Icon (generic)
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Technology
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Year
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Base cost
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Prerequisites
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Description
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Statistics
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Pre-Gunpowder Equipment
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500
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Auto. unlocked 24 days
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Before the invention of gunpowder polearms, swords, shields, slings, bows, crossbows, basic handcannons and numerous other weapons along with metal armours were common on the battlefield, and still are in less advanced places of the world.
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1
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Defense: 3.0
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Breakthrough: 0.5
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Hardness: 0.01%
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Soft attack: 1.0
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Hard attack: 0.0
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 0.001
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Reliability: 80.0%
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Production Cost: 0.25
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Unlocks
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Infantry
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Manpower: 1000
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Training time: 90
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Recovery Rate: 0.30
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Supply use: 0.06
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Suppression: 2.0
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Organization: 60
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HP: 25.0
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Weight: 0.5
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Muzzle-loading Guns
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800
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80 days
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Pre-Gunpowder Equipment
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Gunpowder weapons are slowly being adapted, but so far gunsmiths are only able to make basic muzzle-loading firearms with wheellocks, flintlocks or matchlocks, which use black powder to propel bullets across a relatively long distance. The weapons are highly inaccurate and take a long time to reload, which means the most effective way to use the weapon in battle is to form up in long, organized lines.
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1
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Defense: 12.0
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Breakthrough: 1.0
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Hardness: 0.01%
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Soft attack: 2.5
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Hard attack: 0.2
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 0.001
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Reliability: 70.0%
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Production Cost: 0.40
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Breech-Loaded Rifles
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989
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120 days
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Muzzle-loading Guns and Pre-Industrial Artillery
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Muskets of old have been largely replaced by breech-loaded rifled firearms, which use smokeless powder and can be reloaded quickly and easily. In addition, soldiers use sidearms such as pistols and bayonets as well as state-issued helmets and uniforms.
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2
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Defense: 20.0
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Breakthrough: 2.0
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Hardness: 0.01%
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Soft attack: 3.0
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Hard attack: 0.2
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 1.0
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Reliability: 90.0%
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Production Cost: 0.43
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Heavy Machine Gun
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Soft attack: 5.0
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Hard attack: 2.0
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Piercing: 10.0
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Production Cost: 0.50
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Heavy Machine Gun
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Manpower: 1.0
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Soft attack: 3.0
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Hard attack: 1.0
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Reliability: -5.0%
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Production Cost: 1.00
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Additional Machineguns
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Manpower: 1000
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Training time: 90
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Recovery Rate: 0.30
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Supply use: 0.07
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Unlocks
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Infantry
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Manpower: 1000
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Training time: 90
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Recovery Rate: 0.30
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Supply use: 0.06
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Suppression: 2.0
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Organization: 60
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HP: 25.0
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Weight: 0.5
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Bolt-Action Rifles
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1007
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120 days
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Breech-Loaded Rifles
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Bolt-action rifles are replacing older designs thanks to their higher rate of fire compared to previous breech-loaders. Furthermore, standardised grenades are seeing widespread use, vastly increasing the firepower of the individual soldier.
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2
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Defense: 22.0
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Breakthrough: 3.0
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Hardness: 0.01%
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Soft attack: 6.0
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Hard attack: 1.0
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 4.0
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Reliability: 90.0%
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Production Cost: 0.50
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Improved Infantry Equipment I
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1009
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120 days
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Bolt-Action Rifles
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Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+5%
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Submachine Guns
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1010
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160 days
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Improved Infantry Equipment I
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Machine guns proved to be powerful weapons but lack mobility. However, submachine guns allow soldiers to maintain high rates of fire even on the move. Newer designs make these firearms particularly effective in close-quarters combat. Meanwhile, new anti-tank weapons help overcome armoured vehicles such as half-tracks and tanks.
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3
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Defense: 28.0
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Breakthrough: 4.0
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Hardness: 0.01%
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Soft attack: 9.0
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Hard attack: 1.5
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 5.0
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Reliability: 90.0%
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Production Cost: 0.58
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Magic Rifles
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1010
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120 days
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Improved Infantry Equipment I
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Magic is inherent to most sapient life, but not everyone can harness it as a weapon. Innovative designs in firearms have led to the invention of the magic rifle, a gun that uses specially imbued crystal-based cartridges to launch devastating spells against enemies. However, sustained fire makes the rifle prone to malfunctions due to the finicky nature of magic crystals. Despite its questionable reliability, the field of magic firearms is nascent and is bound to improve on these early designs.
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2 2
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Defense: 31.0
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Breakthrough: 4.5
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Hardness: 0.01%
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Soft attack: 11.0
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Hard attack: 2.3
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 6.0
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Reliability: 50.0%
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Production Cost: 0.81
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Spellfire Cannon
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Soft attack: 20.0
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Hard attack: 7.0
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Max Speed: -0.1 km/h
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Piercing: 35.0
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Reliability: -20.0%
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Production Cost: 1.50
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Unlocks
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Magical Infantry
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Manpower: 1000
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Training time: 120
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Recovery Rate: 0.30
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Supply use: 0.06
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Suppression: 2.2
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Organization: 60
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HP: 25.0
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Weight: 0.5
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Upgrades
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Military Police
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Suppression Bonus:
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+10.0%
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Improved Infantry Equipment II
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1011
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160 days
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Submachine Guns or Magic Rifles
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Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+5%
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Infantry Anti-Tank I
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1013
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120 days
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Improved Infantry Equipment I
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Arming our infantry with anti-tank rifles will allow them to take out lighter armored vehicles while maintaining mobility.
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Upgrades
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All Infantry & Mot/Mech
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Hard attack:
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+25%
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Piercing
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+100%
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Battle Rifles
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1013
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160 days
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Improved Infantry Equipment II
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Battle rifles are specially designed to improve soldiers' firepower by utilising either semi-automatic or fully automatic fire modes. As such, battle rifles combine the stopping power and range of previous service rifles with the close-quarters efficacy of submachine guns. Meanwhile, personal anti-tank weapons continue to evolve, allowing the infantry to engage enemy tanks effectively.
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4
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Defense: 34.0
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Breakthrough: 5.0
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Hardness: 0.01%
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Soft attack: 12.0
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Hard attack: 2.0
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 10.0
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Reliability: 80.0%
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Production Cost: 0.69
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Automatic Magic Rifles
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1013
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120 days
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Improved Infantry Equipment II
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Attempts to improve the firing rate of magic firearms displayed in full force the challenges presented in using crystal-based ammunition. Self-loading magic firearms require a far larger and heavier firing mechanism than usual, making a portable magic semi-automatic rifle unwieldy. However, this line of research has produced a viable light machine gun equivalent. Despite their propensity to misfire, the suppressive and destructive firepower makes these automatic magic rifles deadly weapons.
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3 3
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Defense: 37.0
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Breakthrough: 5.5
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Hardness: 0.01%
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Soft attack: 14.0
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Hard attack: 3
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Air attack: 0.001
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Max Speed: 4.0 km/h
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Armor: 0.001
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Piercing: 12.0
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Reliability: 65.0%
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Production Cost: 0.9
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Improved Spellfire Cannon
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Soft attack: 25.0
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Hard attack: 9.0
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Max Speed: -0.1 km/h
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Piercing: 50.0
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Reliability: -20.0%
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Production Cost: 2.00
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Infantry Anti-Tank II
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1014
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120 days
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Infantry Anti-Tank I
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For infantry to effectively engage heavier armored units, high-explosive anti-tank weapons need to be made smaller and lighter.
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Upgrades
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All Infantry & Mot/Mech
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Hard attack:
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+25%
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Piercing
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+100%
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Improved Infantry Equipment III
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1015
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120 days
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Battle Rifles or Automatic Magic Rifles
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Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Further Modernized to include personal Assault Rifles and anti-tank rockets. Improved availability of weapons previously distributed to a limited extent.
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+10%
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Improved Infantry Equipment IV
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1017
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120 days
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Improved Infantry Equipment III
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New efforts in standardisations for personal kits will allow us to focus on only certain firearms for further design improvements such as select-fire for assault rifles and better handling to make our soldiers even deadlier
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+5%
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Infantry Anti-Tank III
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1018
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120 days
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Infantry Anti-Tank II
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Out of every possible means of delivering ordinance against armoured targets, rocket-based weapons have shown to be the most effective. Arming our soldiers with these anti-tank rockets will make them a deadly foe to enemy armour.
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Upgrades
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All Infantry & Mot/Mech
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Hard attack:
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+12.5%
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Piercing
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+50%
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Assault Rifles
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1019
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120 days
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Improved Infantry Equipment IV
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A divergence from the development of battle rifles, the assault rifle mainly differentiates itself from the former by using intermediate rifle cartridges. The smaller calibre sacrifices overall range and stopping power for better weapon handling, making the assault rifle more useful in tighter combat situations. New tactics developed in tandem with this new rifle change the old infantry combat dynamics, rendering our soldiers far deadlier than those of yesteryear.
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5 1
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Defense: 40.0
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Breakthrough: 6.0
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Hardness: 0.01%
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Soft attack: 15.0
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Hard attack: 2.5
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Air attack: 0.002
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Max Speed: 4.0 km/h
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Armor: 0.002
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Piercing: 12.0
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Reliability: 85.0%
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Production Cost: 0.80
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Magic Light Machine Gun
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1019
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120 days
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Improved Infantry Equipment IV
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Breakthroughs in spell imbuements lighten the cartridges used in magic firearms, allowing a streamlining of the firing mechanism of previous designs. The new design, in turn, reduces the overall weight of the weapon, turning previous automatic magic rifles into true light machine guns. Specialised ammunition also changes the spell launched at enemy targets, making for a more effective magic LMG for most situations.
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4 4 1
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Defense: 43.0
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Breakthrough: 6.5
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Hardness: 0.01%
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Soft attack: 17.0
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Hard attack: 3
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Air attack: 0.002
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Max Speed: 4.0 km/h
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Armor: 0.002
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Piercing: 14.0
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Reliability: 75.0%
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Production Cost: 1.0
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Advanced Spellfire Cannon
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Soft attack: 30.0
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Hard attack: 11.0
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Max Speed: -0.1 km/h
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Piercing: 65.0
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Reliability: -20.0%
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Production Cost: 2.50
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Improved Infantry Equipment V
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1021
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120 days
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Assault Rifles or Magic Light Machine Gun
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With newer light-weight weaponry introduced with more modern weapons, soldier kits can allow for other equipment such as MREs, additional grenades or ammunition, all of which lengthens the staying power of our soldiers before they must withdraw.
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+5%
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Infantry Anti-Tank IV
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1022
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120 days
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Infantry Anti-Tank III
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Refinements of our anti-tank rocket launchers have crystallised to the recoilless platforms that are lightweight, can be shouldered, and provide the greatest caliber of ordinance against enemy targets. There is nothing more terrifying to a tanker than a soldier lying in wait with such a weapon.
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Upgrades
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All Infantry & Mot/Mech
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Hard attack:
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+12.5%
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Piercing
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+50%
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Improved Infantry Equipment VI
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1023
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120 days
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Improved Infantry Equipment V
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A new generation of modern firearms may just be beyond the horizon, but that doesn't mean that further refinements of our current generation cannot be made. New modular designs improve ease of maintenance, all in service to making the lone soldier capable of fighting for as long as possible without support.
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Upgrades
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Leg Infantry
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Soft attack:
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+5%
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Motorized/Mechanized Infantry
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Soft attack:
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+5%
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Infantry Anti-Air I
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1025
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120 days
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Infantry Anti-Tank IV
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The addition of a small anti-air rocket launcher capable of being carried on a soldier's back, similar to the introduction of the bazooka a decade ago, will allow infantry to have a fighting chance against airplanes.
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Surface-to-Air Missiles
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Air attack: 5.0
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Reliability: -10%
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Production Cost: 5.00
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Upgrades
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Air attack:
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-49900%
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All Infantry & Mot/Mech
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Air attack:
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+50000%
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Note: The large percentage increases are necessary due to a workaround (a very small value is multiplied by a very large percentage). The actual values are much smaller than the percentages might imply.
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Modern Rifles
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1025
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120 days
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Improved Infantry Equipment VI
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New materials, lighter weapon accessories, and better equipment layouts have significantly improved upon previous iterations of our assault and battle rifles to the point that they have supplanted older bolt-action rifles as the service weapon. Submachine guns and bolt-action rifles are now effectively specialist weapons. In contrast, the versatile high-capacity automatic rifle is used by the rank-and-file, permanently changing the nature of infantry combat.
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6 1
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Defense: 46.0
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Breakthrough: 7.0
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Hardness: 0.01%
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Soft attack: 18.0
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Hard attack: 3.0
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Air attack: 0.003
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Max Speed: 4.0 km/h
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Armor: 0.003
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Piercing: 14.0
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Reliability: 90.0%
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Production Cost: 0.90
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Modern Magic Rifles
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1019
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120 days
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Improved Infantry Equipment VI
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Continued refinements in magic firearms design have finally yielded a set of practical select-fire rifles that can chamber crystal cartridges. In order to address the propensity of magic firearms suffering catastrophic failures, the overall fire rate is considerably lower than that of conventional assault rifles. However, these modern magic rifles are lightweight enough to be used on the move and are as effective as the regular service rifle.
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5 5 1
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Defense: 49.0
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Breakthrough: 7.5
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Hardness: 0.01%
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Soft attack: 20.0
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Hard attack: 3.5
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Air attack: 0.002
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Max Speed: 4.0 km/h
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Armor: 0.003
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Piercing: 16.0
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Reliability: 85.0%
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Production Cost: 1.1
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Modern Spellfire Cannon
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Soft attack: 35.0
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Hard attack: 13.0
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Max Speed: -0.1 km/h
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Piercing: 80.0
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Reliability: -20.0%
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Production Cost: 3.00
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