Infantry technology

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The Infantry technology research tree unlocks new infantry equipment, motorized equipment, and mechanized equipment, as well as enabling and improving special forces infantry and improving infantry and cavalry performance as a whole.

Infantry research tree
Infantry research tree.png

Weapons & Equipment

Infantry weapons

Back to Infantry research tree

Representing an infantryman's standard kit of tools and weapons, Infantry Equipment is the basis of any army. The 1918 Basic Infantry Equipment is available for every nation, while all majors and many minors have the 1936 Weapons I researched. There are a total of four increasingly more advanced types of infantry equipment.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Pre-Gunpowder Equipment Pre-Gunpowder
Equipment
500 Auto. unlocked
24 days
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.
1 Steel
Pre-Gunpowder Equipment
Defense: 3.0 Breakthrough: 0.5
Hardness: 0.01% Soft attack: 1.0
Hard attack: 0.0 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 0.001 Reliability: 80.0%
Production cost.png Production Cost: 0.25

Unlocks
Infantry.png Infantry
Manpower: 1000 Training time: 90
Recovery Rate: 0.30 Supply use: 0.06
Suppression: 2.0 Organization: 60
HP: 25.0 Weight: 0.5
Muzzle-loading Guns Muzzle-loading Guns 800 80 days Pre-Gunpowder
Equipment
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.
1 Steel
Muzzle-loading Guns
Defense: 12.0 Breakthrough: 1.0
Hardness: 0.01% Soft attack: 2.5
Hard attack: 0.2 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 0.001 Reliability: 70.0%
Production cost.png Production Cost: 0.40
Breech-Loaded Rifles Breech-Loaded Rifles 989 120 days Muzzle-loading Guns
and
Pre-Industrial Artillery
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.
2 Steel
Breech-Loaded Rifles
Defense: 20.0 Breakthrough: 2.0
Hardness: 0.01% Soft attack: 3.0
Hard attack: 0.2 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 1.0 Reliability: 90.0%
Production cost.png Production Cost: 0.43
Tank module heavy machine gun.png Heavy Machine Gun
Soft attack: 5.0 Hard attack: 2.0
Piercing: 10.0 Production cost.png Production Cost: 0.50
Tank module secondary turret hmg.png Heavy Machine Gun
Manpower: 1.0 Soft attack: 3.0
Hard attack: 1.0 Reliability: -5.0%
Production cost.png Production Cost: 1.00
Tank module additional machine guns.png Additional Machineguns
Manpower: 1000 Training time: 90
Recovery Rate: 0.30 Supply use: 0.07

Unlocks
Infantry.png Infantry
Manpower: 1000 Training time: 90
Recovery Rate: 0.30 Supply use: 0.06
Suppression: 2.0 Organization: 60
HP: 25.0 Weight: 0.5
Bolt-Action Rifles Bolt-Action Rifles 1007 120 days Breech-Loaded Rifles 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.
2 Steel
Bolt-Action Rifles
Defense: 22.0 Breakthrough: 3.0
Hardness: 0.01% Soft attack: 6.0
Hard attack: 1.0 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 4.0 Reliability: 90.0%
Production cost.png Production Cost: 0.50
Improved Infantry Equipment I Improved Infantry
Equipment I
1009 120 days Bolt-Action Rifles 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.
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +5%
Submachine Guns Submachine Guns 1010 160 days Improved Infantry
Equipment I
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.
3 Steel
Submachine Guns
Defense: 28.0 Breakthrough: 4.0
Hardness: 0.01% Soft attack: 9.0
Hard attack: 1.5 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 5.0 Reliability: 90.0%
Production cost.png Production Cost: 0.58
Magic Rifles Magic Rifles 1010 120 days Improved Infantry
Equipment I
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.
2 Steel 2 {{{caption}}}
Magic Rifles
Defense: 31.0 Breakthrough: 4.5
Hardness: 0.01% Soft attack: 11.0
Hard attack: 2.3 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 6.0 Reliability: 50.0%
Production cost.png Production Cost: 0.81
Tank module spellfire cannon 1.png Spellfire Cannon
Soft attack: 20.0 Hard attack: 7.0
Max Speed: -0.1 km/h Piercing: 35.0
Reliability: -20.0% Production cost.png Production Cost: 1.50

Unlocks
Magicalinfantry.png Magical Infantry
Manpower: 1000 Training time: 120
Recovery Rate: 0.30 Supply use: 0.06
Suppression: 2.2 Organization: 60
HP: 25.0 Weight: 0.5
Upgrades
Military police.png Military Police
Suppression Bonus: +10.0%
Improved Infantry Equipment II Improved Infantry
Equipment II
1011 160 days Submachine Guns
or
Magic Rifles
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.
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +5%
Infantry Anti-Tank I Infantry Anti-Tank I 1013 120 days Improved Infantry
Equipment I
Arming our infantry with anti-tank rifles will allow them to take out lighter armored vehicles while maintaining mobility.
Upgrades
All infantry.pngAll Infantry & Mot/Mech
Hard attack: +25%
Piercing +100%
Battle Rifles Battle Rifles 1013 160 days Improved Infantry
Equipment II
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.
4 Steel
Battle Rifles
Defense: 34.0 Breakthrough: 5.0
Hardness: 0.01% Soft attack: 12.0
Hard attack: 2.0 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 10.0 Reliability: 80.0%
Production cost.png Production Cost: 0.69
Automatic Magic Rifles Automatic Magic Rifles 1013 120 days Improved Infantry
Equipment II
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.
3 Steel 3 {{{caption}}}
Automatic Magic Rifles
Defense: 37.0 Breakthrough: 5.5
Hardness: 0.01% Soft attack: 14.0
Hard attack: 3 Air attack: 0.001
Max Speed: 4.0 km/h Armor: 0.001
Piercing: 12.0 Reliability: 65.0%
Production cost.png Production Cost: 0.9
Tank module spellfire cannon 2.png Improved Spellfire Cannon
Soft attack: 25.0 Hard attack: 9.0
Max Speed: -0.1 km/h Piercing: 50.0
Reliability: -20.0% Production cost.png Production Cost: 2.00
Infantry Anti-Tank II Infantry Anti-Tank II 1014 120 days Infantry Anti-Tank I For infantry to effectively engage heavier armored units, high-explosive anti-tank weapons need to be made smaller and lighter.
Upgrades
All infantry.pngAll Infantry & Mot/Mech
Hard attack: +25%
Piercing +100%
Improved Infantry Equipment III Improved Infantry
Equipment III
1015 120 days Battle Rifles
or
Automatic Magic Rifles
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.
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +10%
Improved Infantry Equipment IV Improved Infantry
Equipment IV
1017 120 days Improved Infantry
Equipment III
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
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +5%
Infantry Anti-Tank III Infantry Anti-Tank III 1018 120 days Infantry Anti-Tank II 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.
Upgrades
All infantry.pngAll Infantry & Mot/Mech
Hard attack: +12.5%
Piercing +50%
Assault Rifles Assault Rifles 1019 120 days Improved Infantry
Equipment IV
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.
5 Steel 1 Chromium.png
Assault Rifles
Defense: 40.0 Breakthrough: 6.0
Hardness: 0.01% Soft attack: 15.0
Hard attack: 2.5 Air attack: 0.002
Max Speed: 4.0 km/h Armor: 0.002
Piercing: 12.0 Reliability: 85.0%
Production cost.png Production Cost: 0.80
Magic Light Machine Gun Magic Light Machine Gun 1019 120 days Improved Infantry
Equipment IV
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.
4 Steel 4 {{{caption}}} 1 Tungsten
Magic Light Machine Gun
Defense: 43.0 Breakthrough: 6.5
Hardness: 0.01% Soft attack: 17.0
Hard attack: 3 Air attack: 0.002
Max Speed: 4.0 km/h Armor: 0.002
Piercing: 14.0 Reliability: 75.0%
Production cost.png Production Cost: 1.0
Tank module spellfire cannon 3.png Advanced Spellfire Cannon
Soft attack: 30.0 Hard attack: 11.0
Max Speed: -0.1 km/h Piercing: 65.0
Reliability: -20.0% Production cost.png Production Cost: 2.50
Improved Infantry Equipment V Improved Infantry
Equipment V
1021 120 days Assault Rifles
or
Magic Light Machine Gun
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.
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +5%
Infantry Anti-Tank IV Infantry Anti-Tank IV 1022 120 days Infantry Anti-Tank III 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.
Upgrades
All infantry.pngAll Infantry & Mot/Mech
Hard attack: +12.5%
Piercing +50%
Improved Infantry Equipment VI Improved Infantry
Equipment VI
1023 120 days Improved Infantry
Equipment V
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.
Upgrades
Leg infantry.pngLeg Infantry
Soft attack: +5%
Army.pngMotorized/Mechanized Infantry
Soft attack: +5%
Infantry Anti-Air I Infantry Anti-Air I 1025 120 days Infantry Anti-Tank IV 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.
Tank module surface to air missiles.png Surface-to-Air Missiles
Air attack: 5.0 Reliability: -10%
Production cost.png Production Cost: 5.00
Upgrades
Dragon Whelps Heavy Dragons
Air attack: -49900%
All infantry.pngAll Infantry & Mot/Mech
Air attack: +50000%
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.
Modern Rifles Modern Rifles 1025 120 days Improved Infantry
Equipment VI
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.
6 Steel 1 Chromium.png
Modern Rifles
Defense: 46.0 Breakthrough: 7.0
Hardness: 0.01% Soft attack: 18.0
Hard attack: 3.0 Air attack: 0.003
Max Speed: 4.0 km/h Armor: 0.003
Piercing: 14.0 Reliability: 90.0%
Production cost.png Production Cost: 0.90
Modern Magic Rifles Modern Magic Rifles 1019 120 days Improved Infantry
Equipment VI
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.
5 Steel 5 {{{caption}}} 1 Tungsten
Modern Magic Rifles
Defense: 49.0 Breakthrough: 7.5
Hardness: 0.01% Soft attack: 20.0
Hard attack: 3.5 Air attack: 0.002
Max Speed: 4.0 km/h Armor: 0.003
Piercing: 16.0 Reliability: 85.0%
Production cost.png Production Cost: 1.1
Tank module spellfire cannon 4.png Modern Spellfire Cannon
Soft attack: 35.0 Hard attack: 13.0
Max Speed: -0.1 km/h Piercing: 80.0
Reliability: -20.0% Production cost.png Production Cost: 3.00

Support weapons

Support weapons includes crew-served weapons such as medium and heavy machine guns and mortars. These technologies provide bonuses to the defense and breakthrough of cavalry and all types of infantry.

Back to Infantry research tree
Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Support Weapons I Support Weapons I 989 120 days None Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons II Support Weapons II 1009 120 days Support Weapons I The development of automatic weapons which combine the aspects of light and heavy machine guns allows versatility in how our infantry employ their equipment.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons III Support Weapons III 1011 120 days Support Weapons II While maintaining and improving reliability of machine guns, we can also experiment with higher firing rates to ensure lethality of the constant stream of bullets.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons IV Support Weapons IV 1013 120 days Support Weapons III With the increased use of assault rifles, developing automatic weapons that can be used in any environment by all soldiers is a priority for a modern army.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons V Support Weapons V 1015 120 days Support Weapons IV Despite some notable drawbacks and ethical questions, infantry flamethrowers can be highly effective provided they are used in the correct environment and circumstances.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons VI Support Weapons VI 1017 120 days Support Weapons V Lightweight, anti-personnel mines can be deployed more easily over a larger area compared to conventional anti-tank mines, for protecting FOBs and setting up ambushes.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons VII Support Weapons VII 1019 120 days Support Weapons VII Specialized grenades, including incendiary, smoke, and tear gas variants, are normally only used by special forces. Outfitting our standard infantry units with these grenades may give our soldiers a tactical advantage in certain scenarios.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons VIII Support Weapons VIII 1021 120 days Support Weapons VII It is time to update our light and heavy machine guns, as new techniques and technologies have become available that can be used to produce more effective heavy weaponry.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons IX Support Weapons IX 1023 120 days Support Weapons VIII Making internal improvements to our support weapons will help to increase their lifespan by reducing wear and tear, allowing them to fire for longer with a barrel replacement.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%
Support Weapons X Support Weapons X 1025 120 days Support Weapons IX Trials done with newly developed anti-personnel mines have shown them to be more effective than the current models, with a smaller signature and larger blast radius.
Upgrades
Infantry Magical Infantry Motorized Mechanized Magical Motorized Magical Mechanized Amtrac Bicycle Infantry Dragon Whelps
Defense: +5.0%
Breakthrough: +5.0%
Pegasi Jaegers Knights Ironpaws Heavy Dragons Horrors Marine Mountain Paratroop
Defense: +3.0%
Breakthrough: +3.0%

Night vision

Night vision equipment allows soldiers to see even in the dark, offsetting some of the -50% penalty that units receive when fighting at night and giving an edge over enemies who do not have such equipment.

Back to Infantry research tree
Icon (generic) Technology Year Base cost Prerequisites Description Statistics
All-Weather Gear All-Weather Gear 1009 120 days Breech-Loaded Rifles Simple modifications to our uniforms allow our soldiers to adapt to extreme heat and cold more quickly. Thick, hard goggles can protect against both snow and sand.
Global stats
Winter Attrition: -5.0%
Heat Attrition: -5.0%
Cold acclimatization gain factor: +20.0%
Hot acclimatization gain factor: +20.0%
Night Vision I Night Vision I 1013 200 days All-Weather Gear Being able to see the enemy without being seen is key to night operations. With the invention of infra-red technology, we can outfit our army with devices which, though unwieldy, make this possible.
Global stats
Land Night Attack: +10.0%
Night Vision II Night Vision II 1017 160 days Night Vision I Early infra-red scopes, although initially intended for use by snipers, had a limited vision range. As both the portability and vision improves, these devices can be used by more troops operating at night.
Global stats
Land Night Attack: +15.0%
Distributed Recon & Signals Distributed Recon & Signals 1021 160 days Night Vision II With each platoon and vehicle crew having someone carrying binoculars, and another a two-way radio, the entire army can report in and ensure rapid communication.
InfantryAll Frontline Battalions
Reconnaissance: +0.2%
Initiative +1.0%

Motorized

Back to Infantry research tree

Motorized infantry is a somewhat harder and much faster version of infantry, but is more expensive and less reliable. It represents infantry outfitted with "soft-skinned—unarmored or lightly armored—vehicles (Jeeps, trucks, etc.). It provides infantry with more strategic (deploying to the area of operations, though state infrastructure is the primary strategic mover) and operational (moving along the front line) mobility and is suitable to accompany armored forces.

Motorized technology enables research of Mechanized Infantry that uses increasingly advanced armored personnel carriers and infantry fighting vehicles (e.g., armored cars and half-tracks). These are much more expensive than Motorized, and initially slower, but provide higher attack, armor and hardness, with much greater tactical mobility (moving under fire, i.e., the "breakthrough" stat). Mechanized Infantry should be upgraded to keep pace with the faster advanced tanks. Mechanized Infantry lacking tanks is better as a defensive fire brigade than an assault force (except against relatively weak opposition that it can outpace and overrun). As a general rule, mechanized infantry are best used with armored forces, just as they were in reality.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Motorized Motorized 1936 170 days Motorizing infantry is the first stage to mechanizing an army. Civilian trucks are readily adapted to military uses of transporting soldiers, towing guns, and carrying equipment and supplies. This greatly increases the strategic mobility of infantry units, which would otherwise rely on marching.
1 Rubber.png 1 Steel
Motorized
Hardness: 10.0% Max Speed: 12.0 km/h
Reliability: 80.0% Fuel Usage: 1.2
Production cost.png Production Cost: 2.50

Unlocks
Motorized.png Motorized Infantry
Manpower: 1200 Training time: 90
Recovery Rate: 0.30 Supply use: 0.11
Suppression: 2.2 Organization: 60
HP: 25.0 Weight: 0.7
Motorized Rocket Artillery Motorized Rocket Artillery 1939 127 days Motorized Multiple rocket launchers such as these deliver explosives to a target area more quickly than conventional artillery, but with lower accuracy and requiring a longer time to reload. Being mounted on trucks, this version is able to launch attacks and change positions before the enemy can return fire.
1 Rubber.png 1 Steel
Motorized Rocket Artillery
Defense: 15.0 Breakthrough: 12.0
Soft Attack: 36.0 Hard Attack: 1.0
Piercing: 2.0 Reliability: 80.0%
Fuel Usage: 0.1 Production cost.png Production Cost: 12.0

Unlocks
Motorized rocket brigade.png Motorized Rocket Artillery
Manpower: 500 Training time: 120
Recovery Rate: 0.10 Supply use: 0.28
HP: 0.6 Weight: 0.5
Mechanized Equipment I Mechanized Equipment I 1940 170 days Motorized Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.
2 Steel 1 Rubber.png
Mechanized Equipment I
Defense: 26.0 Breakthrough: 4.0
Hardness: 60.0% Max Speed: 8.0 km/h
Armor: 10.0 Piercing: 11.0
Reliability: 80.0% Fuel Usage: 2.4
Production cost.png Production Cost: 8.00

Upgrades
Motorized.png Motorized artillery.png Motorized anti-tank.png Motorized anti-air.png Truck-drawn rocket artillery.png
Hardness: +100%
Mechanized Equipment II Mechanized Equipment II 1942 170 days Mechanized Equipment I Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.
3 Steel 1 Rubber.png
Mechanized Equipment II
Defense: 30.0 Breakthrough: 5.0
Hardness: 70.0% Max Speed: 10.0 km/h
Armor: 15.0 Piercing: 16.0
Reliability: 80.0% Fuel Usage: 2.4
Production cost.png Production Cost: 10.00
Mechanized Equipment III Mechanized Equipment III 1944 255 days Mechanized Equipment II Mechanized infantry is infantry equipped with armored personnel carriers (APCs) or infantry fighting vehicles (IFVs) for transport and combat. Mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of protection from hostile fire, as opposed to soft-skinned wheeled vehicles (trucks or jeeps) for motorized infantry.
4 Steel 1 Rubber.png
Mechanized Equipment III
Defense: 34.0 Breakthrough: 6.0
Hardness: 80.0% Max Speed: 12.0 km/h
Armor: 20.0 Piercing: 21.0
Reliability: 80.0% Fuel Usage: 2.4
Production cost.png Production Cost: 12.00

Upgrades
Mechanized.png
Soft Attack: +15%
Hard Attack: +15%
Basic Amphibious Tractor Basic Amphibious Tractor
1941 170 days Mechanized Equipment I Amphibious Tractors, or Amtracs, allow Marines to be landed on a beach under armored protection. However, this comes at the cost of poor fuel efficiency.
2 Steel 1 Rubber.png
Basic Amphibious Tractor
Defense: 26.0 Breakthrough: 4.0
Hardness: 60.0% Max Speed: 7.0 km/h
Armor: 10.0 Piercing: 11.0
Reliability: 80.0% Fuel Usage: 4.0
Production cost.png Production Cost: 8.00

Unlocks
Amtrac.png Amtrac Batallion
Manpower: 1200 Training time: 120
Recovery Rate: 0.30 Soft Attack: 0.1
Hard Attack: 0.5 Supply use: 0.18
Suppression: 1.0 Organization: 60
HP: 30.0 Weight: 1.0
Improved Amphibious Tractor Improved Amphibious Tractor
1943 170 days Basic Amphibious Tractor These Amtracs feature several improvements over the base version, such as rear loading ramp for easier unloading on the beach.
3 Steel 1 Rubber.png
Improved Amphibious Tractor
Defense: 30.0 Breakthrough: 5.0
Hardness: 70.0% Max Speed: 10.0 km/h
Armor: 15.0 Piercing: 16.0
Reliability: 80.0% Fuel Usage: 4.0
Production cost.png Production Cost: 10.00
Basic Armored Car Basic Armored Car
1936 170 days Motorized Where previous armored cars were simply commercial models with thin steel plating, this model was designed from the ground up to carry armor and light armament.
2 Steel
Basic Armored Car
Defense: 2.0 Breakthrough: 12.0
Hardness: 65.0% Soft Attack: 6.0
Hard Attack: 2.0 Max Speed: 9.0 km/h
Armor: 3.0 Piercing: 6.0
Reliability: 80.0% Fuel Usage: 0.8
Production cost.png Production Cost: 4.00

Unlocks
Armored Car.png Armored Car
Manpower: 500 Training time: 180
Recovery Rate: 0.30 Supply use: 0.14
Suppression: 2.5 Organization: 10
HP: 2.0 Weight: 0.8
Improved Armored Car Improved Armored Car
1940 170 days Basic Armored Car An improved internal layout and additional ammunition storage creates a more effective armored car.
2 Steel
Improved Armored Car
Defense: 3.0 Breakthrough: 16.0
Hardness: 65.0% Soft Attack: 13.0
Hard Attack: 4.0 Max Speed: 12.0 km/h
Armor: 10.0 Piercing: 8.0
Reliability: 80.0% Fuel Usage: 1.8
Production cost.png Production Cost: 6.00
Advanced Armored Car Advanced Armored Car
1942 170 days Improved Armored Car Changes on the battlefield require a much heavier armament and thicker armor to defeat enemy light untis and survive to report back.
2 Steel 1 Tungsten.png
Advanced Armored Car
Defense: 5.0 Breakthrough: 28.0
Hardness: 70.0% Soft Attack: 16.0
Hard Attack: 8.0 Max Speed: 15.0 km/h
Armor: 20.0 Piercing: 36.0
Reliability: 80.0% Fuel Usage: 1.8
Production cost.png Production Cost: 8.00
Anti-Tank Armored Car Anti-Tank Armored Car
1942 85 days Advanced Armored Car Our light mechanized units will come into contact with enemy tank forces at some point. Developing a special anti-tank variant would give them a fighting chance.
2 Steel 1 Tungsten.png
Anti-Tank Armored Car
Defense: 6.0 Breakthrough: 28.0
Hardness: 70.0% Soft Attack: 12.0
Hard Attack: 14.0 Reconnaissance: 1.0
Max Speed: 16.0 km/h Armor: 20.0
Piercing: 62.0 Reliability: 80.0%
Fuel Usage: 1.8 Production cost.png Production Cost: 9.00

Special forces

Back to Infantry research tree

In addition to regular, motorized, and mechanized infantry, there are three specialized infantry types (Marines, Mountaineers, and Paratroopers) that are useful in specific situations. They require standard infantry equipment.

These three types of specialized infantry types are known as Special Forces or SF (not to be confused with the army doctrine Superior Firepower). Special Forces have a Battalion cap for each country. This cap is the greater of either 24 battalions or 5% of your total battalions (excluding SF battalions) making up the rest of your divisions. Divisions cannot be changed, trained, given a different template or have their template adjusted if that would result in exceeding the SF cap. To increase the 24 SF battalion cap, you would have to exceed the 480 non-SF battalion breakeven point by 20 for each additional SF battalion. For example, you would need 500 non-SF battalions for 25 SF battalions, 520 non-SF battalions for 26 SF battalions, 540 non-SF battalions for 27 SF battalions, etc.

Special Forces research tree
Special Forces screen.png

Marines

Marines are specialized infantry trained to engage in wet terrain and perform amphibious invasions. They receive +30.0% attack in marshes, +40.0% attack when fighting over rivers, and +50.0% attack when engaging enemies during amphibious landings. Marine Divisions are very effective when supported by Engineer Companies.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Marines I Marines I 1936 170 days Troops specializing in amphibious warfare are growing ever more indispensable. Improvised methods and equipment become things of the past as our naval infantry is supported by specialized landing craft and training.
Unlocks
Marine.png Marines
Manpower: 1000 Training time: 120
Recovery Rate: 0.40 Breakthrough: 0.3
Supply use: 0.06 Suppression: 1.0
Organization: 70 HP: 20.0
Weight: 0.5
Marines II Marines II 1939 127 days Marines I Amphibious warfare requires constant innovation. Improved logistical support and portable harbors can enable our marines to perform landings that may otherwise have been impossible.
Upgrades
Marine.png
Soft attack: +5%
Organization: +5
Marines III Marines III 1943 170 days Marines II Marines can be more than just amphibious infantry. In the future, our marine corps will be among the most disciplined and organized special forces.
Upgrades
Marine.png
Organization: +5

Mountain Infantry

Mountaineers are specialized infantry that excel in maneuvering through and engaging in rough terrain. They receive +10.0% movement, +20.0% attack, and +5.0% defense in hills and +20.0% movement, 35.0% attack, and 10.0% defense in mountains.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Mountain infantry I Mountain Infantry I 1936 170 days Combat in mountain ranges exposes troops to many perils, but sometimes cannot be avoided. We can minimize these risks by providing our soldiers with specialized training for this environment.
Unlocks
Mountaineers.png Mountaineers
Manpower: 1000 Training time: 120
Recovery Rate: 0.40 Breakthrough: 0.3
Supply use: 0.07 Suppression: 1.0
Organization: 70 HP: 20.0
Weight: 0.5
Mountain Infantry II Mountain Infantry II 1939 127 days Mountain Infantry I Going beyond survival, our forces can be trained to use mountains to their advantage. With light equipment and mule transports, they can maneuver in this terrain better than other infantry.
Upgrades
Mountaineers.png
Soft attack: +5%
Organization: +5
Mountain Infantry III Mountain Infantry III 1943 170 days Mountain Infantry II Preparing for the most arduous mountain missions in high altitudes and low temperatures will require extraordinary training and discipline from our mountain troops.
Upgrades
Mountaineers.png
Organization: +5

Paratroopers

While they take longer to train and only have slightly better stats than normal Infantry, Paratroopers are the only type of unit that can be paradropped into the field, which they do via transport plane. This allows them to perform operations behind enemy lines and in locations where other units cannot easily reach. The AI will use paratroopers in battle, but never uses them for paradrops.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Paratroopers I Paratroopers I 1936 170 days By incorporating airborne forces into our army, we can make forced entries and position key troops in previously inaccessible areas, allowing for new tactical opportunities.
Unlocks
Paratroop.png Paratroopers
Manpower: 1000 Training time: 150
Recovery Rate: 0.40 Supply use: 0.06
Suppression: 1.0 Organization: 70
HP: 22.0 Weight: 0.5
Paratroopers II Paratroopers II 1939 127 days Paratroopers II Transitioning from small operations with only a few paratroopers to larger airborne divisions paves way for massive airborne landings, taking these forces beyond a novelty to a natural part of warfare.
Upgrades
Paratroop.png
Soft attack: +5%
Organization: +5
Paratroopers III Paratroopers III 1943 170 days Paratroops III Learning to adapt paradrop operations according to weather, standardizing equipment such as jump boots and extended specialized training will minimize the confusion and risks involved in these dangerous missions.
Upgrades
Paratroop.png
Organization: +5

Special Forces Concentration

Special forces (marines, mountaineers, paratroopers) are trained and equipped for conditions that ordinary soldiers aren’t expected to excel in. The first tech will give them a boost to acclimatization speed. Afterwards, the tree splits. One option is to train your special forces harder, to improve their skills and their ability to fight for longer before having to be resupplied.

The other option is to expand the special forces training programs to accept more recruits. Your special forces will be more numerous, but come with more drag and not quite as high speed. In the end though, they will still be elite forces and will be able to develop training to make them even more skilled in fighting in the harshest of conditions.

Note: The maximum quantity of special forces is capped at 24 battalions or 5% of your fielded regular battalions (this limit can be increased by unlocking the Expanded Special Forces Program technology).

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Special Forces Special Forces 1938 170 days Unconventional fighting requires specialist training. We need to ensure that our troops are prepared and able to adapt to harsh conditions.
Upgrades
Marines Mountaineers Paratroopers
Hot Acclimatization gain factor: +5% Cold Acclimatization gain factor: +5%
Advanced Special Forces Training Advanced Special Forces Training 1940 170 days Special Forces With extensive training, we can ensure that our special forces will be able to perform above and beyond that of normal men. Mutually exclusive with Expanded Special Forces Program.
Upgrades
Marines Mountaineers Paratroopers
Division Training Time: +10%
Defense: +5%
Organization: +5
Extreme Environment Training Extreme Environment Training 1942 170 days Advanced Special Forces Training We need to be able to fight in the harshest of environments. With the right training and equipment, our troops will be able to fight in the most extreme conditions.
Upgrades
Marines Mountaineers Paratroopers
Division Training Time: +10% Supply Grace: +48 hr
Hot Acclimatization gain factor: +50% Cold Acclimatization gain factor: +50%
Expanded Special Forces Program Expanded Special Forces Program 1940 170 days Special Forces Special forces are able to perform missions that ordinary soldiers can not. We need to expand the training program to get more of our soldiers qualified. Mutually exclusive with Advanced Special Forces Training.
Upgrades
Marines Mountaineers Paratroopers
Capacity Multiplier: +5% Division Training Time: -10%
Survival Training Survival Training 1942 170 days Expanded Special Forces Program Our special forces will often fight behind enemy lines and in short supply. We need to train them to endure harsh weather and fight with limited supplies.
Upgrades
Marines Mountaineers Paratroopers
Hot Acclimatization gain factor: +20% Cold Acclimatization gain factor: +20%
Out of Supply: -10%
Elite Forces Elite Forces 1944 170 days Survival Training Only the best of the best will become special forces. The soldiers that make it through the training will be stronger. faster, and fight harder than anyone else.
Upgrades
Marines Mountaineers Paratroopers
Hot Acclimatization gain factor: +20% Cold Acclimatization gain factor: +20%
Supply Grace: +48 hr
Soft Attack: +5% Organization: +5