Technology/Technology Rework is a possibly planned feature.This article includes content that is considered to be released in upcoming updates. Keep in mind that this feature is not guaranteed to be added and may be subject to modification.
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Technology Rework is an overhaul to the old technology system, conceptualized and developed by Hyperant.
The feedback process began with the establishment of a dedicated forum on April 9, 2025,[1] followed by the release of initial concept mockups in the official Discord on April 13, 2025.[2] These mockups were intended to collect community feedback and suggestions on the proposed changes. On May 10, 2025, the rework became available for public testing via the official testing server, known as things.[3]
Since the technology rework is still under consideration, their features remain subject to change prior to official implementation.
Overview[]
The upcoming technology rework aims to fundamentally overhaul the existing technology system through multiple major changes:
Unique Names and Descriptions – Each technology now has a distinct name and description.
Research Takes Time – Technologies are no longer instant; they take weeks or months to complete. However, Research Efficiency can reduce research time.
Research Power System – Techs consume research power over time. Insufficient power will pause under-supported projects.
Scaling Modifiers – Effects scale with each tech level. Partial progress may unlock new techs; some require full completion.
Trade-offs – Technologies will no longer offer only positive effects. Instead, each may come with trade-offs—for example, a technology that increases attack power may also raise unit upkeep costs.
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.