Special projects
Special projects are a mechanic introduced in patch 1.15 of HoI4 and accopanying compatibility patch 2.3.1 for EaW. They are intended to represent more complex research endeavours than regular research, requiring the construction of research facilities, hiring and assigning scientists to lead those projects, and even taking decisions when prompted.
To learn more about how this mechanic works in vanilla, we recommend reading HoI4 wiki's article about it.
EaW preserves most of vanilla's projects, while adding tons more on top. It also introduces the fifth field of research: Thaumaturgy, which appropriately requires their own scientists, breakthrough points, and facilities. Thaumaturgy breakthrough points are gained through researching racial technologies or magical weapons (the latter also giving land breakthrough progress). Furthermore, land breakthrough points can also be gained through researching most infantry technologies, which is appropriate, considering the addition of extra land special projects designed for infantry.
This article consists of three parts:
- How that works section - attempts to explain how special project work behind the scenes. It is written in a loose editor's notes style, and attempts to summarize the most important points that may not be fully explained in game and are mostly based on in-game experimentation and documentation hidden in game files. You should be familiar the basics before delving into it.
- Complexity and time section - talks more in depth about complexity and prototype time values of special projects and how to convert values from the tables into actual number of days. It's those variables that actually define in the game files how long a special project takes. To make updating this page easier for editors, we currently list those variables in the tables instead of converting them into number of days and percentage progress.
- Tables with special projects - here you will find the list of all special projects available in game. Since this page has begun construction before the HoI4 wiki had their own article on special projects, the design of our tables is a bit different from what you may find there. Currently you won't find the information on traits that are applicable for specific special projects or nation-specific names for them. Instead, we included an in-game description for each one. The coloured bar represents which of the five categories the special project belongs to. Additionally, prototype stages that are unique for that project can be found by clicking the "Expand" button just below that special project's entry, on the right, rather than being listed separately at the bottom of the entire article. The description of outcomes tends to be more detailed for stuff unique to EaW compared to stuff that can be also found in vanilla.
We do not currently list "generic" prototype stages' outcomes, utilised by multiple different projects. Those never require you to make a decision and should be more or less identical to their vanilla equivalents.
How that works
Special projects work in iteration phases lasting some amount of days. Each one gives some amount of project progress expressed in percent of completion. You need 100% to complete the project.
Complexity of a project affects how much progress you can gain in each iteration phase, and by extension how many iteration phases are likely to be needed in total. More iterations phases also means more random events while researching a special project.
Random events have both positive and negative effects, such as increasing or reducing progress, granting XP to the scientist, granting research bonuses to specific technology categories, etc.
Prototype time of a project affects how much time is needed until the next iteration is completed. Lower is always better. This time can be further reduced by scientist's level, traits, etc.
How long the project is gonna take is a combination of the complexity and prototype time.
After each iteration, first you gain the base progress determined by project's complexity. If at this point the progress has reached 100%, the project concludes immediately without a random event or any note. Then, a random event is selected, depending on your current progress, and a note is made of the iteration's effects. If the random effect caused the project to gain extra progress and it reached 100% that way, the project will also conclude at this point, but a note will remain in the project's dossier. If the project has not yet reached 100%, the wait time for the next iteration begins.
Usually, the number of iteration notes in the project's history will be one less than the actual total number of iterations. The only exception is if the base progress gain was not sufficient to complete the project in its final iteration, but the random effect was, in which case the number of notes would equal the actual number of iterations. If the final iteration note has such an effect listed, then the only way to know for sure is to manually add progress gain and loss from each iteration from start to finish.
Likewise, if the project is near completion, and the base progress gain is sufficient to reach 100%, even on a low roll, then no amount of bad luck with random events would cause that project to not complete at the end of that iteration.
Complexity and time
Complexity:
Base progress gain per iteration is only affected by the complexity of a given special project. Number of iterations is obtained simply by dividing 100 by the upper bound of progress gained in order to obtain the minimum number of iterations, and vice versa for the maximum number. The actual number of iterations may in theory exceed those values depending on the random effects, but in practice it almost never does.
| Complexity | progress per iteration | number of iterations |
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| Small | 15-25% | 4-7 |
| Medium | 15-20% | 5-7 |
| Large | 10-15% | 7-10 |
| Insane | 5-10% | 10-20 |
Prototype time:
Any external factors seem to only affect how long it takes to complete each iteration phase. We can't directly see how long each iteration takes, but there is an indirect way to calculate the length of the iteration, through dividing the base time of completion by the average number of iterations (rounded down), and then dividing it again by the multiplier for a given scientist level.
This table assumes that the resulting value is rounded to the nearest integer (either up or down). Further testing is needed to determine which way it's rounded, but level 5 scientist gives integer values, so it should be accurate either way.
| Prototype time | base value | level 1 (0.95) | level 2 (1.05) | level 3 (1.10) | level 4 (1.15) | level 5 (1.25) |
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| Short | 45 | 47 | 43 | 41 | 39 | 36 |
| Medium | 60 | 63 | 57 | 55 | 52 | 48 |
| Long | 90 | 95 | 86 | 82 | 78 | 72 |
| Very Long | 180 | 189 | 171 | 164 | 157 | 144 |
Base estimated time (in days) to complete:
Values in the table below can be read in-game, when you click on the number of special project available for that department (on the colored bar, next to your breakthrough points counter), and then by clicking one of the special projects on the list.
Complexity is horizontal, time is vertical.
| - | Small | Medium | Large | Insane |
|---|---|---|---|---|
| Short | 225 | 270 | 360 | 675 |
| Medium | 300 | 360 | 480 | 900 |
| Long | 450 | 540 | 720 | 1350 |
| Very Long | 900 | 1080 | 1440 | 2700 |
Final estimated time to complete a special project by a particular scientist may be calculated by performing those calculations:
- Take the base length of a single iteration phase and divide it by the scientist's factor (from their overall level and traits)
- If the resulting number is not an integer, round it to the nearest integer (either up or down)
- Calculate the average number of iterations needed for the project. For small complexity projects, round the result down to 5. For large complexity projects, round it up to 9.
- Multiply the numbers from steps 2 and 3 together.
- If you had to perform rounding down in step 2 (not up), add one extra day.
You may notice a large discrepancy if you attempt to use this method to calculate base completion times for large complexity projects. This is because the base values use a rounded down average number of iterations (like small complexity projects). For instance, a short prototype time project of large complexity has a base completion time of 45/1*8=360 days, but for a level 5 scientist the same project would be estimated to take 45/1.25*9=324 days.
This estimation has no in-game effect, and serves purely informational purpose for the player.
Thaumaturgy - generic
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Pony
| Name | Prerequisites | Cost | Description | Reward | ||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
Pegasus cloud cities are the pinnacle of pegasi engineering, and the concept of a cloud ships has entered popular fiction. We can make it into reality if we resolve the difficulties surrounding enchanted clouds carrying heavy aircraft and weapons. Carefully rethinking the cloud-walking spell and how to apply it to make a flying ships a viable concept. |
Unlocks Sea Cloud Carrier ship/hull. Without
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| DLC(s): Free NOTE: As of patch 2.4.1.1, the tooltip in the pony racial tree indicates that it's Pegasus Division V that unlocks this special project. This is likely the intended prerequisite technology, but this project is actually unlocked with Pegasus Division III instead. |
Breakthroughs: 2 |
Pegasi are capable of incredible feats of flight, but their bodies have limits. The realities of high-altitude flight prevent even the most athletic pegasus from flying without the assistance of a closed-cockpit aircraft. The Pegasus Void Suit is a flight suit that maintains the user's temperature, oxygen, and pressure levels, protecting them from hostile atmosphere conditions and allowing previously impossible operations at extreme altitudes. |
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Griffon
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | ||||||||||||||||
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| DLC(s): Free |
Breakthroughs: 2 |
Despite its cultural significance and the many design iterations made over the years, current knight armour remains a largely traditional military uniform which is exactly as heavy and restrictive as it looks. In the modern era of tanks and mechanised infantry, the amount of protection this equipment can offer an individual is simply redundant; especially when weighed against its drawbacks. The time has come for something more protective, something that enhances a user's mobility and something that provides a platform to operate modern heavy weapons. |
Allows the production of Heavy Knight Armor
Griffon knights will now require 15 units of Heavy Knight Armor per battalion. | |||||||||||||||||
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| DLC(s): Free |
Breakthroughs: 1 |
Griffons are perhaps the most linguistically diverse species on the entire planet. It is no surprise - for this and for other reasons - that historically we have relied more on conflict than conversation to resolve our disputes. To make some headway in rectifying this, scientists have proposed that a correctly enchanted radio headset and microphone could allow our kind to properly communicate regardless of their native language. Future miniaturisations of the technology could also produce a more compact device, but for now we'll settle for putting magitech inside our existing military radio equipment. |
Adds the Universal Translator dynamic modifier, which grants bonuses depending how many significant regional capitals in Griffonia you or your puppets own. The regional capitals are as follows:
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Zebra and yak
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | ||||||||||||||||
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| DLC(s): Free |
Breakthroughs: 2 |
True to its name, this project is less one of theory and more one of application. Alchemical packs are a fairly common accessory for trained alchemists already, but for soldiers and untrained conscripts in particular it's much more challenging to create a toolbelt of regularly used concoctions and ingredients. Beyond its use we must also consider its safety as glass beakers that you might see in a more scientific setting tend not to enjoy the roughshod nature of combat. We'll have to draw up some new hardy and chemically unreactive containers. |
Allows the production of Alchemical Toolbelts | |||||||||||||||||
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| DLC(s): Free |
Breakthroughs: 1 |
It seems that our scientists are becoming more and more confident that they can synthetically reproduce starmetal. The alloy - so named for its presence in meteorites and coveted for both its strength and rarity - was long thought to be impossible to create in a worldly environment for many years, but this appears to have been a false assumption. Thanks in no small part to recent thaumaturgical advancements, it is theorised that we may be able to reproduce the vacuous conditions of space that could enable the production of starmetal on an unprecedented scale. |
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Hippogriff
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |
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DLC(s): Free
If country is
If country is
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Breakthroughs: 1 |
Although Seaquestria is far from underdeveloped, the realities of sea floor construction have traditionally made the implementation of transport networks very challenging. The ability to move in three dimensions through the water has alleviated the strain this restriction would otherwise put on city infrastructure, but it is clear that some kind of mass transit will be needed in the near future. It has been theorised that large boring machines could be used to create and seal up new tunnels a safe depth under the sea floor, providing a relatively dry space in which to construct a rail network. |
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| DLC(s): Free |
Breakthroughs: 1 |
Despite the seemingly oxymoronic name, a vehicle like this has shocking utility to a race of creatures that inhabits two different environments. In theory we have all the technological knowhow that would be needed to construct such a hybrid craft, but a capable design is not necessarily a practical one. Currently our engineers are attempting to figure out a way for the craft to smoothly transition between flight and underwater propulsion. Suggestions so far have ranged from explosive devices to break the water tension both ways to airbags or enormous parachutes for the descent. |
Without
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Changeling
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |
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| DLC(s): Free |
Breakthroughs: 1 |
Creating a substance that has the capacity to visually adapt to its surroundings will be no easy task, but it is a concept worth pursuing. We have always enjoyed the ability to change visually into most creatures and objects at will, yet our equipment does not enjoy the same kind of instant visual protection. Moreover, even talented changelings cannot mimic things beyond or below certain sizes. If our scientists could identify the biological magic that allows us to visually camouflage ourselves and isolate it, subsequently applying the same magic to cloaks and tarpaulins could radically alter the way we utilise stealth on a tactical level. |
Allows the production of Camouflage Cloak
Jagers will now require 15 units of Camouflage Cloaks per battalion.
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| DLC(s): Free |
Breakthroughs: 2 |
Changeling hives are not alive, but have often been described as such due to how reactive they can be to changeling magic, with tunnels closing and opening at a drone's will. Much of this is due to the chitin and mucal material biologically produced and used by changelings to construct hives and maintain their function and integrity. A recent proposal suggested that we experiment on this material through thaumaturgical genetic modification, potentially allowing a few changelings to establish a small hive quickly. This structure can then be used as a temporary forward operating base until it begins to deteriorate after a few weeks. This could provide our soldiers with a home away from home and a local love repository that will improve their morale and fighting capabilities for a short time. |
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Kirin
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |
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| DLC(s): Free |
Breakthroughs: 1 |
Astrology has long been employed by kirin to interpret the signs of the stars and the seasons, so it stands to reason that we would pursue the construction of a grand orrery with which to perform even more detailed predictions of the future. It will - of course - utilise the relevant and most up-to-date star charts, numerological and probability calculations in order to maximise the accuracy and utility of whatever answers we may find to our many burning questions. |
Adds 80% of breakthrough progress in the Land, Naval, Air, and Nuclear fields.
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Deer
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |
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| DLC(s): Free |
Breakthroughs: 1 |
One of our spiritually unfortunate scientists recently proposed this concept as a joke and it has since spiralled into a plausible idea. Using angry spirits as a tool of chaos against enemy formations is not a new strategy on its own, but using unicorn-inspired telekinetics to trap them inside grenade-sized containers certainly is. With such a device our forces could sow chaos anytime and anywhere, not to mention that being trapped in such a way would further infuriate the vengeful spirit contained within before they are set upon our enemies. |
Allows the production of Spirit Grenades
Unlock the Spirit Grenadiers support battalion:
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| DLC(s): Free |
Breakthroughs: 1 |
Whilst seers have historically afforded our soldiers a significant amount of tactical insight, the nature of their visions prevents them from generating useful information at a meaningful rate and at convenient times. Instead it has been theorised that we can apply their visions to a grander strategy, collecting as many seers as possible in one place and collating the information provided in order to formulate a pinpoint plan for the future. It has been suggested that we could introduce a variety of stimuli to experiment with speeding up the process, but for now at least we shall be satisfied by developing a proper system of collective visionary documentation. |
All generals and field marshals gain 1 logistics and 1 planning skill. This includes ones that you may gain later.
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Diamond Dog
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |
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| DLC(s): Free |
Breakthroughs: 2 |
Although tank-mounted dozer blades have proven effective, it has become clear to us that these are not wholly effective in mountainous regions where our forces regularly operate. Not wanting to resign armoured fortification and fire support to combat only in flat terrain, engineers have presented a prototype that our scientists are now pouring over. The blueprinted 'Assault Tunnel Vehicle' aims to clean up the engineers' haphazard work for field testing, alongside a number of safety improvements and the introduction of a semi-crystalline engine to reduce exhaust buildup when tunnelling. |
Allows the production of Tunnel Drills
Unlocks Tunnel Drill Company support battalion.
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| DLC(s): Free |
Breakthroughs: 1 |
There is nothing fundamentally unique about the so-called 'Deep Rock Drill' in concept. Using a colossal mining platform to extra resources on a large scale is unusual, but not unheard of. What makes the DRD special is its energy source and its ability to extract almost any resource no matter the location. Advances in magical engines have allowed our scientists to begin developing an almost exhaustless power pack that also has the capacity to sustain thaumaturgical gyroscopes which will stabilise the drill when in operation. |
Unlocks decisions to establish Drill Site in owned states. You can then select what resource to excavate for; the resource type can be changed with a decision at anytime. It costs 100
You can freely and practically instantly switch a drill to a different resource. You can't get two or more different resources from a single drill, or upgrade it to give more of a given resource. Drills in different states are separate, and can drill for the same or different resources, depending on your needs.
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Posada
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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DLC(s): Free
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Breakthroughs: 1 |
One of Terrafin's dearest desires is to see every infantrygriff carrying a weapon of the future. This has already manifested in the use of magical weaponry, but we must go further. Imagine recoil-dampening spells, weapons firing three times as fast as traditional rifles, guns that fire small explosive charges to effectively shoot around corners! Although the venerable slugthrower will be very hard to improve on, our scientists are surely up to the task. |
You get an event The Weapon of the Future. The result depends entirely on the choice made in the unique prototype phase iteration. | |||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
Heavy tanks are obviously the future of armored warfare, but current heavies simply aren't powerful enough and run into problems with their transmissions and engines. A true super-heavy tank, not merely an upscaled heavy but a tank designed to kill them, will provide a powerful front-line advantage over heavy tanks and comfortable superiority against anything lighter. To be properly useful, of course, it will have to be amphibious as well. |
Unless you decide otherwise during the unique prototype iteration phase: | |||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
Planes flying low over the water have reported a curious increase to their lift, dubbed the "ground effect". This may make possible larger plane/boat hybrids, capable of moving extremely fast and avoiding enemy RADAR by simply flying under it. Ideally such plane/boats would be able to hold missiles or torpedoes. Therefore, these "ground effect vehicles" must be investigated as soon as possible. |
Spotting speed: +10%
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DLC(s): Free
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Breakthroughs: 1 |
Our current depth charges are effective, but due to their limited blast radius they often fail to disable their targets, particularly if the submarine detects the charge and changes depth before it goes off. The Exotic Weaponry Commission has come up with a solution to that problem which some are calling overkill: arming our depth charges with low-yield nuclear bombs, to kill every submarine in the area regardless of changing depth. |
This will cost 1 Fission Nuclear Bomb every three months.
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DLC(s):
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Breakthroughs: 1 |
While it may seem insane to leave nuclear weapons floating around in the ocean, the fact is that a single naval mine, if equipped with a nuclear payload, can sink entire flotillas of enemy vessels, and can effectively deny a much larger area to the enemy since enemy vessels those far away from the blast could be damaged or sunk. |
Naval Mines Damage: +20%
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DLC(s): Free
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Breakthroughs: 1 |
A single strategic bomber can rightfully be called a "Flying Fortress," and an entire formation of them is extremely difficult for our fighters to engage. Project FALLOUT would see some of our fighters armed with unguided air-to-air rockets tipped with a low-yield nuclear warhead: the massive blast wave would turn enemy bomber's formations against them, downing an entire wing in a single fireball. |
This will cost 1 Fission Nuclear Bomb every three months.
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DLC(s): Free
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Breakthroughs: 1 |
Our pioneer corps could benefit from the recent explosion of new uses for nuclear technology. If we could engineer a safe, reliable demolition charge with a nuclear payload, it would make collapsing large buildings and clearing out the biggest minefields so much easier. They could also serve quite well as area-denial weapons. |
Entrenchment Speed: +5%
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DLC(s): Free
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Breakthroughs: 1 |
Project TANKBUSTER aims to produce the smallest nuclear weapon yet: one capable of being fired out of a conventional rocket artillery system. The idea of equipping even our ground forces with nuclear weapons is tantalizing, although Terrafin is quick to point out the logistical and strategic limitations of such an endeavour. Still, if the project is successful its value in destroying armoured formations, area denial, attacking fortifications, and sheer Shock and Awe cannot be overstated. |
All Rocket Artillery
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DLC(s): Free
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Breakthroughs: 1 |
An interesting request has come to us from below, from a commissar in an infantry battalion. She has raised issues with the range of rifle grenades, and has suggested a "personal grenade launcher", to be carried by one creature per platoon. More portable than a mortar, it would allow easy response to enemy situations and hefty firepower in a small package. |
All Infantry and Motorized/Mechanized
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DLC(s):
NOTE: this special project is not technically coded to require Gotterdammerung, but its prerequisites do, and for this reason this special project is marked with that expansion's icon. An attempt to unlock this special project through cheats will likely cause the game to crash if you hover your mouse on it. |
Breakthroughs: 1 |
Traditional bombers remain highly vulnerable to fighters and interceptors. To counter this threat and truly become a global power, we will have to design something radically different. Flying far faster and higher than traditional bombers, our Valkyrie will be virtually invulnerable to conventional AA as well as interceptors. While this may necessitate some compromises in other parts of the design, it will surely prove worthwhile once completed. |
Without Unlocks Mach 3 Strategic Bomber:
Unlocks aircraft module 6x Supersonic Jet Engines:
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Land
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DLC(s):
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Breakthroughs: 1 |
An armored vehicle equipped with devastating close-range firepower, designed to unleash torrents of flames upon enemy positions. |
Note: in EaW, flame tanks are unlocked through regular research, not a special project.
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DLC(s): Free
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Breakthroughs: 1 |
Specialized vehicles to enhance battlefield mobility, fortification construction and obstacle clearance under combat conditions. |
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DLC(s):
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Breakthroughs: 3 |
A massive armored behemoth designed to dominate the battlefield. With unparalleled size and firepower, this vehicle represents the pinnacle of armored warfare. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 2 |
A formidable artillery piece boasting a large caliber, that can wreak havoc on enemy defenses with unprecedented destructive force. |
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DLC(s):
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Breakthroughs: 2 |
A self-propelled massive artillery piece with greater maneuverability on the battlefield than its towed counterpart, while accommodating an even larger caliber. |
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DLC(s):
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Breakthroughs: 1 |
A colossal weapon of unmatched power and precision that will stand as a testament to the military superiority of any country capable of deploying it. |
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DLC(s):
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Breakthroughs: 1 |
With its multi-charge propulsion system and large caliber, this weapon is capable of delivering devastating bombardment over vast distances. |
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DLC(s):
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Breakthroughs: 2 |
A complex network of heavily fortified bunkers and strongpoints, built to withstand intense assaults and protect critical strategic locations from enemy incursions. |
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DLC(s): Free
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Breakthroughs: 1 |
Buried launch platforms in hardened bunkers, accompanied by a protected command and control, and maintenance facilities, will make the ultimate land-based ballistic missiles launch platform. |
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DLC(s): Free
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Breakthroughs: 2 |
A creature-portable anti-air missile allows for infantry to have a fighting chance at frightening off or damaging enemy CAS. |
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DLC(s):
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Breakthroughs: 2 |
With enemy bombers getting ever deadlier and faster, a strong response is required. Deploying the best anti-air missiles we have throughout our army will make striking our troops a truly daunting task. |
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DLC(s): Free
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Breakthroughs: 1 |
Recent advances in military doctrine have raised the question of a mine-protected ambush-resistant vehicle. Such a truck would be ideal for policing in low-intensity conflicts as well as carrying key supplies through dangerous territory. Dubbed an "infantry mobility vehicle", it may well be worth investigating. |
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DLC(s): Free
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Breakthroughs: 2 |
Mechanized infantry has become a cornerstone of our army. But by mounting an autocannon and installing firing ports on an APC, we could drastically increase our infantry's effectiveness, allowing them to use the vehicle as cover and firepower. |
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DLC(s):
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Breakthroughs: 1 |
The ultimate in tank suspension, by using a combination of liquids and gasses we can create a reliable, fast, and stealthy system. |
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DLC(s):
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Breakthroughs: 1 |
As HEAT shells become more and more common, a new defense is required for our tanks. The idea of inserting silica glass between rolled steel is appealing, though it will likely prove expensive. |
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DLC(s):
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Breakthroughs: 1 |
As tanks continue to engage at farther and farther ranges, a modernized version of the modern turret is appealing. It would be able to mount even guns once restricted to super-heavy tanks, as well as allowing higher visibility. |
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Air
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DLC(s):
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Breakthroughs: 1 |
A bomb that can skip and bounce over water surfaces could be the perfect tool to breach dam defenses, and could prove useful in other situations as well. |
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DLC(s):
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Breakthroughs: 1 |
A heavy bomb that is constructed in such a way that it penetrates the ground before it detonates, causing massive structural damage to the target. | |||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 2 |
A huge aircraft loaded with bombs and fuel, designed specifically for long-distance high-altitude flying granting it the ability to cross oceans and continents. | |||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 1 |
A massive aircraft that carries fighter planes into battle, enabling deep escort missions into enemy territory—truly the swarm-lord of the skies. |
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DLC(s): Free
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Breakthroughs: 1 |
Retrofitting high-capacity rotary machine guns and autocannons onto strategic airlifters would allow for incredible anti-infantry capabilities once air superiority is secured. While unlike to see widescale production, even a few would be extremely effective. |
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| DLC(s): Free |
Breakthroughs: 2 |
Jet engines are far more powerful than propeller engines, potentially revolutionizing aircraft design and sparking a new era of aeronautical engineering. |
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| DLC(s): Free |
Breakthroughs: 1 |
The first jet engines developed can only compress air to a limited degree. It might be possible to line multiple compressors in serial to boost the thrust even further. |
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DLC(s): Free
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Breakthroughs: 1 |
A new design for jets promises to be even faster and more powerful, letting our jets fly further as well. However, it won't come cheap. |
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DLC(s):
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Breakthroughs: 2 |
Advancements in jet engine technology are paving the way for aircraft capable of reaching Mach 1 and breaking the sound barrier. | |||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 1 |
The idea of a Super-Large Airframe has long been a dream of our more radical scientists: a bomber so massive it is virtually indestructable by anything short of an enemy nuclear anti-air missile, carrying so many bombs nothing can survive a bombardment. |
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| DLC(s): Always available |
Breakthroughs: 1 |
The development of a helicopter, with its unique ability to hover in place, could offer critical tactical advantage in military operations. |
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DLC(s):
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Breakthroughs: 1 |
The first helicopters were hesitant forays into the field. With centrifugal jet engines, improved armor, and heavier armament, the next generation of helicopters will revolutionarize warfare. |
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Rocketry
| Name | Prerequisites | Cost | Description | Reward | ||||||||||||||||||||||||||||||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
An unmanned aircraft, using a rocket engine, carrying a significant payload, should be able to strike fear in the hearts of our enemy, demoralizing them. | ||||||||||||||||||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 1 |
As electronics become smaller, the once-absurd idea of a guided missile able to be carried by a fighter is in reach of becoming real. This would also open the door to other guided munitions. |
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DLC(s):
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Breakthroughs: 1 |
While the destructive power of our strike aircraft remains unmatched, they have unfortunately become more and more vulnerable as they carry more and more weaponry. An interesting solution has been proposed: a missile that will home in on active radar signals and destroy them. This would give our pilots a large amount of breathing room! |
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DLC(s):
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Breakthroughs: 1 |
The potential of air-launched cruise missiles to strike enemy silos and airbases cannot be overstated. If successful, these will allow our strategic bombers to essentially act as mobile missile silos, safe from enemy fire and impossible to counter. |
Unlocks Air-Launched Cruise Missile module
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DLC(s): Free
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Breakthroughs: 2 |
A guided ballistic missile, capable of delivering a warhead from great distances with unprecedented speed and accuracy. | ||||||||||||||||||||||||||||||||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
Medium range ballistic missiles shall enable us to deliver a warhead across a continent with astonishing accuracy and devastating impact. | ||||||||||||||||||||||||||||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 1 |
An intercontinental ballistic missile, likely the largest missile we need ever build, capable of delivering a warhead with great accuracy basically anywhere on the globe. |
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| DLC(s): Always available |
Breakthroughs: 2 |
A large rocket powered anti-air missile, capable of knocking a bomber out of the sky with a single hit. This will shape the future of air defense, for sure. |
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DLC(s):
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Breakthroughs: 1 |
With the new, terrifying age of nuclear weapons and intercontinental ballistic missiles, a daunting proposal has reached us: mounting nuclear warheads on our largest surface-to-air missiles. Theoretically, this would be able to vaporize enemy ICBMs before impact. |
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DLC(s): Free
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Breakthroughs: 1 |
Combining the power of a rocket with the maneuverability of a small chassis, we will create an unmatched interceptor aircraft. |
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Radar
| Name | Prerequisites | Cost | Description | Reward | |
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DLC(s): Free
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Breakthroughs: 1 |
By using pulsed radio waves and detecting their reflections, we will be able to monitor enemy movements from land, air and sea. |
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DLC(s): Free
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Breakthroughs: 1 |
An Airborne Early Warning and Control system, essentially a flying radar array, would allow for early detection of enemy nuclear strikes, thus providing precious time for our citizens to get to safety. It would also help with locating enemy planes in adverse weather. |
Unlocks technology Counter-Battery Radar in the infantry folder, which increases breakthrough and defense of all artillery units, and grants signal companies the ability to boost those bonuses even further.
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DLC(s): Free
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Breakthroughs: 1 |
Perhaps the ultimate in long-range radar, Over-the-Horizon would be capable of detecting the enemy from extreme distances by bouncing radar waves off the ionosphere. |
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Nuclear
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | |||||||||||||||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
Experiments have proven that splitting atoms through fission releases vast amounts of energy, which could be used for power generation. Or perhaps as fuel for bombs... |
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DLC(s):
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Breakthroughs: 1 |
Nuclear reactors are good for producing materials for bombs. But the amount of energy produced could instead supply civilian and military industry with power. |
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DLC(s):
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Breakthroughs: 1 |
The first civilian nuclear reactors were rather impractical, serving more as proofs of concept than true industrial powerhouses. A new generation of reactor will reshape the civilian economy and military strategic planning alike! |
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DLC(s):
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Breakthroughs: 1 |
Engines that can run forever - without needing to refuel. This is the promise of atomic energy. A promise our engineers say that we are very close to fulfilling. |
Unlocks nuclear engine ship modules. Nuclear engines in EaW are very different compared to their vanilla counterparts.
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DLC(s): Free
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Breakthroughs: 1 |
A bomb using the process of nuclear fission to release the stored energy of the atom in one apocalyptic moment. With such a weapon in our arsenal, who would dare oppose us? |
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DLC(s):
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Breakthroughs: 1 |
A low-yield and relatively 'clean' bomb, still capable of vaporizing enemy tanks and airfields while not leaving excessive lingering radiation, has come to our attention. Ideal for tactical use, this would increase our versatility significantly. |
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DLC(s):
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Breakthroughs: 1 |
It is truly hard to imagine anything beyond the fission bomb, but with nuclear fusion, it is possible to create an explosion far larger than anything built before. |
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DLC(s):
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Breakthroughs: 1 |
Even the thermonuclear bomb now may be outclassed, as a disturbing new proposal has come to us: the creation of a radiological weapon to deliberately create huge amounts of fallout. Such a weapon would expand its reach beyond the area targeted and irradiate a huge region. This weapon would grant tremendous clout to the one wielding it, though hopefully we'd never have to actually use it... |
When deploying a Thermonuclear Bomb, all neighboring states will receive radiation as well.
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DLC(s):
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Breakthroughs: 1 |
By creating condensed nuclear weapons, we will be able to utilize them as a payload upon a wide range of rocket-based launch systems, allowing us to strike across vast distances. |
Unlocks nuclear missiles. Nuclear raids that utilize missiles have a high chance of success and there is very little that your enemy can do against them. Prioritize them against high-value targets that are also well protected.
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Submarines
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Name | Prerequisites | Cost | Description | Reward | ||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
A submarine with superior range, designed for traversing long distances, without support, would be ideal for attacking enemy shipping. | ||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
A long-range submarine capable of acting as a fleet escort but without the flaws inherent in the design of the previous cruiser submarines. |
NOTE: There is also a "fleet submarine" available through regular research. It's a completely different type of sub that simply happens to share the name. | |||||||||||||||||
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DLC(s):
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Breakthroughs: 3 |
We should be able to make nuclear engines small enough to fit in a specialized submarine, making the vessel silent and providing it with extreme range. | ||||||||||||||||||
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DLC(s):
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Breakthroughs: 2 |
By equipping our submarines with missiles, and launch systems, we should be able to hit our enemies' strategic targets anywhere, and with no prior warning. | ||||||||||||||||||
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DLC(s):
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Breakthroughs: 2 |
If we are able to surface a submarine, fire a missile with a nuclear charge, and then submerge again, our first-strike potential becomes almost limitless. | ||||||||||||||||||
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DLC(s):
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Breakthroughs: 1 |
With the advent of low-yield tactical warheads, long-range torpedos with these warheads attached could theoretically be deployed by any conventional submarine. |
Unlocks Nuclear Torpedo module | |||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
There exists a niche in our naval capabilities for a lightweight, cheap, and versatile submarine, that could be used for anything from harbor sabotage to convoy raiding. |
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DLC(s):
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Breakthroughs: 2 |
A new propulsion system that could eliminate the weakness of submarines needing to resurface in order to recharge their batteries and replenish oxygen supply. |
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DLC(s):
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Breakthroughs: 1 |
This special rubber tiled coating for submarines, which contains small empty spaces between them; reduce the threats of detection by enemy sonars. |
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Surface ships
| Name | Prerequisites | Cost | Description | Reward | |||||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
We can inflict significant damage on our enemies' most important and expensive ships, utilizing Torpedo Cruisers, according to the last century's concept - Jeune École. | |||||||||||||||||||||||
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DLC(s): Free
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Breakthroughs: 1 |
The naval arms race may have diversified in recent years, yet it is hard to deny the sheer majesty of the battleship, and the potential for building even greater behemoths. | |||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 3 |
The ultimate in naval power projection, a Supercarrier would be capable of holding many more planes than even the largest of our current carriers. Of course, it would also cost far more. | |||||||||||||||||||||||
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DLC(s):
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Breakthroughs: 2 |
In order to assert our air superiority over the vast oceans, we need carriers that could store and launch long-range regular airplanes, and not just carrier aircraft. |
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DLC(s):
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Breakthroughs: 2 |
Supplying navies far from their home bases were always a limiting factor. With our fleets operating on extreme ranges, we need to develop a new methods for resupply. |
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DLC(s):
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Breakthroughs: 2 |
With improved and more reliable radio technology, we can develop new kind of fuzes, that would explode by just being in the proximity of the target, and damaging it. |
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DLC(s): Free
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Breakthroughs: 2 |
The hovercraft aims to 'fly' just above any level surface - be it land or sea - essentially by pushing away from it with an air cushion. Currently our prototypes are capable of transporting troops across the water far faster than traditional landing craft whilst maintaining a low profile. Additionally, a mounted machine gun or grenade launcher may make this vehicle relatively formidable in an infantry support role during landing operations. |
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DLC(s): Free
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Breakthroughs: 1 |
A radar-controlled system of air defense will be capable of shooting down missiles and planes alike. |
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DLC(s):
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Breakthroughs: 1 |
A long-range missile to deploy a torpedo capable of tracking an enemy submarine with immense accuracy. |
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