be rampant in large-scale wars.
The entire tank technology category is more expensive in research points compared to infantry technology. The tank category costs 8,550 research points, while infantry costs 7,350. This is because infantry attack and defense are consolidated into one branch, whereas tank attack and defense are separated into two branches.
Not only is tank technology more expensive in research points, but its provided modifiers are also less potent than infantry technology. Infantry technology increases attack by +205.1%, defense by +90%, and mobility by +55%, with anti-tank technology totaling +275%.[1] On the other hand, tank technology increases attack by +155.01%, defense by +100%, and mobility by +55%, making tank technology generally inferior compared to infantry technology.
Fastest Way to Manufacture Tanks[]
Right at the start of the game, activate the Improve Infrastructure policy to boost building speed, then construct one steel and motor factory.
Then, you need to trade by buying the listed resources: 4 units of iron, 0.2 units of titanium, and two units of tungsten. These materials are the basic needs for constructing the necessary factories to manufacture tanks. Also ensure to maintain a health economy as well as positive oil production in order to allow the recruitment of a sufficient amount of tanks.
Trivia[]
Tanks are the only military unit in the game that requires Motor Parts to construct a division.
Notes[]
↑However, this number might be inaccurate due to a game mechanic using the "math.ceil" function, which rounds numbers up to the nearest integer. For example, math.ceil(4.2) returns 5, and math.ceil(7) returns 7. A calculator for this function can be found here.