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Technology, also known as research, is one of the most pivotal and important components of a nation. It is used to improve every branch of a country, from the military and economy to technological advancements, government, and more. Without the utilization of technology, a nation is bound to decline and eventually fall behind its geopolitical competitors.

Unlocking technology is contingent upon 'Research Power,' a critical resource for advancing research. Every 5 days, a portion of the research power gain will go towards completing technology that is queued up. The consumption of the research power gain to a singular technology is capped at different amounts depending on the technology and it's current level, and can also be modified by the 'Research Efficiency' modifier, which gives more progress gain at no additional increase to the research power gain required. If a nation runs out of research power due to a deficit, the research power gain will instead be distributed to the technology that is highest in the queue. If there is any additional research power gain left over afterwards, it will trickle down the list until it can no longer afford to supply any more technologies with research power.

As of the May 17th update, this has had a major overhaul in how it works.

Research Arms[]

There are a total of 78 obtainable technologies that are incorporated into 8 research fields categorized into 8 research fields, all accessible through the 'Technology' interface.

Political and Economy (2)[]

  1. Economic: Enhances the yield of taxes, factories, and natural resources, while concurrently decreasing the cost of buildings and military units. It is also vital in curbing corruption, reducing economic law expenses, accelerating the construction of buildings, and improving fuel efficiency.
  2. Political: Improves political power income, mitigates corruption gain, aids in unrest reduction, augments in ideological modifiers, boosts integration speed, strengthens city resistance during enemy sieges, and expands the base stability.

Military (5)[]

  1. Infantry: Upgrades infantry units' attack, defense, mobility, and anti-tank stats.
  2. Tanks: Upgrades tank units' attack, defense, mobility.
  3. Aerial: Upgrades the attack, mobility, and endurance of aircraft, specifically attackers, bombers, fighters, and transport aircrafts.
  4. Support: Upgrades the attack, range, and mobility of ground support units, specifically the artillery and anti aircraft.
  5. Naval: Upgrades the attack, defense, and mobility of naval units, specifically destroyers, battleships, frigates, aircraft carriers, and submarines.

Research Advancements (1)[]

  1. Research: Boosts the generation of Research Power, subsequently accelerating the pace of acquiring additional technologies.
  2. Nuclear: Although this is not a category on its own, as it is located 'Research' category, this branch introduces the development of nuclear technology. It is the smallest research tree, but also the most expensive one to research.

Research Modifiers[]

Notes[]

  • Technology can only be obtained in chronological order, ensuring a systematic progression through various advancements. You may also need to research a certain amount of stages of one technology to advance to the next.
  • Research percentages per modifier earned can stack. For example, if one researches 'Economic Improvements', 'Electronic Payments', and 'Digital Currency' to their max levels, it will result in a total tax boost of +355%.
  • Upon researching a technology, you will have to wait a certain amount of time before it is fully researched.
    NewResearch
  • Click the marker to view the research power cost, description, and modifier(s).
  • All modifier percentages for each technology exhibit an unusual pattern visually. For instance, the total infantry attack and defense percentages for the middle branch should be +207% and +91%, respectively, but it's actually +205.1% attack and +90% defense. To explain this discrepancy, the game's code utilizes a mathematical function called "math.ceil." math.ceil(x) rounds a given number x up to the nearest integer greater than or equal to x. It effectively "ceilings" the number, ensuring it is rounded to the next highest whole number or remains unchanged if it's already an integer. For instance, math.ceil(4.2) returns 5, because 5 is the smallest integer greater than or equal to 4.2, and math.ceil(7) returns 7 since 7 is already an integer. This function is commonly used in situations where values are rounded up to avoid underestimation. A calculator for math.ceil(x) can be found here.

"Research" Research Arm[]

Research Technology
(1) Research Improvements
Basic Statistics
Description Modifier Growth per Level
Research is very important in maintaining and advancing the strength of a country, without which a country may fall behind and risk decline.
  • Research Output: +1%
  • Computing Research Efficiency: +4%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+75 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Research Output: 0%
  • Computing Research Efficiency: 0%
1 75 7.5
  • 75
  • 7.5
  • Research Output: +1%
  • Computing Research Efficiency: +4%
2 225
  • 300
  • 15
  • Research Output: +2%
  • Computing Research Efficiency: +8%
3 375
  • 675
  • 22.5
  • Research Output: +3%
  • Computing Research Efficiency: +12%
4 525
  • 1,200
  • 30
  • Research Output: +4%
  • Computing Research Efficiency: +16%
5 675
  • 1,875
  • 37.5
  • Research Output: +5%
  • Computing Research Efficiency: +20%
(2) Electronic Warfare
Basic Statistics
Description Modifier Growth per Level
As Sun Tzu once said, "All warfare is based on deception". The integration of signal disruptors, decoys, and stealth technologies will significantly make our military assets harder to track and target.
  • Air Defense: +10%
  • Naval Defense: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Research Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Air Defense: 0%
  • Naval Defense: 0%
1 300 15
  • 300
  • 15
  • Air Defense: +10%
  • Naval Defense: +10%
2 375 16
  • 675
  • 31
  • Air Defense: +20%
  • Naval Defense: +20%
3 450 17
  • 1,125
  • 48
  • Air Defense: +30%
  • Naval Defense: +30%
4 525 18
  • 1,650
  • 66
  • Air Defense: +40%
  • Naval Defense: +40%
5 600 19
  • 2,250
  • 85
  • Air Defense: +50%
  • Naval Defense: +50%
6 675 20
  • 2,925
  • 105
  • Air Defense: +60%
  • Naval Defense: +60%
7 750 21
  • 3,675
  • 126
  • Air Defense: +70%
  • Naval Defense: +70%
8 825 22
  • 4,500
  • 148
  • Air Defense: +80%
  • Naval Defense: +80%
9 900 23
  • 5,400
  • 171
  • Air Defense: +90%
  • Naval Defense: +90%
10 975 24
  • 6,375
  • 195
  • Air Defense: +100%
  • Naval Defense: +100%
(2) Artificial Intelligence
Basic Statistics
Description Modifier Growth per Level
More progress on research projects can be made by using advanced artificial intelligence models to analyze large amounts of data.
  • Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Research Improvements 1
+125 +2.5
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Research Efficiency: 0%
1 1,000 10
  • 1,000
  • 10
  • Research Efficiency: +5%
2 1,125 12.5
  • 2,125
  • 22.5
  • Research Efficiency: +10%
3 1,250 15
  • 3,375
  • 37.5
  • Research Efficiency: +15%
4 1,375 17.5
  • 4,750
  • 55
  • Research Efficiency: +20%
5 1,500 20
  • 6,250
  • 75
  • Research Efficiency: +25%
(2) Advanced Supercomputers
Basic Statistics
Description Modifier Growth per Level
By investing in even faster and more advanced supercomputers, complex calculations can be processed much more quickly, speeding up research and allowing us to better distribute our efforts.
  • Research Output: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Research Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Research Output: 0%
1 300 15
  • 300
  • 15
  • Research Output: +10%
2 375 16
  • 675
  • 31
  • Research Output: +20%
3 450 17
  • 1,125
  • 48
  • Research Output: +30%
4 525 18
  • 1,650
  • 66
  • Research Output: +40%
5 600 19
  • 1,650
  • 85
  • Research Output: +50%
6 675 20
  • 2,325
  • 105
  • Research Output: +60%
7 750 21
  • 3,075
  • 126
  • Research Output: +70%
8 825 22
  • 3,900
  • 148
  • Research Output: +80%
9 900 23
  • 4,800
  • 171
  • Research Output: +90%
10 975 24
  • 5,775
  • 195
  • Research Output: +100%
(2) Theoretical Nuclear Research
Basic Statistics
Description Modifier Growth per Level
Nuclear Energy is a long, complicated and expensive field to invest in, but it may provide enormous benefits in the future...
  • None
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Research Improvements 1
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • None
1 2,000 10
  • 2000
  • 10
(3) Uranium Enrichment
Basic Statistics
Description Modifier Growth per Level
Uranium Ore by itself must be further refined and enriched for it to have any applicable use. Such processes are very expensive and time consuming. This technology must be unlocked in order to enrich Uranium.
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Theoretical Nuclear Research
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • None
1 5,000 37.5
  • 5,000
  • 37.5
(4) Nuclear Weapon Design
Basic Statistics
Description Modifier Growth per Level
Nuclear Weapons are extremely complex devices that require absolute precision in both design and manufacturing for a successful detonation to take place. This technology is required to produce Nuclear Weapons.
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Uranium Enrichment
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • None
1 7,500 45
  • 7,500
  • 45

Economic Research Arm[]

Economy Technology
(1) Economic Improvements
Basic Statistics
Description Modifier Growth per Level
Through comprehensive economic reforms, including automating production, cutting unnecessary costs, and increasing market demand, we can unlock the full potential of our economy.
  • Tax Income: +1%
  • Economy Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tax Income: 0%
  • Economy Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Tax Income: +1%
  • Economy Research Efficiency: +5%
2 195
  • 240
  • 15
  • Tax Income: +2%
  • Economy Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Tax Income: +3%
  • Economy Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Tax Income: +4%
  • Economy Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Tax Income: +5%
  • Economy Research Efficiency: +25%
(2) Industrial Automation
Basic Statistics
Description Modifier Growth per Level
Replacing workers with robotic automation will significantly boost our factory efficiency by increasing speed, precision, and consistency. This shift will subsequently reduce human error in the process.
  • Factory Output: +15%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+150 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Factory Output: 0%
1 300 7.5
  • 300
  • 7.5
  • Factory Output: +15%
2 450 8.5
  • 750
  • 16
  • Factory Output: +30%
3 600 9.5
  • 1,350
  • 25.5
  • Factory Output: +45%
4 750 10.5
  • 2,100
  • 36
  • Factory Output: +60%
5 900 11.5
  • 3,000
  • 47.5
  • Factory Output: +75%
6 1,050 12.5
  • 4,050
  • 60
  • Factory Output: +90%
7 1,200 13.5
  • 5,250
  • 73.5
  • Factory Output: +105%
8 1,350 14.5
  • 6,600
  • 88
  • Factory Output: +120%
9 1,500 15.5
  • 8,100
  • 103.5
  • Factory Output: +135%
10 1,650 16.5
  • 9,750
  • 120
  • Factory Output: +150%
(2) Electronic Payments
Basic Statistics
Description Modifier Growth per Level
Transitioning from physical to electronic payments allows us to track transactions and make purchases more convenient.
  • Tax Income: +20%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+150 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tax Income: 0%
1 300 7.5
  • 300
  • 7.5
  • Tax Income: +20%
2 450 8.5
  • 750
  • 16
  • Tax Income: +40%
3 600 9.5
  • 1,350
  • 25.5
  • Tax Income: +60%
4 750 10.5
  • 2,100
  • 36
  • Tax Income: +80%
5 900 11.5
  • 3,000
  • 47.5
  • Tax Income: +100%
6 1,050 12.5
  • 4,050
  • 60
  • Tax Income: +120%
7 1,200 13.5
  • 5,250
  • 73.5
  • Tax Income: +140%
8 1,350 14.5
  • 6,600
  • 88
  • Tax Income: +160%
9 1,500 15.5
  • 8,100
  • 103.5
  • Tax Income: +180%
10 1,650 16.5
  • 9,750
  • 120
  • Tax Income: +200%
(2) Robotic Miners
Basic Statistics
Description Modifier Growth per Level
We will develop advanced robots and machines to automate mining operations. This will enhance productivity, reduce accidents, and enable extraction in more demanding environments.
  • Resource Output: +15%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+150 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Resource Output: 0%
1 300 7.5
  • 300
  • 7.5
  • Resource Output: +15%
2 450 8.5
  • 750
  • 16
  • Resource Output: +30%
3 600 9.5
  • 1,350
  • 25.5
  • Resource Output: +45%
4 750 10.5
  • 2,100
  • 36
  • Resource Output: +60%
5 900 11.5
  • 3,000
  • 47.5
  • Resource Output: +75%
6 1,050 12.5
  • 4,050
  • 60
  • Resource Output: +90%
7 1,200 13.5
  • 5,250
  • 73.5
  • Resource Output: +105%
8 1,350 14.5
  • 6,600
  • 88
  • Resource Output: +120%
9 1,500 15.5
  • 8,100
  • 103.5
  • Resource Output: +135%
10 1,650 16.5
  • 9,750
  • 120
  • Resource Output: +150%
(2) Better Fuel Compounds
Basic Statistics
Description Modifier Growth per Level
We will develop better fuel compounds to increase energy output and efficiency. These advanced fuels will save excess fuel across vehicles, machinery and our military.
  • Fuel Efficiency: +7.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Fuel Efficiency: 0%
1 150 7.5
  • 150
  • 7.5
  • Fuel Efficiency: +7.5%
2 180 8.5
  • 330
  • 16
  • Fuel Efficiency: +15%
3 210 9.5
  • 540
  • 25.5
  • Fuel Efficiency: +22.5%
4 240 10.5
  • 780
  • 36
  • Fuel Efficiency: +30%
5 270 11.5
  • 1,050
  • 47.5
  • Fuel Efficiency: +37.5%
6 300 12.5
  • 1,350
  • 60
  • Fuel Efficiency: +45%
7 330 13.5
  • 1,680
  • 73.5
  • Fuel Efficiency: +52.5%
8 360 14.5
  • 2,040
  • 88
  • Fuel Efficiency: +60%
9 390 15.5
  • 2,430
  • 103.5
  • Fuel Efficiency: +67.5%
10 420 16.5
  • 2,850
  • 120
  • Fuel Efficiency: +75%
(2) Financial Analytics
Basic Statistics
Description Modifier Growth per Level
We must maximize the effects of spending by reducing expenses. AI tools can be used to analyze our spending and help us cut unnecessary costs.
  • Spending Cost: -5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+100 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Spending Cost: 0%
1 500 7.5
  • 500
  • 7.5
  • Spending Cost: -5%
2 600 8.5
  • 1,100
  • 16
  • Spending Cost: -10%
3 700 9.5
  • 1,800
  • 25.5
  • Spending Cost: -15%
4 800 10.5
  • 2,600
  • 36
  • Spending Cost: -20%
5 900 11.5
  • 3,500
  • 47.5
  • Spending Cost: -25%
6 1,000 12.5
  • 4,500
  • 60
  • Spending Cost: -30%
7 1,100 13.5
  • 5,600
  • 73.5
  • Spending Cost: -35%
8 1,200 14.5
  • 6,800
  • 88
  • Spending Cost: -40%
(2) Special Firefighting Equipment
Basic Statistics
Description Modifier Growth per Level
By investing in more advanced technology for firefighters and disaster response, we will be able to increase reconstruction speed.
  • Reconstruction Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Reconstruction Speed: 0%
1 150 7.5
  • 150
  • 7.5
  • Reconstruction Speed: +10%
2 180 8.5
  • 330
  • 16
  • Reconstruction Speed: +20%
3 210 9.5
  • 540
  • 25.5
  • Reconstruction Speed: +30%
4 240 10.5
  • 780
  • 36
  • Reconstruction Speed: +40%
5 270 11.5
  • 1,050
  • 47.5
  • Reconstruction Speed: +50%
(2) Advanced Medical Treatments
Basic Statistics
Description Modifier Growth per Level
Through the development of more advanced medical treatments and technology to reduce deaths, our nation will experience unmatched longevity, ensuring a healthier population that can contribute to higher growth.
  • Base Population Growth: +0.2%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Economic Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Base Population Growth: 0%
1 150 7.5
  • 150
  • 7.5
  • Base Population Growth: +0.2%
2 180 8.5
  • 330
  • 16
  • Base Population Growth: +0.4%
3 210 9.5
  • 540
  • 25.5
  • Base Population Growth: +0.6%
4 240 10.5
  • 780
  • 36
  • Base Population Growth: +0.8%
5 270 11.5
  • 1,050
  • 47.5
  • Base Population Growth: +1%
(3) Construction Machinery
Basic Statistics
Description Modifier Growth per Level
We will create modernized construction machinery that can rapidly construct large buildings on shorter schedules.
  • Building Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Industrial Automation 3
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Building Speed: 0%
1 200 7.5
  • 200
  • 7.5
  • Building Speed: +10%
2 250 8.5
  • 450
  • 16
  • Building Speed: +20%
3 300 9.5
  • 750
  • 25.5
  • Building Speed: +30%
4 350 10.5
  • 1,100
  • 36
  • Building Speed: +40%
5 400 11.5
  • 1,500
  • 47.5
  • Building Speed: +50%
(3) Modularized Construction
Basic Statistics
Description Modifier Growth per Level
The costs of material and labor can be reduced by building prefabricated modules and assembling them on-site.
  • Building Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Industrial Automation 3
+125 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Building Cost: 0%
1 300 7.5
  • 300
  • 7.5
  • Building Cost: -10%
2 425 8.5
  • 725
  • 16
  • Building Cost: -20%
3 550 9.5
  • 1,275
  • 25.5
  • Building Cost: -30%
4 675 10.5
  • 1,950
  • 36
  • Building Cost: -40%
5 800 11.5
  • 2,750
  • 47.5
  • Building Cost: -50%
(3) Improved Refinement
Basic Statistics
Description Modifier Growth per Level
Careful manipulation of the manufacturing process will allow us to maintain current levels of production while saving on raw resources.
  • Factory Input Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Industrial Automation 3
+150 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Factory Input Cost: 0%
1 400 7.5
  • 400
  • 7.5
  • Factory Input Cost: -10%
2 550 8.5
  • 950
  • 16
  • Factory Input Cost: -20%
3 700 9.5
  • 1,650
  • 25.5
  • Factory Input Cost: -30%
4 850 10.5
  • 2,500
  • 36
  • Factory Input Cost: -40%
5 1,000 11.5
  • 3,500
  • 47.5
  • Factory Input Cost: -50%
(3) Digital Currency
Basic Statistics
Description Modifier Growth per Level
We will completely transition to a new government-backed digital currency, allowing every transaction to be tracked and traced, while making purchases as convenient as possible.
  • Tax Income: +50%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Electronic Payments 10
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tax Income: 0%
1 400 15
  • 400
  • 15
  • Tax Income: +50%
(3) Streamline Logistics
Basic Statistics
Description Modifier Growth per Level
By increasing the efficiency at which our military units are resupplied, we are able to bring down the costs of maintaining them.
  • Military Upkeep: -1%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Financial Analytics 1
+50 +0.5
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Military Upkeep: 0%
1 250 4
  • 250
  • 4
  • Military Upkeep: -1%
2 300 4.5
  • 550
  • 8.5
  • Military Upkeep: -2%
3 350 5
  • 900
  • 13.5
  • Military Upkeep: -3%
4 400 5.5
  • 1,300
  • 19
  • Military Upkeep: -4%
5 450 6
  • 1,750
  • 25
  • Military Upkeep: -5%
6 500 6.5
  • 2,250
  • 31.5
  • Military Upkeep: -6%
7 550 7
  • 2,800
  • 38.5
  • Military Upkeep: -7%
8 600 7.5
  • 3,400
  • 46
  • Military Upkeep: -8%
9 650 8
  • 4,050
  • 54
  • Military Upkeep: -9%
10 700 8.5
  • 4,750
  • 62.5
  • Military Upkeep: -10%
11 750 9
  • 5,500
  • 71.5
  • Military Upkeep: -11%
12 800 9.5
  • 6,300
  • 81
  • Military Upkeep: -12%
13 850 10
  • 7,150
  • 91
  • Military Upkeep: -13%
14 900 10.5
  • 8,050
  • 101.5
  • Military Upkeep: -14%
15 950 11
  • 9,000
  • 112.5
  • Military Upkeep: -15%
16 1,000 11.5
  • 10,000
  • 124
  • Military Upkeep: -16%
17 1,050 12
  • 11,050
  • 136
  • Military Upkeep: -17%
18 1,100 12.5
  • 12,150
  • 148.5
  • Military Upkeep: -18%
19 1,150 13
  • 13,300
  • 161.5
  • Military Upkeep: -19%
20 1,200 13.5
  • 14,500
  • 175
  • Military Upkeep: -20%
(4) Streamline Military Procurement
Basic Statistics
Description Modifier Growth per Level
Either through enforcing contracts to the letter or reducting the barriers towards the military-industrial complex, we will be able to procure military assets more efficiently.
  • Military Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Industrial Automation 3
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Military Cost: 0%
1 150 7.5
  • 150
  • 7.5
  • Military Cost: -10%
2 200 8.5
  • 350
  • 16
  • Military Cost: -20%
3 250 9.5
  • 600
  • 25.5
  • Military Cost: -30%
4 300 10.5
  • 900
  • 36
  • Military Cost: -40%
5 350 11.5
  • 1,250
  • 47.5
  • Military Cost: -50%
(4) Archology Architecture
Basic Statistics
Description Modifier Growth per Level
It is becoming more difficult to develop large cities further because of space. To build additional development and infrastructure, we will build modular self-sufficient megastructures that provide much more housing.
  • Develop City Cap: +1
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Construction Machinery 3
  • Economic Improvements 5
+200 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Develop City Cap: 0
1 300 7.5
  • 300
  • 7.5
  • Develop City Cap: +1
2 500 8.5
  • 800
  • 16
  • Develop City Cap: +2

Political Research Arm[]

Political Technology
(1) Political Improvements

Basic Statistics
Description Modifier Growth per Level
By refining our political institutions, improving decision-making processes, and expanding civil oversight, we can ensure that our government remains both resilient and responsive.
  • Political Power Gain: +2%
  • Political Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Political Power Gain: 0%
  • Political Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Political Power Gain: +2%
  • Political Research Efficiency: +5%
2 195
  • 240
  • 15
  • Political Power Gain: +4%
  • Political Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Political Power Gain: +6%
  • Political Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Political Power Gain: +8%
  • Political Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Political Power Gain: +10%
  • Political Research Efficiency: +25%
(2) Refined Resource Management

Basic Statistics
Description Modifier Growth per Level
Gone are the days when resources go to waste via our government policies; it is only through refining our resource management that we can save essential resources.
  • Policy Resoure Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Policy Resource Cost: 0%
1 150 7.5
  • 150
  • 7.5
  • Policy Resoure Cost: -10%
2 180 8.5
  • 330
  • 16
  • Policy Resoure Cost: -20%
3 210 9.5
  • 540
  • 25.5
  • Policy Resoure Cost: -30%
4 240 10.5
  • 780
  • 36
  • Policy Resoure Cost: -40%
5 270 11.5
  • 1,050
  • 47.5
  • Policy Resoure Cost: -50%
(2) Digital Citizenship Tools

Basic Statistics
Description Modifier Growth per Level
By enhancing the efficiency of our digital platforms and systems for our newer citizens, we can speed up the integration of new territories and their populace.
  • Integration Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Integration Speed: 0%
1 250 7.5
  • 250
  • 7.5
  • Integration Speed: +10%
2 280 8.5
  • 530
  • 16
  • Integration Speed: +20%
3 310 9.5
  • 840
  • 25.5
  • Integration Speed: +30%
4 340 10.5
  • 1,180
  • 36
  • Integration Speed: +40%
5 370 11.5
  • 1,550
  • 47.5
  • Integration Speed: +50%
6 400 12.5
  • 1,950
  • 60
  • Integration Speed: +60%
7 430 13.5
  • 2,380
  • 73.5
  • Integration Speed: +70%
8 460 14.5
  • 2,840
  • 88
  • Integration Speed: +80%
9 490 15.5
  • 3,300
  • 103.5
  • Integration Speed: +90%
10 520 16.5
  • 3,850
  • 120
  • Integration Speed: +100%
(2) Mass Surveillance

Basic Statistics
Description Modifier Growth per Level
National security takes precedence over privacy. We must build complex data collection systems until no citizen is left unmonitored.
  • Unrest Reduction: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Unrest Reduction: 0%
1 150 7.5
  • 150
  • 7.5
  • Unrest Reduction: +10%
2 180 8.5
  • 330
  • 16
  • Unrest Reduction: +20%
3 210 9.5
  • 540
  • 25.5
  • Unrest Reduction: +30%
4 240 10.5
  • 780
  • 36
  • Unrest Reduction: +40%
5 270 11.5
  • 1,050
  • 47.5
  • Unrest Reduction: +50%
6 300 12.5
  • 1,350
  • 60
  • Unrest Reduction: +60%
7 330 13.5
  • 1,680
  • 73.5
  • Unrest Reduction: +70%
8 360 14.5
  • 2,040
  • 88
  • Unrest Reduction: +80%
9 390 15.5
  • 2,430
  • 103.5
  • Unrest Reduction: +90%
10 420 16.5
  • 2,850
  • 120
  • Unrest Reduction: +100%
(2) Political Science

Basic Statistics
Description Modifier Growth per Level
Our government will be able to get more things done if we understand how to navigate it's bureaucracies.
  • Political Power Gain: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Political Power Gain: 0%
1 150 7.5
  • 150
  • 7.5
  • Political Power Gain: +10%
2 180 8.5
  • 330
  • 16
  • Political Power Gain: +20%
3 210 9.5
  • 540
  • 25.5
  • Political Power Gain: +30%
4 240 10.5
  • 780
  • 36
  • Political Power Gain: +40%
5 270 11.5
  • 1,050
  • 47.5
  • Political Power Gain: +50%
6 300 12.5
  • 1,350
  • 60
  • Political Power Gain: +60%
7 330 13.5
  • 1,680
  • 73.5
  • Political Power Gain: +70%
8 360 14.5
  • 2,040
  • 88
  • Political Power Gain: +80%
9 390 15.5
  • 2,430
  • 103.5
  • Political Power Gain: +90%
10 420 16.5
  • 2,850
  • 120
  • Political Power Gain: +100%
(2) Strengthen National Identity

Basic Statistics
Description Modifier Growth per Level
To stabilize our nation further, it is imperative that we inspire unity through our nationality. As the saying goes: "One people, one nation!"
  • Base Stability: +1%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+15 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Base Stability: 0%
1 150 7.5
  • 150
  • 7.5
  • Base Stability: +1%
2 165 8.5
  • 315
  • 16
  • Base Stability: +2%
3 180 9.5
  • 495
  • 25.5
  • Base Stability: +3%
4 195 10.5
  • 690
  • 36
  • Base Stability: +4%
5 210 11.5
  • 900
  • 47.5
  • Base Stability: +5%
6 225 12.5
  • 1,125
  • 60
  • Base Stability: +6%
7 240 13.5
  • 1,365
  • 73.5
  • Base Stability: +7%
8 255 14.5
  • 1,620
  • 88
  • Base Stability: +8%
9 270 15.5
  • 1,890
  • 103.5
  • Base Stability: +9%
10 285 16.5
  • 2,175
  • 120
  • Base Stability: +10%
11 300 17.5
  • 2,475
  • 137.5
  • Base Stability: +11%
12 315 18.5
  • 2,790
  • 156
  • Base Stability: +12%
13 330 19.5
  • 3,120
  • 175.5
  • Base Stability: +13%
14 345 20.5
  • 3,465
  • 196
  • Base Stability: +14%
15 360 21.5
  • 3,825
  • 217.5
  • Base Stability: +15%
(2) Anti-Corruption Measures

Basic Statistics
Description Modifier Growth per Level
To ensure a fair judicial system for all, we must eliminate any undue privileges held by members of the corrupt elite.
  • Corruption Gain: -0.05%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Corruption Gain: 0%
1 250 7.5
  • 250
  • 7.5
  • Corruption Gain: -0.05%
2 300 8.5
  • 550
  • 16
  • Corruption Gain: -0.1%
3 350 9.5
  • 900
  • 25.5
  • Corruption Gain: -0.15%
4 400 10.5
  • 1,300
  • 36
  • Corruption Gain: -0.2%
5 450 11.5
  • 1,750
  • 47.5
  • Corruption Gain: -0.25%
6 500 12.5
  • 2,250
  • 60
  • Corruption Gain: -0.3%
7 550 13.5
  • 2,800
  • 73.5
  • Corruption Gain: -0.35%
8 600 14.5
  • 3,400
  • 88
  • Corruption Gain: -0.4%
(2) Military Scholarship

Basic Statistics
Description Modifier Growth per Level
The outcome of a battle is not only determined by the strength of our armies, but by the planning and leadership of our military leaders. By studying military science, we can improve leadership within our military.
  • Military Power Gain: +10%
  • Military Leader XP Gain: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Military Power Gain: 0%
  • Military Leader XP Gain: 0%
1 150 7.5
  • 150
  • 7.5
  • Military Power Gain: +10%
  • Military Leader XP Gain: +10%
2 180 8.5
  • 330
  • 16
  • Military Power Gain: +20%
  • Military Leader XP Gain: +20%
3 210 9.5
  • 540
  • 25.5
  • Military Power Gain: +30%
  • Military Leader XP Gain: +30%
4 240 10.5
  • 780
  • 36
  • Military Power Gain: +40%
  • Military Leader XP Gain: +40%
5 270 11.5
  • 1,050
  • 47.5
  • Military Power Gain: +50%
  • Military Leader XP Gain: +50%
6 300 12.5
  • 1,350
  • 60
  • Military Power Gain: +60%
  • Military Leader XP Gain: +60%
7 330 13.5
  • 1,680
  • 73.5
  • Military Power Gain: +70%
  • Military Leader XP Gain: +70%
8 360 14.5
  • 2,040
  • 88
  • Military Power Gain: +80%
  • Military Leader XP Gain: +80%
9 390 15.5
  • 2,430
  • 103.5
  • Military Power Gain: +9%
  • Military Leader XP Gain: +90%
10 420 16.5
  • 2,850
  • 120
  • Military Power Gain: +100%
  • Military Leader XP Gain: +100%
(2) Urban Defense Infrastructure

Basic Statistics
Description Modifier Growth per Level
Strategically installing advanced defense weaponry within our urban areas can significantly increase the difficulty of sieging and occupying these cities.
  • Resistance: +10%
  • Tax Income: -5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Improvements 1
+30 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Resistance: 0%
  • Tax Income: 0%
1 150 7.5
  • 150
  • 7.5
  • Resistance: +10%
  • Tax Income: -5%
2 180 8.5
  • 330
  • 16
  • Resistance: +20%
  • Tax Income: -10%
3 210 9.5
  • 540
  • 25.5
  • Resistance: +30%
  • Tax Income: -15%
4 240 10.5
  • 780
  • 36
  • Resistance: +40%
  • Tax Income: -20%
5 270 11.5
  • 1,050
  • 47.5
  • Resistance: +50%
  • Tax Income: -25%
6 300 12.5
  • 1,350
  • 60
  • Resistance: +60%
  • Tax Income: -30%
7 330 13.5
  • 1,680
  • 73.5
  • Resistance: +70%
  • Tax Income: -35%
8 360 14.5
  • 2,040
  • 88
  • Resistance: +80%
  • Tax Income: -40%
9 390 15.5
  • 2,430
  • 103.5
  • Resistance: +90%
  • Tax Income: -45%
10 420 16.5
  • 2,850
  • 120
  • Resistance: +100%
  • Tax Income: -50%
(3) Cybernetic Tracking

Basic Statistics
Description Modifier Growth per Level
Although morally questionable, we can implant cybernetics into every civilian, allowing us to subtly suppress negative thoughts towards our state.
  • Unrest Reduction: +50%
  • Integration Speed: +40%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Mass Surveillance 8
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Unrest Reduction: 0%
  • Integration Speed: 0%
1 150 7.5
  • 150
  • 7.5
  • Unrest Reduction: +50%
  • Integration Speed: +40%
(3) Refined Political Theory

Basic Statistics
Description Modifier Growth per Level
By thoughtfully amending and refining our existing ideology, we can open the door to the creation of new governance models that are better suited to address contemporary challenges.
  • Ideology Power: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Science 1
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Ideology Power: 0%
1 300 7.5
  • 300
  • 7.5
  • Ideology Power: +5%
2 350 8.5
  • 650
  • 16
  • Ideology Power: +10%
3 400 9.5
  • 1,050
  • 25.5
  • Ideology Power: +15%
4 450 10.5
  • 1,500
  • 36
  • Ideology Power: +20%
5 500 11.5
  • 2,000
  • 47.5
  • Ideology Power: +25%
6 550 12.5
  • 2,550
  • 60
  • Ideology Power: +30%
(3) Encourage Meritocracy

Basic Statistics
Description Modifier Growth per Level
By seeking persons by qualifications rather than by nepotism and wealth for higher-level positions, our government can run at a higher level.
  • Political Leader Cap: +1
  • Base Political Leader XP Gain: +5
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Political Science 1
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Political Leader Cap: 0%
  • Base Political Leader XP Gain: 0%
1 150 7.5
  • 150
  • 7.5
  • Political Leader Cap: +1
  • Base Political Leader XP Gain: +5
2 180 8.5
  • 330
  • 16
  • Political Leader Cap: +2
  • Base Political Leader XP Gain: +10
3 210 9.5
  • 540
  • 25.5
  • Political Leader Cap: +3
  • Base Political Leader XP Gain: +15
(3) Mass Patriotization

Basic Statistics
Description Modifier Growth per Level
For the prosperity of our nation and people, it is important that we instill a sense of patrotism within every man, woman, and child that graces this great land.
  • Base Stability: +5%
  • Diplomatic Actions: +1
  • Justification Time: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Strengthen National Identity 10
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Base Stability: 0%
  • Diplomatic Actions: 0%
  • Justification Time: 0%
1 750 10
  • 750
  • 10
  • Base Stability: +5%
  • Diplomatic Actions: +1
  • Justification Time: -10%
(3) Military Field Testing

Basic Statistics
Description Modifier Growth per Level
By testing equipment and tactics in the field, we can gather invaluable data on our own military. This hands-on appraoch enhances our ability to refine research priorities and increases the efficiency of our military leadership.
  • Military Power Gain: +10%
  • Military Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Military Scholarship 3
+50 +0.5
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Political Leader Cap: 0%
  • Base Political Leader XP Gain: 0%
1 350 4
  • 350
  • 4
  • Military Power Gain: +10%
  • Military Research Efficiency: +5%
2 400 4.5
  • 750
  • 8.5
  • Military Power Gain: +20%
  • Military Research Efficiency: +10%
3 450 5
  • 1,200
  • 13.5
  • Military Power Gain: +30%
  • Military Research Efficiency: +15%
4 500 5.5
  • 1,700
  • 19
  • Military Power Gain: +40%
  • Military Research Efficiency: +20%
5 550 6
  • 2,250
  • 25
  • Military Power Gain: +50%
  • Military Research Efficiency: +25%
6 600 6.5
  • 2,850
  • 31.5
  • Military Power Gain: +60%
  • Military Research Efficiency: +30%
7 650 7
  • 3,500
  • 38.5
  • Military Power Gain: +70%
  • Military Research Efficiency: +35%
8 700 7.5
  • 4,200
  • 46
  • Military Power Gain: +80%
  • Military Research Efficiency: +40%
9 750 8
  • 4,950
  • 54
  • Military Power Gain: +90%
  • Military Research Efficiency: +45%
10 800 8.5
  • 5,750
  • 62.5
  • Military Power Gain: +100%
  • Military Research Efficiency: +50%

Infantry Research Arm[]

Infantry Technology
(1) Infantry Improvements

Basic Statistics
Description Modifier Growth per Level
Every modern army needs infantry in order to function. Versatile and lightweight, these troops can strike at places with armored divisions can't reach.
  • Infantry Attack: +2%
  • Ground Attack: +1%
  • Infantry Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+50 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Ground Attack: 0%
  • Infantry Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Infantry Attack: +2%
  • Ground Attack: +1%
  • Infantry Research Efficiency: +5%
2 95
  • 140
  • 15
  • Infantry Attack: +4%
  • Ground Attack: +2%
  • Infantry Research Efficiency: +10%
3 145
  • 285
  • 22.5
  • Infantry Attack: +6%
  • Ground Attack: +3%
  • Infantry Research Efficiency: +15%
4 195
  • 480
  • 30
  • Infantry Attack: +8%
  • Ground Attack: +4%
  • Infantry Research Efficiency: +20%
5 245
  • 725
  • 37.5
  • Infantry Attack: +10%
  • Ground Attack: +5%
  • Infantry Research Efficiency: +25%
(2) Adaption

Basic Statistics
Description Modifier Growth per Level
By training our infantry in efficient resource usage and reinforcing their physiological endurance, we can ensure they are able to sustain themselves while out of supply reach.
  • Infantry Attrition Losses: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attrition Losses: 0%
1 150 15
  • 150
  • 15
  • Infantry Attrition Losses: -10%
2 160 16
  • 310
  • 31
  • Infantry Attrition Losses: -20%
3 170 17
  • 480
  • 48
  • Infantry Attrition Losses: -30%
4 180 18
  • 660
  • 66
  • Infantry Attrition Losses: -40%
5 190 19
  • 850
  • 85
  • Infantry Attrition Losses: -50%
(2) First Aid

Basic Statistics
Description Modifier Growth per Level
Not everyone who gets shot dies immediately. We must focus our efforts on treating the wounded so they can rejoin our ranks.
  • Infantry Reinforcement
    Manpower Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Reinforcement Manpower Cost: 0%
1 180 15
  • 180
  • 15
  • Infantry Reinforcement Manpower Cost: -10%
2 190 16
  • 370
  • 31
  • Infantry Reinforcement Manpower Cost: -20%
3 200 17
  • 570
  • 48
  • Infantry Reinforcement Manpower Cost: -30%
4 210 18
  • 780
  • 66
  • Infantry Reinforcement Manpower Cost: -40%
5 220 19
  • 1,000
  • 85
  • Infantry Reinforcement Manpower Cost: -50%
(2) Mechanized Infantry

Basic Statistics
Description Modifier Growth per Level
By fully implementing various mobility advancing units such as infantry transports, infantry divisions are made more mobile on this battlefield.
  • Infantry Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+20 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Speed: 0%
1 150 15
  • 150
  • 15
  • Infantry Speed: +10%
2 170 16
  • 320
  • 31
  • Infantry Speed: +20%
3 190 17
  • 510
  • 48
  • Infantry Speed: +30%
4 210 18
  • 720
  • 66
  • Infantry Speed: +40%
5 230 19
  • 950
  • 85
  • Infantry Speed: +50%
(2) Small Arms

Basic Statistics
Description Modifier Growth per Level
Increasing clip sizes, making weapons more reliable or just simply increasing the firing rate are just a few ways we can improve the small arms that our infantry carry.
  • Infantry Attack: +10%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Upkeep: 0%
1 120 15
  • 120
  • 15
  • Infantry Attack: +10%
  • Infantry Upkeep: +2.5%
2 145 16
  • 265
  • 31
  • Infantry Attack: +20%
  • Infantry Upkeep: +5%
3 170 17
  • 435
  • 48
  • Infantry Attack: +30%
  • Infantry Upkeep: +7.5%
4 195 18
  • 630
  • 66
  • Infantry Attack: +40%
  • Infantry Upkeep: +10%
5 220 19
  • 850
  • 85
  • Infantry Attack: +50%
  • Infantry Upkeep: +12.5%
6 245 20
  • 1,095
  • 105
  • Infantry Attack: +60%
  • Infantry Upkeep: +15%
7 270 21
  • 1,365
  • 126
  • Infantry Attack: +70%
  • Infantry Upkeep: +17.5%
8 295 22
  • 1,660
  • 148
  • Infantry Attack: +80%
  • Infantry Upkeep: +20%
9 320 23
  • 1,980
  • 171
  • Infantry Attack: +90%
  • Infantry Upkeep: +22.5%
10 340 24
  • 2,320
  • 285
  • Infantry Attack: +100%
  • Infantry Upkeep: +25%
(2) Body Armor

Basic Statistics
Description Modifier Growth per Level
Investing in ceramic-metallic body armor will allow our infantry to absorb more damage from bullets and shrapnel that would otherwise fatally wound.
  • Infantry Defense: +5%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Defense: 0%
  • Infantry Upkeep: 0%
1 60 15
  • 60
  • 15
  • Infantry Defense: +5%
  • Infantry Upkeep: +2.5%
2 70 16
  • 130
  • 31
  • Infantry Defense: +10%
  • Infantry Upkeep: +5%
3 80 17
  • 210
  • 48
  • Infantry Defense: +15%
  • Infantry Upkeep: +7.5%
4 90 18
  • 300
  • 66
  • Infantry Defense: +20%
  • Infantry Upkeep: +10%
5 100 19
  • 400
  • 85
  • Infantry Defense: +25%
  • Infantry Upkeep: +12.5%
(3) Anti Tank Equipment

Basic Statistics
Description Modifier Growth per Level
The development of anti-tank weapons will allow our men to effectively engage and destroy armored vehicles on the battlefield, improving sustainability against mechanized foes.
  • Infantry Attack Against Tank: +50%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Small Arms 3
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack Against Tank: +50%
  • Infantry Upkeep: +5%
1 150 15
  • 150
  • 15
  • Infantry Attack Against Tank: +100%
  • Infantry Upkeep: +10%
2 175 16
  • 325
  • 31
  • Infantry Attack Against Tank: +150%
  • Infantry Upkeep: +15%
3 200 17
  • 525
  • 48
  • Infantry Attack Against Tank: +200%
  • Infantry Upkeep: +20%
4 225 18
  • 750
  • 66
  • Infantry Attack Against Tank: +250%
  • Infantry Upkeep: +25%
5 250 19
  • 1,000
  • 85
  • Infantry Attack Against Tank: +300%
  • Infantry Upkeep: +30%
(3) Advanced IFVs

Basic Statistics
Description Modifier Growth per Level
Sieging a city can take a long as there are many hole outs to secure. We can make this task easier by providing our infantry divisions with better Infantry Fighting Vehicles to project additional firepower while being protected.
  • Infantry Occupation Speed: +20%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Small Arms 5
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Occupation Speed: +0%
  • Infantry Upkeep: +0%
1 150 15
  • 150
  • 15
  • Infantry Occupation Speed: +20%
  • Infantry Upkeep: +5%
2 175 16
  • 325
  • 31
  • Infantry Occupation Speed: +40%
  • Infantry Upkeep: +10%
3 200 17
  • 525
  • 48
  • Infantry Occupation Speed: +60%
  • Infantry Upkeep: +15%
4 225 18
  • 750
  • 66
  • Infantry Occupation Speed: +80%
  • Infantry Upkeep: +20%
5 250 19
  • 1,000
  • 85
  • Infantry Occupation Speed: +100%
  • Infantry Upkeep: +25%
(3) Exoskeletons

Basic Statistics
Description Modifier Growth per Level
By distributing powered exoskeletons to infantry, they can reduce the risk of injury, as well as allowing them to carry heavier loads.
  • Infantry Attack: +25%
  • Infantry Defense: +25%
  • Infantry Speed: +2%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 3
  • Body Armor 3
+100 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Defense: 0%
  • Infantry Speed: 0%
  • Infantry Upkeep: 0%
1 300 15
  • 300
  • 15
  • Infantry Attack: +25%
  • Infantry Defense: +25%
  • Infantry Speed: +2%
  • Infantry Upkeep: +5%
2 400 16
  • 700
  • 31
  • Infantry Attack: +50%
  • Infantry Defense: +50%
  • Infantry Speed: +4%
  • Infantry Upkeep: +10%
(4) Cybernetic Infantry

Basic Statistics
Description Modifier Growth per Level
To create infantry that is faster, stronger, and more resilient than ever, we must combine man and machine. Using exoskeletons and targeting systems controlled by neural implants, an ordinary soldier can become a super soldier.
  • Infantry Attack: +50%
  • Infantry Defense: +20%
  • Infantry Speed: +4%
  • Infantry Cost: +25%
  • Infantry Upkeep: +25%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Exoskeletons 2
  • Infantry Improvements 5
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Defense: 0%
  • Infantry Speed: 0%
  • Infantry Cost: 0%
  • Infantry Upkeep: 0%
1 525 15
  • 525
  • 15
  • Infantry Attack: +50%
  • Infantry Defense: +20%
  • Infantry Speed: +4%
  • Infantry Cost: +25%
  • Infantry Upkeep: +25%
(4) Real Time Shell Tracking

Basic Statistics
Description Modifier Growth per Level
By knowing where enemy shells will be landing, we are able to relocate our formations to avoid fire.
  • Infantry Defense Against Artillery: +25%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Body Armor 5
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Defense Against Artillery: +0%
  • Infantry Upkeep: +0%
1 200 15
  • 200
  • 15
  • Infantry Defense Against Artillery: +25%
  • Infantry Upkeep: +2.5%
2 250 16
  • 450
  • 31
  • Infantry Defense Against Artillery: +50%
  • Infantry Upkeep: +5%
3 300 17
  • 750
  • 48
  • Infantry Defense Against Artillery: +100%
  • Infantry Upkeep: +7.5%
4 350 18
  • 1,100
  • 66
  • Infantry Defense Against Artillery: +125%
  • Infantry Upkeep: +10%

Tank Research Arm[]

Tank Technology
(1) Tank Improvements

Basic Statistics
Description Modifier Growth per Level
Tanks have superior mobility and firepower compared to infantry. We must research ways to build upon these strengths for our military's tanks.
  • Tank Attack: +2%
  • Ground Attack: +1%
  • Tank Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Attack: 0%
  • Ground Attack: 0%
  • Tank Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Tank Attack: +2%
  • Ground Attack: +1%
  • Tank Research Efficiency: +5%
2 195
  • 240
  • 15
  • Tank Attack: +4%
  • Ground Attack: +2%
  • Tank Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Tank Attack: +6%
  • Ground Attack: +3%
  • Tank Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Tank Attack: +8%
  • Ground Attack: +4%
  • Tank Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Tank Attack: +10%
  • Ground Attack: +5%
  • Tank Research Efficiency: +25%
(2) Composite Armor

Basic Statistics
Description Modifier Growth per Level
Employing materials of different types in our armor scheme will make our tanks more resistant to different types of shells.
  • Tank Defense: +25%
  • Tank Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Tank Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Defense: 0%
  • Tank Upkeep: 0%
1 180 15
  • 180
  • 15
  • Tank Defense: +25%
  • Tank Upkeep: +2.5%
2 255 16
  • 435
  • 31
  • Tank Defense: +50%
  • Tank Upkeep: +5%
3 330 17
  • 765
  • 48
  • Tank Defense: +75%
  • Tank Upkeep: +7.5%
4 405 18
  • 1,170
  • 66
  • Tank Defense: +100%
  • Tank Upkeep: +10%
5 480 19
  • 1,650
  • 85
  • Tank Defense: +125%
  • Tank Upkeep: +12.5%
(2) Projectile Design

Basic Statistics
Description Modifier Growth per Level
We can increase the penetrating power of our shells by either increasing their muzzle velocity or by investing in new projectile designs.
  • Tank Attack: +25%
  • Tank Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Tank Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Attack: 0%
  • Tank Upkeep: 0%
1 300 15
  • 300
  • 15
  • Tank Attack: +25%
  • Tank Upkeep: +2.5%
2 375 16
  • 675
  • 31
  • Tank Attack: +50%
  • Tank Upkeep: +5%
3 450 17
  • 1,125
  • 48
  • Tank Attack: +75%
  • Tank Upkeep: +7.5%
4 525 18
  • 1,650
  • 66
  • Tank Attack: +100%
  • Tank Upkeep: +10%
5 600 19
  • 2,250
  • 85
  • Tank Attack: +125%
  • Tank Upkeep: +12.5%
(2) High-performance Powerplants

Basic Statistics
Description Modifier Growth per Level
By refining engine designs and optimizing transmissions systems our tanks now possess a substantial in speed and terrain transversal.
  • Tank Speed: +10%
  • Tank Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Tank Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Speed: 0%
  • Tank Upkeep: 0%
1 180 15
  • 180
  • 15
  • Tank Speed: +10%
  • Tank Upkeep: +2.5%
2 255 16
  • 435
  • 31
  • Tank Speed: +20%
  • Tank Upkeep: +5%
3 330 17
  • 765
  • 48
  • Tank Speed: +30%
  • Tank Upkeep: +7.5%
4 405 18
  • 1,170
  • 66
  • Tank Speed: +40%
  • Tank Upkeep: +7.5%
5 480 19
  • 1,650
  • 85
  • Tank Speed: +50%
  • Tank Upkeep: +12.5%
(2) Advanced Active Protection Systems

Basic Statistics
Description Modifier Growth per Level
By installing more powerful APS systems, our tanks will be able to intercept incoming projectiles without getting damaged.
  • Tank Defense Against Infantry: +35%
  • Tank Defense: +5%
  • Tank Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Tank Improvements 3
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Defense Against Infantry: 0%
  • Tank Defense: 0%
  • Tank Upkeep: 0%
1 180 15
  • 180
  • 15
  • Tank Defense Against Infantry: +35%
  • Tank Defense: +5%
  • Tank Upkeep: +5%
2 255 16
  • 435
  • 31
  • Tank Defense Against Infantry: +70%
  • Tank Defense: +10%
  • Tank Upkeep: +10%
3 330 17
  • 765
  • 48
  • Tank Defense Against Infantry: +105%
  • Tank Defense: +15%
  • Tank Upkeep: +15%
(3) Coordinated Fire Support

Basic Statistics
Description Modifier Growth per Level
We can decrease the time it take our armored divisions to siege cities by ensuring that adequate and precise fire support is available.
  • Tank Occupation Speed: +25%
  • Tank Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Projectile Design 2
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Occupation Speed: 0%
  • Tank Upkeep: 0%
1 200 15
  • 200
  • 15
  • Tank Occupation Speed: +25%
  • Tank Upkeep: +5%
2 275 16
  • 475
  • 31
  • Tank Occupation Speed: +50%
  • Tank Upkeep: +5%
3 350 17
  • 825
  • 31
  • Tank Occupation Speed: +75%
  • Tank Upkeep: +10%
4 425 18
  • 1,250
  • 48
  • Tank Occupation Speed: +100%
  • Tank Upkeep: +15%
(3) High Velocity Active Protection Systems

Basic Statistics
Description Modifier Growth per Level
Now that we have mastered intercepting low velocity anti tank rounds, we shift our attention to intercept high velocity artillery shells.
  • Tank Defense Against Artillery: +15%
  • Tank Defense: +5%
  • Tank Upkeep: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Advanced Active Protection Systems 3
+100 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Tank Defense Against Artillery: 0%
  • Tank Defense: 0%
  • Tank Upkeep: 0%
1 300 15
  • 300
  • 15
  • Tank Defense Against Artillery: +15%
  • Tank Defense: +5%
  • Tank Upkeep: +10%
2 400 16
  • 700
  • 31
  • Tank Defense Against Artillery: +30%
  • Tank Defense: +10%
  • Tank Upkeep: +20%
3 500 17
  • 1,200
  • 31
  • Tank Defense Against Artillery: +45%
  • Tank Defense: +15%
  • Tank Upkeep: +30%

Support Research Arm[]

Support Technology
(1) Support Improvements
Basic Statistics
Description Modifier Growth per Level
Improved radar systems, stronger launching mechanisms, and enhanced mobility allow our support crews to deliver more accurate and lethal firepower where it's needed most.
  • Artillery Attack: +2%
  • Ground Attack: +1%
  • Anti Aircraft Attack: +2%
  • Support Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Artillery Attack: 0%
  • Ground Attack: 0%
  • Anti Aircraft Attack: 0%
  • Support Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Artillery Attack: +2%
  • Ground Attack: +1%
  • Anti Aircraft Attack: +2%
  • Support Research Efficiency: +5%
2 195
  • 240
  • 15
  • Artillery Attack: +4%
  • Ground Attack: +2%
  • Anti Aircraft Attack: +4%
  • Support Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Artillery Attack: +6%
  • Ground Attack: +3%
  • Anti Aircraft Attack: +6%
  • Support Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Artillery Attack: +8%
  • Ground Attack: +4%
  • Anti Aircraft Attack: +8%
  • Support Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Artillery Attack: +10%
  • Ground Attack: +5%
  • Anti Aircraft Attack: +10%
  • Support Research Efficiency: +25%
(2) High Caliber Cannons
Basic Statistics
Description Modifier Growth per Level
By equipping our howitzers with higher caliber weaponry, our artillery will deal more damage, at the expense of higher cost and maintenance.
  • Artillery Attack: +30%
  • Artillery Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Support Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Artillery Attack: 0%
  • Artillery Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Artillery Attack: +30%
  • Artillery Upkeep: +5%
2 225 8.5
  • 375
  • 16
  • Artillery Attack: +60%
  • Artillery Upkeep: +10%
3 300 9.5
  • 675
  • 25.5
  • Artillery Attack: +90%
  • Artillery Upkeep: +15%
4 375 10.5
  • 1,050
  • 36
  • Artillery Attack: +120%
  • Artillery Upkeep: +20%
5 450 11.5
  • 1,500
  • 47.5
  • Artillery Attack: +150%
  • Artillery Upkeep: +25%
6 525 12.5
  • 2,025
  • 60
  • Artillery Attack: +180%
  • Artillery Upkeep: +30%
(2) Modern Missile Launchers
Basic Statistics
Description Modifier Growth per Level
Using autocannons have proven to be obsolete in the modern era, hence, we must develop new ways to combat aerial threats from the ground.
  • Anti Aircraft Attack: +20%
  • Anti Aircraft Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Support Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Anti Aircraft Attack: 0%
  • Anti Aircraft Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Anti Aircraft Attack: +20%
  • Anti Aircraft Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Anti Aircraft Attack: +40%
  • Anti Aircraft Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Anti Aircraft Attack: +60%
  • Anti Aircraft Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Anti Aircraft Attack: +80%
  • Anti Aircraft Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Anti Aircraft Attack: +100%
  • Anti Aircraft Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Anti Aircraft Attack: +120%
  • Anti Aircraft Upkeep: +15%
(3) Support Motorization
Basic Statistics
Description Modifier Growth per Level
Investing in new self propelled designs will allow our support units to be more mobile on the battlefield.
  • Artillery Speed: +10%
  • Anti Aircraft Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Support Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Artillery Speed: 0%
  • Anti Aircraft Speed: 0%
1 150 7.5
  • 150
  • 7.5
  • Artillery Speed: +10%
  • Anti Aircraft Speed: +10%
2 225 8.5
  • 375
  • 16
  • Artillery Speed: +20%
  • Anti Aircraft Speed: +20%
3 300 9.5
  • 675
  • 25.5
  • Artillery Speed: +30%
  • Anti Aircraft Speed: +30%
4 375 10.5
  • 1,050
  • 36
  • Artillery Speed: +40%
  • Anti Aircraft Speed: +40%
5 450 11.5
  • 1,500
  • 47.5
  • Artillery Speed: +50%
  • Anti Aircraft Speed: +50%
6 525 12.5
  • 2,025
  • 60
  • Artillery Speed: +60%
  • Anti Aircraft Speed: +60%
(3) More Powerful Propellant
Basic Statistics
Description Modifier Growth per Level
Development of new, denser propellant mixtures allows our artillery pieces to fire further without moving forward.
  • Artillery Range: +12.5%
  • Artillery Upkeep: +15%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • High Caliber Cannons 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Artillery Range: 0%
  • Artillery Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Artillery Range: +12.5%
  • Artillery Upkeep: +15%
2 225 8.5
  • 375
  • 16
  • Artillery Range: +25%
  • Artillery Upkeep: +30%
3 300 9.5
  • 675
  • 25.5
  • Artillery Range: +37.5%
  • Artillery Upkeep: +45%
4 375 10.5
  • 1,050
  • 36
  • Artillery Range: +50%
  • Artillery Upkeep: +60%
5 450 11.5
  • 1,500
  • 47.5
  • Artillery Range: +62.5%
  • Artillery Upkeep: +75%
6 525 12.5
  • 2,025
  • 60
  • Artillery Range: +75%
  • Artillery Upkeep: +90%
(3) Improved Radar Detection
Basic Statistics
Description Modifier Growth per Level
Radars are a fundamental part of spotting and neutralizing an aircraft; therefore, development of more powerful radars is required.
  • Anti Aircraft Range: +10%
  • Anti Aircraft Upkeep: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Modern Missile Launchers 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Anti Aircraft Range: 0%
  • Anti Aircraft Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Anti Aircraft Range: +10%
  • Anti Aircraft Upkeep: +10%
2 225 8.5
  • 375
  • 16
  • Anti Aircraft Range: +20%
  • Anti Aircraft Upkeep: +20%
3 300 9.5
  • 675
  • 25.5
  • Anti Aircraft Range: +30%
  • Anti Aircraft Upkeep: +30%
4 375 10.5
  • 1,050
  • 36
  • Anti Aircraft Range: +40%
  • Anti Aircraft Upkeep: +40%
5 450 11.5
  • 1,500
  • 47.5
  • Anti Aircraft Range: +50%
  • Anti Aircraft Upkeep: +50%
6 525 12.5
  • 2,025
  • 60
  • Anti Aircraft Range: +60%
  • Anti Aircraft Upkeep: +60%

Naval Research Arm[]

Naval Technology
(1) Naval Improvements
Basic Statistics
Description Modifier Growth per Level
A modern navy must be more than a collection of ships—it must be a technologically advanced force capable of coordinating and utilizing many different weapons and ship types to secure victory overseas.
  • Naval Attack: +2%
  • Naval Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Naval Attack: 0%
  • Naval Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Naval Attack: +2%
  • Naval Research Efficiency: +5%
2 195
  • 240
  • 15
  • Naval Attack: +4%
  • Naval Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Naval Attack: +6%
  • Naval Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Naval Attack: +8%
  • Naval Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Naval Attack: +10%
  • Naval Research Efficiency: +25%
(2) Naval Hull Architecture
Basic Statistics
Description Modifier Growth per Level
Advancements in hull engineering and the integration of composite materials increases the durability of our fleet's armor, allowing the ships to withstand harsh conditions and enemy fire.
  • Destroyer Defense: +7.5%
  • Aircraft Carrier Defense: +12.5%
  • Frigate Defense: +5%
  • Battleship Defense: +20%
  • Naval Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Destroyer Defense: 0%
  • Aircraft Carrier Defense: 0%
  • Frigate Defense: 0%
  • Battleship Defense: 0%
  • Naval Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Destroyer Defense: +7.5%
  • Aircraft Carrier Defense: +12.5%
  • Frigate Defense: +5%
  • Battleship Defense: +20%
  • Naval Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Destroyer Defense: +15%
  • Aircraft Carrier Defense: +25%
  • Frigate Defense: +10%
  • Battleship Defense: +40%
  • Naval Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Destroyer Defense: +22.5%
  • Aircraft Carrier Defense: +37.5%
  • Frigate Defense: +15%
  • Battleship Defense: +60%
  • Naval Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Destroyer Defense: +30%
  • Aircraft Carrier Defense: +50%
  • Frigate Defense: +20%
  • Battleship Defense: +80%
  • Naval Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Destroyer Defense: +37.5%
  • Aircraft Carrier Defense: +62.5%
  • Frigate Defense: +25%
  • Battleship Defense: +100%
  • Naval Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Destroyer Defense: +45%
  • Aircraft Carrier Defense: +75%
  • Frigate Defense: +30%
  • Battleship Defense: +120%
  • Naval Upkeep: +15%
7 600 13.5
  • 2,625
  • 73.5
  • Destroyer Defense: +52.5%
  • Aircraft Carrier Defense: +87.5%
  • Frigate Defense: +35%
  • Battleship Defense: +140%
  • Naval Upkeep: +17.5%
8 675 14.5
  • 3,300
  • 88
  • Destroyer Defense: +60%
  • Aircraft Carrier Defense: +100%
  • Frigate Defense: +40%
  • Battleship Defense: +160%
  • Naval Upkeep: +20%
9 750 15.5
  • 4,050
  • 103.5
  • Destroyer Defense: +67.5%
  • Aircraft Carrier Defense: +112.5%
  • Frigate Defense: +45%
  • Battleship Defense: +180%
  • Naval Upkeep: +22.5%
10 825 16.5
  • 4,875
  • 120
  • Destroyer Defense: +75%
  • Aircraft Carrier Defense: +125%
  • Frigate Defense: +50%
  • Battleship Defense: +200%
  • Naval Upkeep: +25%
(2) Naval Turbines
Basic Statistics
Description Modifier Growth per Level
Upgrading our naval turbine systems will drastically improve our maneuverability and mobility across all ship classes.
  • Aircraft Carrier Speed: +5%
  • Battleship Speed: +6%
  • Destroyer Speed: +8%
  • Frigate Speed: +12.5%
  • Naval Upkeep: +3%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Aircraft Carrier Speed: 0%
  • Battleship Speed: 0%
  • Destroyer Speed: 0%
  • Frigate Speed: 0%
  • Naval Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Aircraft Carrier Speed: +5%
  • Battleship Speed: +6%
  • Destroyer Speed: +8%
  • Frigate Speed: +12.5%
  • Naval Upkeep: +3%
2 225 8.5
  • 375
  • 16
  • Aircraft Carrier Speed: +10%
  • Battleship Speed: +12%
  • Destroyer Speed: +16%
  • Frigate Speed: +25%
  • Naval Upkeep: +6%
3 300 9.5
  • 675
  • 25.5
  • Aircraft Carrier Speed: +15%
  • Battleship Speed: +18%
  • Destroyer Speed: +24%
  • Frigate Speed: +37.5%
  • Naval Upkeep: +9%
4 375 10.5
  • 1,050
  • 36
  • Aircraft Carrier Speed: +20%
  • Battleship Speed: +24%
  • Destroyer Speed: +32%
  • Frigate Speed: +50%
  • Naval Upkeep: +12%
5 450 11.5
  • 1,500
  • 47.5
  • Aircraft Carrier Speed: +25%
  • Battleship Speed: +30%
  • Destroyer Speed: +40%
  • Frigate Speed: +62.5%
  • Naval Upkeep: +15%
6 525 12.5
  • 2,025
  • 60
  • Aircraft Carrier Speed: +30%
  • Battleship Speed: +36%
  • Destroyer Speed: +48%
  • Frigate Speed: +75%
  • Naval Upkeep: +18%
7 600 13.5
  • 2,625
  • 73.5
  • Aircraft Carrier Speed: +35%
  • Battleship Speed: +42%
  • Destroyer Speed: +56%
  • Frigate Speed: +87.5%
  • Naval Upkeep: +21%
8 675 14.5
  • 3,300
  • 88
  • Aircraft Carrier Speed: +40%
  • Battleship Speed: +48%
  • Destroyer Speed: +64%
  • Frigate Speed: +100%
  • Naval Upkeep: +24%
(2) Submarine Streamlining
Basic Statistics
Description Modifier Growth per Level
Designing the most optimal hull for our submarines will allow us to squeeze more performance out of them without using up limited room for additional machinery.
  • Submarine Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Submarine Speed: 0%
1 150 7.5
  • 150
  • 7.5
  • Submarine Speed: +10%
2 225 8.5
  • 375
  • 16
  • Submarine Speed: +20%
3 300 9.5
  • 675
  • 25.5
  • Submarine Speed: +30%
4 375 10.5
  • 1,050
  • 36
  • Submarine Speed: +40%
5 450 11.5
  • 1,500
  • 47.5
  • Submarine Speed: +50%
6 525 12.5
  • 2,025
  • 60
  • Submarine Speed: +60%
(2) Naval Battery
Basic Statistics
Description Modifier Growth per Level
The adaptation of high-caliber artillery into our naval vessels will bolster the accuracy and firepower of naval batteries, reinforcing our dominance against not only naval targets, but land based ones as well.
  • Destroyer Attack: +15%
  • Battleship Attack: +30%
  • Frigate Attack: +5%
  • Battleship Range: +3.5%
  • Naval Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Destroyer Attack: 0%
  • Battleship Attack: 0%
  • Frigate Attack: 0%
  • Battleship Range: 0%
  • Naval Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Destroyer Attack: +15%
  • Battleship Attack: +30%
  • Frigate Attack: +5%
  • Battleship Range: +3.5%
  • Naval Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Destroyer Attack: +30%
  • Battleship Attack: +60%
  • Frigate Attack: +10%
  • Battleship Range: +7%
  • Naval Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Destroyer Attack: +45%
  • Battleship Attack: +90%
  • Frigate Attack: +15%
  • Battleship Range: +10.5%
  • Naval Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Destroyer Attack: +60%
  • Battleship Attack: +120%
  • Frigate Attack: +20%
  • Battleship Range: +14%
  • Naval Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Destroyer Attack: +75%
  • Battleship Attack: +150%
  • Frigate Attack: +25%
  • Battleship Range: +17.5%
  • Naval Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Destroyer Attack: +90%
  • Battleship Attack: +180%
  • Frigate Attack: +30%
  • Battleship Range: +21%
  • Naval Upkeep: +15%
7 600 13.5
  • 2,625
  • 73.5
  • Destroyer Attack: +105%
  • Battleship Attack: +210%
  • Frigate Attack: +35%
  • Battleship Range: +24.5%
  • Naval Upkeep: +17.5%
8 675 14.5
  • 3,300
  • 88
  • Destroyer Attack: +120%
  • Battleship Attack: +240%
  • Frigate Attack: +40%
  • Battleship Range: +28%
  • Naval Upkeep: +20%
9 750 15.5
  • 4,050
  • 103.5
  • Destroyer Attack: +135%
  • Battleship Attack: +270%
  • Frigate Attack: +45%
  • Battleship Range: +31.5%
  • Naval Upkeep: +22.5%
10 825 16.5
  • 4,875
  • 120
  • Destroyer Attack: +150%
  • Battleship Attack: +300%
  • Frigate Attack: +50%
  • Battleship Range: +35%
  • Naval Upkeep: +25%
(2) Naval Missiles
Basic Statistics
Description Modifier Growth per Level
With modern missile propulsion systems, our missile systems can now be fired at unfathomable speeds, offering destructive power, particularly in our escort ships.
  • Destroyer Attack: +20%
  • Aircraft Carrier Attack: +7.5%
  • Frigate Attack: +15%
  • Naval Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Destroyer Attack: 0%
  • Aircraft Carrier Attack: 0%
  • Frigate Attack: 0%
  • Naval Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Destroyer Attack: +20%
  • Aircraft Carrier Attack: +7.5%
  • Frigate Attack: +15%
  • Naval Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Destroyer Attack: +40%
  • Aircraft Carrier Attack: +15%
  • Frigate Attack: +30%
  • Naval Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Destroyer Attack: +60%
  • Aircraft Carrier Attack: +22.5%
  • Frigate Attack: +45%
  • Naval Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Destroyer Attack: +80%
  • Aircraft Carrier Attack: +30%
  • Frigate Attack: +60%
  • Naval Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Destroyer Attack: +100%
  • Aircraft Carrier Attack: +37.5%
  • Frigate Attack: +75%
  • Naval Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Destroyer Attack: +120%
  • Aircraft Carrier Attack: +45%
  • Frigate Attack: +90%
  • Naval Upkeep: +15%
7 600 13.5
  • 2,625
  • 73.5
  • Destroyer Attack: +140%
  • Aircraft Carrier Attack: +52.5%
  • Frigate Attack: +105%
  • Naval Upkeep: +17.5%
8 675 14.5
  • 3,300
  • 88
  • Destroyer Attack: +160%
  • Aircraft Carrier Attack: +60%
  • Frigate Attack: +120%
  • Naval Upkeep: +20%
9 750 15.5
  • 4,050
  • 103.5
  • Destroyer Attack: +180%
  • Aircraft Carrier Attack: +67.5%
  • Frigate Attack: +135%
  • Naval Upkeep: +22.5%
10 825 16.5
  • 4,875
  • 120
  • Destroyer Attack: +200%
  • Aircraft Carrier Attack: +75%
  • Frigate Attack: +150%
  • Naval Upkeep: +25%
(2) High-Velocity Torpedoes
Basic Statistics
Description Modifier Growth per Level
High velocity torpedoes, designed for speed and precision, will dramatically improve the offensive capabilities of our submarines and escort ships.
  • Destroyer Attack: +15%
  • Submarine Attack: +17.5%
  • Frigate Attack: +10%
  • Naval Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Destroyer Attack: 0%
  • Submarine Attack: 0%
  • Frigate Attack: 0%
  • Naval Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Destroyer Attack: +15%
  • Submarine Attack: +17.5%
  • Frigate Attack: +10%
  • Naval Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Destroyer Attack: +30%
  • Submarine Attack: +35%
  • Frigate Attack: +20%
  • Naval Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Destroyer Attack: +45%
  • Submarine Attack: +52.5%
  • Frigate Attack: +30%
  • Naval Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Destroyer Attack: +60%
  • Submarine Attack: +70%
  • Frigate Attack: +40%
  • Naval Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Destroyer Attack: +75%
  • Submarine Attack: +87.5%
  • Frigate Attack: +50%
  • Naval Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Destroyer Attack: +90%
  • Submarine Attack: +105%
  • Frigate Attack: +60%
  • Naval Upkeep: +15%
7 600 13.5
  • 2,625
  • 73.5
  • Destroyer Attack: +105%
  • Submarine Attack: +122.5%
  • Frigate Attack: +70%
  • Naval Upkeep: +17.5%
8 675 14.5
  • 3,300
  • 88
  • Destroyer Attack: +120%
  • Submarine Attack: +140%
  • Frigate Attack: +80%
  • Naval Upkeep: +20%
9 750 15.5
  • 4,050
  • 103.5
  • Destroyer Attack: +135%
  • Submarine Attack: +157.5%
  • Frigate Attack: +90%
  • Naval Upkeep: +22.5%
10 825 16.5
  • 4,875
  • 120
  • Destroyer Attack: +150%
  • Submarine Attack: +175%
  • Frigate Attack: +100%
  • Naval Upkeep: +25%
(2) Advanced Sonar
Basic Statistics
Description Modifier Growth per Level
Improving the resolution of our sonars will allow us to enhance our targetting against underwater targets.
  • Frigate Attack against Submarine: +25%
  • Destroyer Attack against Submarine: +25%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Frigate Attack against Submarine: 0%
  • Destroyer Attack against Submarine: 0%
1 150 7.5
  • 150
  • 7.5
  • Frigate Attack against Submarine: +25%
  • Destroyer Attack against Submarine: +25%
2 225 8.5
  • 375
  • 16
  • Frigate Attack against Submarine: +50%
  • Destroyer Attack against Submarine: +50%
3 300 9.5
  • 675
  • 25.5
  • Frigate Attack against Submarine: +75%
  • Destroyer Attack against Submarine: +75%
4 375 10.5
  • 1,050
  • 36
  • Frigate Attack against Submarine: +100%
  • Destroyer Attack against Submarine: +100%
(2) Specialized Watercraft
Basic Statistics
Description Modifier Growth per Level
In providing our military research team the resources to construct faster and more efficient vehicles, they have developed specialized landing vehicles for our military, pushing costal assaults and amphibious combat into the next age.
  • Embarkment Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Naval Improvements 3
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Embarkment Speed: 0%
1 150 7.5
  • 150
  • 7.5
  • Embarkment Speed: +10%
2 225 8.5
  • 375
  • 16
  • Embarkment Speed: +20%
3 300 9.5
  • 675
  • 25.5
  • Embarkment Speed: +30%
4 375 10.5
  • 1,050
  • 36
  • Embarkment Speed: +40%
5 450 11.5
  • 1,500
  • 47.5
  • Embarkment Speed: +50%
(3) Deep Diving Hulls
Basic Statistics
Description Modifier Growth per Level
By designing submarine hulls that have greater test depths, they would be able to evade counter fire more easily.
  • Submarine Defense: +50%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Submarine Streamlining 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Submarine Defense: 0%
1 300 7.5
  • 150
  • 7.5
  • Submarine Defense: +50%
2 375 8.5
  • 375
  • 16
  • Submarine Defense: +100%
3 450 9.5
  • 675
  • 25.5
  • Submarine Defense: +150%
4 525 10.5
  • 1,050
  • 36
  • Submarine Defense: +200%

Aerial Research Arm[]

Aircraft Technology
(1) Aerial Improvements

Basic Statistics
Description Modifier Growth per Level
Establishing supremacy within the skies is crucial in modern warfare. We must invest into our airforce technologically and innovatively in order to secure domination.
  • Air Attack: +2%
  • Aircraft Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+150 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Air Attack: 0%
  • Aircraft Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Air Attack: +2%
  • Aircraft Research Efficiency: +5%
2 195
  • 240
  • 15
  • Air Attack: +4%
  • Aircraft Research Efficiency: +10%
3 345
  • 585
  • 22.5
  • Air Attack: +6%
  • Aircraft Research Efficiency: +15%
4 495
  • 1,080
  • 30
  • Air Attack: +8%
  • Aircraft Research Efficiency: +20%
5 645
  • 1,725
  • 37.5
  • Air Attack: +10%
  • Aircraft Research Efficiency: +20%
(2) Guided Missile Systems

Basic Statistics
Description Modifier Growth per Level
We will utilize advanced missile technology, designed to deliver powerful and precise strikes against enemy assets from a distance, ensuring maximum damage with minimum effort.
  • Attacker Attack: +20%
  • Fighter Attack: +15%
  • Bomber Attack: +7.5%
  • Air Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Aerial Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Attacker Attack: 0%
  • Fighter Attack: 0%
  • Bomber Attack: 0%
  • Air Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Attacker Attack: +20%
  • Fighter Attack: +15%
  • Bomber Attack: +7.5%
  • Air Upkeep: +2.5%
2 255 8.5
  • 405
  • 16
  • Attacker Attack: +40%
  • Fighter Attack: +30%
  • Bomber Attack: +15%
  • Air Upkeep: +5%
3 300 9.5
  • 705
  • 25.5
  • Attacker Attack: +60%
  • Fighter Attack: +45%
  • Bomber Attack: +22.5%
  • Air Upkeep: +7.5%
4 375 10.5
  • 1,080
  • 66
  • Attacker Attack: +80%
  • Fighter Attack: +60%
  • Bomber Attack: +30%
  • Air Upkeep: +10%
5 450 11.5
  • 1,530
  • 85
  • Attacker Attack: +100%
  • Fighter Attack: +75%
  • Bomber Attack: +37.5%
  • Air Upkeep: +12.5%
6 525 12.5
  • 2,655
  • 85
  • Attacker Attack: +120%
  • Fighter Attack: +90%
  • Bomber Attack: +45%
  • Air Upkeep: +15%
7 675 13.5
  • 3,330
  • 85
  • Attacker Attack: +140%
  • Fighter Attack: +105%
  • Bomber Attack: +52.5%
  • Air Upkeep: +17.5%
8 750 14.5
  • 4,080
  • 85
  • Attacker Attack: +160%
  • Fighter Attack: +120%
  • Bomber Attack: +60%
  • Air Upkeep: +20%
9 825 15.5
  • 4,905
  • 85
  • Attacker Attack: +180%
  • Fighter Attack: +135%
  • Bomber Attack: +67.5%
  • Air Upkeep: +22.5%
10 900 16.5
  • 5,805
  • 85
  • Attacker Attack: +200%
  • Fighter Attack: +150%
  • Bomber Attack: +75%
  • Air Upkeep: +25%
(2) Modern Guided Bombs

Basic Statistics
Description Modifier Growth per Level
Improving the guidance systems on our bombs will allow us to hit targets of opportunity with greater efficiency.
  • Attacker Attack: +15%
  • Bomber Attack: +20%
  • Attacker Upkeep: +3%
  • Bomber Upkeep: +3%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Aerial Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Attacker Attack: 0%
  • Bomber Attack: 0%
  • Attacker Upkeep: 0%
  • Bomber Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Attacker Attack: +15%
  • Bomber Attack: +20%
  • Attacker Upkeep: +3%
  • Bomber Upkeep: +3%
2 255 8.5
  • 405
  • 16
  • Attacker Attack: +30%
  • Bomber Attack: +40%
  • Attacker Upkeep: +6%
  • Bomber Upkeep: +6%
3 300 9.5
  • 705
  • 25.5
  • Attacker Attack: +45%
  • Bomber Attack: +60%
  • Attacker Upkeep: +9%
  • Bomber Upkeep: +9%
4 375 10.5
  • 1,080
  • 66
  • Attacker Attack: +60%
  • Bomber Attack: +80%
  • Attacker Upkeep: +12%
  • Bomber Upkeep: +12%
5 450 11.5
  • 1,530
  • 85
  • Attacker Attack: +75%
  • Bomber Attack: +100%
  • Attacker Upkeep: +15%
  • Bomber Upkeep: +15%
6 600 13.5
  • 2,655
  • 85
  • Attacker Attack: +90%
  • Bomber Attack: +120%
  • Attacker Upkeep: +18%
  • Bomber Upkeep: +18%
7 675 13.5
  • 3,330
  • 85
  • Attacker Attack: +105%
  • Bomber Attack: +140%
  • Attacker Upkeep: +21%
  • Bomber Upkeep: +21%
8 750 14.5
  • 4,080
  • 85
  • Attacker Attack: +120%
  • Bomber Attack: +160%
  • Attacker Upkeep: +24%
  • Bomber Upkeep: +24%
9 825 15.5
  • 4,905
  • 85
  • Attacker Attack: +135%
  • Bomber Attack: +180%
  • Attacker Upkeep: +27%
  • Bomber Upkeep: +27%
10 900 16.5
  • 5,805
  • 85
  • Attacker Attack: +150%
  • Bomber Attack: +200%
  • Attacker Upkeep: +30%
  • Bomber Upkeep: +30%
(2) Fuel Optimization Systems

Basic Statistics
Description Modifier Growth per Level
By integrating fuel optimization systems into our aircraft, we can expand the fuel capacity without compromising performance, allowing for longer flights and a deeper strike capability.
  • Attacker Endurance: +7.5%
  • Transport Aircraft Endurance: +10%
  • Bomber Endurance: +10%
  • Fighter Endurance: +7.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Aerial Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Attacker Endurance: 0%
  • Transport Aircraft Endurance: 0%
  • Bomber Endurance: 0%
  • Fighter Endurance: 0%
1 150 7.5
  • 150
  • 7.5
  • Attacker Endurance: +7.5%
  • Transport Aircraft Endurance: +10%
  • Bomber Endurance: +10%
  • Fighter Endurance: +7.5%
2 225 8.5
  • 375
  • 16
  • Attacker Endurance: +15%
  • Transport Aircraft Endurance: +20%
  • Bomber Endurance: +20%
  • Fighter Endurance: +15%
3 300 9.5
  • 675
  • 25.5
  • Attacker Endurance: +22.5%
  • Transport Aircraft Endurance: +30%
  • Bomber Endurance: +30%
  • Fighter Endurance: +22.5%
4 375 10.5
  • 1,050
  • 36
  • Attacker Endurance: +30%
  • Transport Aircraft Endurance: +40%
  • Bomber Endurance: +40%
  • Fighter Endurance: +30%
5 450 11.5
  • 1,500
  • 47.5
  • Attacker Endurance: +37.5%
  • Transport Aircraft Endurance: +50%
  • Bomber Endurance: +50%
  • Fighter Endurance: +37.5%
6 525 12.5
  • 2,025
  • 60
  • Attacker Endurance: +45%
  • Transport Aircraft Endurance: +60%
  • Bomber Endurance: +60%
  • Fighter Endurance: +45%
7 600 13.5
  • 2,625
  • 73.5
  • Attacker Endurance: +52.5%
  • Transport Aircraft Endurance: +70%
  • Bomber Endurance: +70%
  • Fighter Endurance: +52.5%
8 675 14.5
  • 3,300
  • 88
  • Attacker Endurance: +60%
  • Transport Aircraft Endurance: +80%
  • Bomber Endurance: +80%
  • Fighter Endurance: +60%
9 750 15.5
  • 4,050
  • 103.5
  • Attacker Endurance: +67.5%
  • Transport Aircraft Endurance: +90%
  • Bomber Endurance: +90%
  • Fighter Endurance: +67.5%
10 825 16.5
  • 4,875
  • 120
  • Attacker Endurance: +75%
  • Transport Aircraft Endurance: +100%
  • Bomber Endurance: +100%
  • Fighter Endurance: +75%
(2) Autocannons

Basic Statistics
Description Modifier Growth per Level
Increasing the fire rate and size of our mounted autocannons will let us throw more shells downrange, increasing our firepower.
  • Attacker Attack: +15%
  • Fighter Attack: +11.5%
  • Attacker Upkeep: +2.5%
  • Fighter Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Aerial Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Attacker Attack: 0%
  • Fighter Attack: 0%
  • Attacker Upkeep: 0%
  • Fighter Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Attacker Attack: +15%
  • Fighter Attack: +11.5%
  • Attacker Upkeep: +2.5%
  • Fighter Upkeep: +2.5%
2 225 8.5
  • 375
  • 16
  • Attacker Attack: +30%
  • Fighter Attack: +23%
  • Attacker Upkeep: +5%
  • Fighter Upkeep: +5%
3 300 9.5
  • 675
  • 25.5
  • Attacker Attack: +45%
  • Fighter Attack: +34.5%
  • Attacker Upkeep: +7.5%
  • Fighter Upkeep: +7.5%
4 375 10.5
  • 1,050
  • 36
  • Attacker Attack: +60%
  • Fighter Attack: +46%
  • Attacker Upkeep: +10%
  • Fighter Upkeep: +10%
5 450 11.5
  • 1,500
  • 47.5
  • Attacker Attack: +75%
  • Fighter Attack: +57.5%
  • Attacker Upkeep: +12.5%
  • Fighter Upkeep: +12.5%
6 525 12.5
  • 2,025
  • 60
  • Attacker Attack: +90%
  • Fighter Attack: +69%
  • Attacker Upkeep: +15%
  • Fighter Upkeep: +15%
7 600 13.5
  • 2,625
  • 73.5
  • Attacker Attack: +105%
  • Fighter Attack: +80.5%
  • Attacker Upkeep: +17.5%
  • Fighter Upkeep: +17.5%
8 675 14.5
  • 3,300
  • 88
  • Attacker Attack: +120%
  • Fighter Attack: +92%
  • Attacker Upkeep: +20%
  • Fighter Upkeep: +20%
9 750 15.5
  • 4,050
  • 103.5
  • Attacker Attack: +135%
  • Fighter Attack: +103.5%
  • Attacker Upkeep: +22.5%
  • Fighter Upkeep: +22.5%
10 825 16.5
  • 4,875
  • 120
  • Attacker Attack: +150%
  • Fighter Attack: +115%
  • Attacker Upkeep: +25%
  • Fighter Upkeep: +25%
(2) Advanced Turbines

Basic Statistics
Description Modifier Growth per Level
By utilizing more exotic materials in our turbines, they can withstand higher temperatures hence increasing maximum thrust output.
  • Bomber Speed: +6%
  • Fighter Speed: +12.5%
  • Attacker Speed: +6.5%
  • Transport Aircraft Speed: +6%
  • Air Upkeep: +2%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Aerial Improvements 1
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Bomber Speed: 0%
  • Fighter Speed: 0%
  • Attacker Speed: 0%
  • Transport Aircraft Speed: 0%
  • Air Upkeep: 0%
1 150 7.5
  • 150
  • 7.5
  • Bomber Speed: +6%
  • Fighter Speed: +12.5%
  • Attacker Speed: +6.5%
  • Transport Aircraft Speed: +6%
  • Air Upkeep: +2%
2 225 8.5
  • 375
  • 16
  • Bomber Speed: +12%
  • Fighter Speed: +25%
  • Attacker Speed: +13%
  • Transport Aircraft Speed: +12%
  • Air Upkeep: +4%
3 300 9.5
  • 675
  • 25.5
  • Bomber Speed: +18%
  • Fighter Speed: +37.5%
  • Attacker Speed: +19.5%
  • Transport Aircraft Speed: +18%
  • Air Upkeep: +6%
4 375 10.5
  • 1,050
  • 36
  • Bomber Speed: +24%
  • Fighter Speed: +50%
  • Attacker Speed: +26%
  • Transport Aircraft Speed: +24%
  • Air Upkeep: +8%
5 450 11.5
  • 1,500
  • 47.5
  • Bomber Speed: +30%
  • Fighter Speed: +62.5%
  • Attacker Speed: +32.5%
  • Transport Aircraft Speed: +30%
  • Air Upkeep: +10%
6 525 12.5
  • 2,025
  • 60
  • Bomber Speed: +36%
  • Fighter Speed: +75%
  • Attacker Speed: +39%
  • Transport Aircraft Speed: +36%
  • Air Upkeep: +12%
7 600 13.5
  • 2,625
  • 73.5
  • Bomber Speed: +42%
  • Fighter Speed: +87.5%
  • Attacker Speed: +45.5%
  • Transport Aircraft Speed: +42%
  • Air Upkeep: +14%
8 675 14.5
  • 3,300
  • 88
  • Bomber Speed: +48%
  • Fighter Speed: +100%
  • Attacker Speed: +52%
  • Transport Aircraft Speed: +48%
  • Air Upkeep: +16%
9 750 15.5
  • 4,050
  • 103.5
  • Bomber Speed: +54%
  • Fighter Speed: +112.5%
  • Attacker Speed: +58.5%
  • Transport Aircraft Speed: +54%
  • Air Upkeep: +18%
10 825 16.5
  • 4,875
  • 120
  • Bomber Speed: +60%
  • Fighter Speed: +125%
  • Attacker Speed: +65%
  • Transport Aircraft Speed: +60%
  • Air Upkeep: +20%
(3) Advanced Anti Ship Missiles

Basic Statistics
Description Modifier Growth per Level
We will employ sea skimming missiles that go faster, pack more firepower and sustain more damage in order to sink any ships in our way.
  • Attacker Attack: +20%
  • Attacker Upkeep: +10%
  • Attacker Attack Against Destroyer: +25%
  • Attacker Attack Against Frigate: +20%
  • Attacker Attack Against Aircraft Carrier: +50%
  • Attacker Attack Against Battleship: +50%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Guided Missile Systems 4
+150 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Attacker Attack: 0%
  • Attacker Upkeep: 0%
  • Attacker Attack Against Destroyer: 0%
  • Attacker Attack Against Frigate: 0%
  • Attacker Attack Against Aircraft Carrier: 0%
  • Attacker Attack Against Battleship: 0%
1 400 7.5
  • 400
  • 7.5
  • Attacker Attack: +20%
  • Attacker Upkeep: +10%
  • Attacker Attack Against Destroyer: +25%
  • Attacker Attack Against Frigate: +20%
  • Attacker Attack Against Aircraft Carrier: +50%
  • Attacker Attack Against Battleship: +50%
2 550 8.5
  • 950
  • 16
  • Attacker Attack: +40%
  • Attacker Upkeep: +20%
  • Attacker Attack Against Destroyer: +50%
  • Attacker Attack Against Frigate: +40%
  • Attacker Attack Against Aircraft Carrier: +100%
  • Attacker Attack Against Battleship: +100%
(3) Specialized Airlift Systems

Basic Statistics
Description Modifier Growth per Level
Investing in cutting-edge airlift technologies, such as automated loading systems and specialized aircraft designs, ensures that we can conduct mass deployments with minimal delay, enhancing our ability to strike behind enemy lines at a moment's notice.
  • Aerial Embarkment Speed: +20%
  • Transport Aircraft Cost: -15%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Fuel Optimization Systems 3
+75 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Aerial Embarkment Speed: 0%
  • Transport Aircraft Cost: 0%
1 150 7.5
  • 150
  • 7.5
  • Aerial Embarkment Speed: +20%
  • Transport Aircraft Cost: -15%
2 225 8.5
  • 375
  • 16
  • Aerial Embarkment Speed: +40%
  • Transport Aircraft Cost: -30%
3 300 9.5
  • 675
  • 25.5
  • Aerial Embarkment Speed: +60%
  • Transport Aircraft Cost: -45%
4 375 10.5
  • 1,050
  • 36
  • Aerial Embarkment Speed: +80%
  • Transport Aircraft Cost: -60%
5 450 11.5
  • 1,500
  • 47.5
  • Aerial Embarkment Speed: +100%
  • Transport Aircraft Cost: -75%

History[]

December 24th 2019 Technology Update[]

Visit main article: Technology Update
The Technology Update was a revolutionary update for technology. Hyperant added 150 new technologies (from 19 to 162) in 8 categories: Economic, Political, Support, Research, Infantry, Tanks, Aerial and Naval. Upgrading technology at a progressive level tends to be time-consuming, but can be accelerated by researching the 'Research' tree and increasing research spending, as well as implementing the 'Advance the Research Bureau' policy.

May 17th 2025 Technology Update[]

NewResearchTree

This update was arguably even more revolutionary. It lowered the amount of independent researchable technologies from 162 to 78. It also increased the base research power from 2.8 to 15. With this, however, the way researching works is now much different. Each technology now has stages to it, and each stage provides a small buff. Some technology now requires you to research a certain number of stages of previous technology to research. Research power buffs have now been massively nerfed, however. A new modifier called 'Research Efficiency' was also introduced, providing buffs to your research progress at no cost to your research output.

Strategies[]

Meta #1 (Standard Pathway)[]

Aiming for 'Quantum Computing', the last level of the Research branch that boosts research power gain by a massive +175%, is the most important meta in the game. In most cases, it is highly preferable to attempt to achieve 'Quantum Computing' as soon as possible.

Meta #2 (Quick Game | 2019 - 2023)[]

This strategy is primarily designed for countries that are likely to engage in player wars at the start of the game, particularly in regions with little-to-no terrain or biomes, such as Europe . Additionally, 'Factory Output 1' and 'Factory Output 2' are also beneficial for long-term games.

Instead of going straight to the Research tree, you can go for 'Factory Output 1' and 'Factory Output 2', located in the 'Economic' category, to boost the production of Consumer Goods. Consequently, more consumers allow more trades, which means a larger economy, and additional economic laws can be spent and a more larger and powerful military can be maintained thanks to the financial burden alleviation. However, going this path could hinder the time of you getting 'Quantum Computing', which slows down your overall technological process. Additionally, it is not optimal to use this strategy if most of the consumer trades are also occupied or if you start with the Communism or Socialism ideologies, as those two ideologies boost factory output by default.

After going 'Factory Output 1' and 'Factory Output 2', you can research up to 'More Advanced Supercomputers' or 'Advanced Machine Learning' in the research path, then transition to 'Tank Armor' and 'Tank Firepower' to upgrade tanks to obtain the edge during a war.

Meta #3 (Post-Quantum Acquisition)[]

After you get 'Quantum Computing', you can then invest in other aspects of technology. In most scenarios, researching infantry technology, especially the Anti-Tank Branch, is important for obtaining a more powerful army, or if you use tanks mainly, then go for tank technology. You can also concentrate on other economic or political categories, mostly Tax Collection, Political Power Boost, and Economic Laws Cost Reduction, as those three technologies are extremely critical for the economy and government.

Meta #4 (Economic Powerhouses)[]

Economic powerhouses that are a superpower or a regional power at the beginning of the game and starts with the Democracy ideology, specifically the United States, India, Brazil, and in some cases, Japan, can begin by researching 'Tax Collection 1' and 'Tax Collection 2' than rushing the Research tree. A moderate boost to the economy can help increase the level of economic laws and strengthen the military. Additionally, more monetary generation can also accelerate industrialization, as factories and developed cities are more affordable.

Military Trees[]

There are 5 technology trees related to Military units: Infantry, Tanks, Naval, Aerial and Support, but only the first two (Infantry and Tanks) are researched often by most players, whereas the rest are generally researched less often. Most of the technologies increase attack, mobility and defense. Technology can give you a great advantage over other nations if researched effectively. Although researching technology might make a nation superior and almost unconquerable, do not rely on research alone, but also use your own tactics and strategies to make good use of these technologies. Failure to do so will only lead to your nation being overwhelmed by the enemy's tactics.

Ways to Increase Research Power[]

Ways to Increase Research Efficiency[]

  • Investing in the "Improvements" technologies at the beginning of every branch which increase research efficiency for all technology in that branch.
  • Investing in the Artificial Intelligence technology located in the Research branch.
  • Hiring the Head of Research political leader.
  • The Research Spending economic law increases research efficiency.
  • The 'Brilliant Research' national modifier boosts research efficiency by +15%.
  • Selling Uranium to the Internal Market gives a research efficiency boost of up to +33% to all technology apart of the "Atomic" branch.
  • Entering into a Technology Sharing agreement with another country gives you a +25% research efficiency bonus on technology they have but you don't, and vice versa.

Trivia[]

  • One can right click on a technology to auto-research it, meaning that the game will automatically research the technology up until the max level for you.
  • One cannot "un-research" a technology, as once it is researched, there is no way of reverting it.
  • In a private server, the server owner can block players from researching certain technologies using the console.