Special projects

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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:

  1. 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.
  2. 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.
  3. 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
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)
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:

  1. Take the base length of a single iteration phase and divide it by the scientist's factor (from their overall level and traits)
  2. If the resulting number is not an integer, round it to the nearest integer (either up or down)
  3. 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.
  4. Multiply the numbers from steps 2 and 3 together.
  5. 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

Name Prerequisites Cost Description Reward
Induced Telekinetic Fields
Induced Telekinetic Fields
  DLC(s): Free

Has researched technology: Automatic Magic Rifles

Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Short

Inspired largely by the telekinetic abilities of several different species, the concept behind induced telekinetic fields - colloquially known simply as 'shield generators' - is very simple. The aim is to replicate the ability to create a solid shield out of magic in much the same way as a unicorn might and automate the process so that it can be implemented in vehicle systems where such a system's portability is less of a concern.

If you do NOT have a DLC that unlocks a relevant model designer, adds +10% armour to your ships, tanks, and/or aircraft. Otherwise, you unlock a module called Telekinetic Shield Projector for each type of designer that you can use:

Ship module:
  • Armour: 4
  • Chance to receive a critical hit from enemy torpedoes: -5%
  • Damage received from torpedoes: -5%
  • Production cost: +7.5% Production cost
  • HP: +5%
  • Requires 2 Crystal
Tank module:
  • Armour: 10
  • Production cost: 6 Production cost
  • Requires 2 Crystal
  • Armour: +15%
  • XP: 10 Army experience
Plane module:
  • Air defense: 12
  • Production cost: 10 Production cost
  • Weight: 9
  • Requires 2 Crystal
  • XP: 1 Air experience


Magic-Assisted Quarries
Magic-Assisted Quarries
  DLC(s): Free

Has research technology Standardised Mechanisation

Crystal 3

Breakthroughs: 2
Complexity: Medium
Prototype time: Medium

Mining is an awful business. Certainly there are some creatures who yearn for the dark and sooty pits that we call safe workplaces, but the vast majority are rightfully unwilling to delve into - let alone operate machinery inside - such an environment. It seems only sensible that these are some of the first places that we experiment with magical machinery on a mass scale, be it in augmented drills or some level of automation in bringing material to the surface.

Unlocks building Magitech Quarry. This building multiplies the quantity of resources in the state in which it is built by 1.25x.


Magical Supply Organisation
Magical Supply Organisation
  DLC(s): Free

Always available

Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Short

Any soldier who has worked in maintenance will gladly inform you of the value of a properly organised stockpile, but there's only so efficient the vast majority of soldiers - especially conscripts - can realistically be. Having some variety of magically-assisted sorting machinery that does the time consuming organisation of surplus materiel and directs it to the correct individual or towards the appropriate storage location will make our lives considerably easier.

Grants

  • Supply Efficiency: +10%
  • Division Attrition: -10%
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Officers Request Focus
As it turns out, the military does not appreciate a project seemingly overstepping its budgetary and time constraints. They have requested that we focus one one aspect of what could have been an all-inclusive logistical magification and by government contract we are obliged to comply with their request.
35-100% Hone in on FOB logistics.

Supply range +10%

Focus on efficiency in the field.

Supply grace period: 12 hours

The special forces need this most.
Supply grace period for special forces: 36 hours
Magic Imperceptability Studies
Magic Imperceptability Studies
  DLC(s): La Résistance

Has an intelligence agency

Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Short

Although somewhat controversial, the idea of using spells to make soldiers and operatives more difficult to perceive even in plain sight is obviously a concept that garners a lot of interest. We have found ways of using spells to manipulate the way light travels towards and bounces off items of clothing which could present opportunities for the technology's practical implementation, although it has proven somewhat challenging to keep track of said clothes after their enchantment.

Adds 1 operative slot

Unique prototype stages
Title and descriptionThresholdOption AOption B
Questions from the Shadows
Although the potential in this project is obvious, the intelligence services are requesting that we clarify the purpose of these imperceptibility spells. It seems we need to offer them some direction regarding the capabilities of this thaumaturgical advancement and we are all too happy to oblige them with our work.
35-100% An invisible operative is an effective one.
  • Chance that our operative is captured: -15%
  • Chance that our operative is detected: -15%
They will never know who found them.
  • Chance to capture an enemy operative: +15%
  • Chance to discover an enemy operative: +15%
Thaumaturgical Encryption Keys
Thaumaturgical Encryption Keys
  DLC(s): La Résistance
  • Has an intelligence agency
  • Has completed Form Department Agency Upgrade
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

Using an encryption key to encode and subsequently ungarble what might otherwise look like utter nonsense is nothing new in the field of information warfare. What makes this particular project interesting is the application of unique low-energy magic that can be used to interpret and subsequently scramble coded messages using spells only known to select individuals. As of now it's not known whether a brute force method - even a machine assisted one - could ever be used to break such methods of encryption.

Grants

  • Cryptology level: +1
  • Gains two random agency upgrades
Unique prototype stages
Title and descriptionThresholdOption AOption B
Cryptic Cryptologic
With great progress made on these near unbreakable keys, it has become apparent that the mathematicians and their bosses in the agency are struggling to fathom and to apply the intricacies of the technology. They have requested that we provide some training courses to show them just how useful this project will be to their department.
35-100% Theorise novel counters to these codes.

Decryption Power: 10

Present exactly the requested course.

Cryptology Level: 1

Magical Force Multiplication
Magical Force Multiplication
  DLC(s): Free
  • Has unlocked one of the following special forces: marines, mountaineers, paratroopers, pegasi, knights, jaegers, or chargers
  • Has researched technology: Automatic Magic Rifles
  • Has completed special project Military Engineering Vehicles
Crystal 3

Breakthroughs: 2
Complexity: Medium
Prototype time: Medium

For many, magical weaponry has already become the next logical step in modern warfare. Traditional firearms and support weapons remain more practical to produce en masse for the time being, but the introduction of especially potent battalion-level formations equipped with fully magirised materiel have proven to be effective force multipliers in the short-term. There is no doubt that this support element will provide a significant tactical edge on the battlefield.

Unlocks support company All-Magical Shock Company

  • Great combat stats all around without slowing the division down, but there exist stronger options if you want to focus on a particular stat.
  • No terrain bonuses or penalties.
  • Can be parachuted
  • Uses magical rifles, armoured support vehicles, support equipment, and trucks
  • Increases defense of special forces brigades by 10%
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Supplying the Battalions
The great challenge of implementing magical equipment is - as always - its production and distribution. Now that we have reached the testing phase, it comes as no surprise that the administration is requesting we liaise with industrial bodies in order to ease the production and introduction of more magical equipment.
35-100% We'll keep those costs down.

All armoured support vehicles:

  • Production cost: -15% Production cost
Focus on production quality instead.

All-Magical Shock Company

  • Piercing: +200%
The soldiers need more guidance.

All-Magical Shock Company

  • Organisation: +5
Synthetic Mineral Growth
Synthetic Mineral Growth
  DLC(s): Free
  • Has researched technology Synthetic Material Experiments
  • Has researched technology Automatic Magic Rifles
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

Synthetic crystal manufacturing has been a possibility since the 900s, but was never pursued on an industrial scale. In the past it was only done by small businesses - usually in an effort to pass off their products as real for quick profits - but now that we understand the true potential in crystals there are new reasons to pursue their mass manufacture. The trickiest part will be trying to induce the energies present in naturally occurring crystals, but with enough determination and several replaced blast shields we will find a way.

Unlocks building Synthetic Crystal Refinery. This building provides the state with 3 Crystal per refinery.


Thaumaturgical Diagnoses
Thaumaturgical Diagnoses
  DLC(s): Free
  • Has researched technology Field Hospital I
  • Has researched technology Automatic Magic Rifles
Crystal 3

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

Letting creatures diagnose themselves has always been problematic for doctors and general practitioners, if not for the almost constant inaccuracies then for the additional anxiety that said diagnoses typically cause. Pre-packaged diagnostic packages with instructions alongside a selection bewitched tools and substances will have a comparable impact to first-aid kits for both soldiers on the frontline and creatures at home, allowing our citizens to get accurate and detailed diagnoses from the comfort of their own home; or indeed from the discomfort of a trench.
  • Grants a single-use 2-year ahead of time 150% research bonus for field hospitals.
  • For 210 days adds a national spirit Mass-Scale Diagnostics & Treatment granting 1000 weekly ponypower.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Civilian Encroachment
Although this project began as largely military in nature, it has rapidly become apparent that this technology could be just as impactful in the civilian sector. As a result, the administration has been pressuring the research team with additional scrutiny and occasional attempts to get the project out of their [Country.GetHands] entirely. We must find a way to deal with this.
35-100% We will concede to the health ministry.

+15% monthly population.

This technology is for both sectors!

Field Hospitals and Helicopter Med-Evac:

  • Trickleback & War Support Protection: +5%
  • Exp. Loss: -5%
Energy Shatter Crystal Projectiles
Energy Shatter Crystal Projectiles
  DLC(s): Free

Has researched technology Magic Light Machine Gun

Crystal 3

Breakthroughs: 2
Complexity: Medium
Prototype time: Medium

Although crystals typically carry a somewhat containable amount of energy which requires considerable effort to release, it seems as though it is possible - particularly with large crystals - to force additional energy inside them. The more energy contained, the more fragile the crystal and the greater propensity it has for detonating spectacularly. Perhaps unsurprisingly, some bright minds had the genius idea of turning these concerningly volatile crystals into projectile weapons that detonate shortly after impacting a surface like a HEAT or HESH shell.

Without Man the Guns: all light and heavy ships:

  • Light piercing and heavy piercing: +10%

Without No Step Back: all tanks:

  • Piercing: +10%

Without By Blood Alone: all CAS and medium bombers:

  • Ground Attack: +10%

Unlocks the following ship/tank/plane modules if you have relevant DLC's:

Ship modules:
  • Light Crystalline Naval Battery
    • Light attack: 1.8
    • Production cost: 135 Production cost
    • Speed: -2%
    • Light piercing: 2.5
    • Costs 2 Crystal
  • Medium Crystalline Naval Battery
    • Light attack: 5.5
    • Production cost: 360 Production cost
    • Speed: -4%
    • Light piercing: 10
    • HP: 18
    • Costs 3 Crystal
  • Heavy Crystalline Naval Battery
    • Heavy attack: 20
    • Production cost: 1700 Production cost
    • Speed: -6%
    • Heavy piercing: 42
    • Costs 4 Crystal
Tank modules:
  • Light Crystalline Cannon
    • Soft attack: 28
    • Hard attack: 22
    • Piercing: 80
    • Production cost: 6.5 Production cost
    • Speed: -0.1 km/h
    • Reliability: -20%
    • Costs 1 Crystal
    • XP: 1 Army experience
  • Medium Crystalline Cannon
    • Soft attack: 35
    • Hard attack: 28
    • Piercing: 100
    • Production cost: 6.5 Production cost
    • Speed: -0.3 km/h
    • Reliability: -20%
    • Breakthrough: 5
    • Costs 3 Crystal
    • XP: 1 Army experience
  • Heavy Crystalline Cannon
    • Soft attack: 35
    • Hard attack: 38
    • Piercing: 150
    • Production cost: 7 Production cost
    • Speed: -0.4 km/h
    • Reliability: -30%
    • Costs 4 Crystal
    • XP: 1 Army experience
Plane module:
  • Crystalline Munitions Package
    • CAS weapon
    • Reliability: -10%
    • Production cost: 8 Production cost
    • Costs 2 Crystal
    • XP: 2 Air experience
    • Agility: -22 (CAS, Logistics Strike, Naval Strike)
    • Weight: 7 (CAS, Logistics Strike, Naval Strike)
    • Ground attack: 12 (CAS) / 10 (Logistics Strike)
    • Naval attack: 7 (Naval Strike)
    • Naval targeting: 5 (Naval Strike)


Pony

Name Prerequisites Cost Description Reward
Cloud Based Naval Infrastructure
Cloud Based Naval Infrastructure
  DLC(s): Free
  • Country is NOT Flag of Nimbusia Nimbusia
  • Country race is Pony pony.
  • Has researched technology Early Carrier or Converted Deck Hulls
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Short

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 Man the Guns:
  • Ponypower: 750 Ponypower
  • Sub detection: 5
  • Light Attack: 3
  • Anti-air: 2.5
  • Range: 2000 km
  • HP: 125
  • Fuel consumption: 22
  • Production cost: 5474 Production cost
  • Surface detection: 10
  • Surface visibility: 30
  • Light piercing: 5.5
  • Speed: 21.5 knots
  • Weather penalty: 100%
  • Reliability: 50%
  • Deck size: 3 air wings
  • Required resources: 2Steel, 1Chromium, 4Crystal
With Man the Guns:
  • Carrier hull
  • 2x deck slots
  • AA slot
  • Radar slot
  • Engine slot allows both cruiser and conventional carrier engines
  • Secondary battery slot
  • Range: 2000 km
  • HP: 125
  • Fuel consumption: 10
  • Reliability: 65%
  • Speed: 20 knots
  • Production cost: 1500 Production cost
  • Required resources: 2Steel, 1Crystal
  • Ponypower: 750 Ponypower


Pegasi High-Altitude Gear
Pegasi High-Altitude Gear
  DLC(s): Free
  • Country race is Pony pony.
  • Has researched technology Pegasus Division III

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.

Crystal 3

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

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.
  • Allows the production of Pegasus Void Suits
    • Production cost: 0.9 Production cost
    • Reliability: 80%
    • Defense: 10
    • Breakthrough: 4.5
    • Soft attack: 5
    • Hard attack: 2
    • Requires 1Steel, 1Crystal
  • Each pegasi battalion will now require 15 units of Pegasus Void Suits
  • Independently of the new equipment, all pegasi battalions gain:
    • Organisation: 5
    • A small amount of air attack
    • Soft attack: +10%
    • Defense: +10%
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Pockets, Protection and Performance
Our research team has come to a crossroads regarding some design choices for the pegasi flight suits. Some engineers want the suit users to perform better by slimming down on the suit's weight and permitting more wing movement to increase their flight speed. Many want to add armour plates instead to offer better protection and pockets to carry extra equipment for an assault. One engineer even suggested making the suits as ergonomic and durable as possible, making life easier for the user and our logisticians. It seems that there is a deadlock to be broken.
35-100% Lighten the suits.

All pegasi battalions gain +10% speed

Add the armour plates and pockets.

All pegasi battalions gain +15% breakthrough

Refine the suits for ease of use.
All pegasi battalions gain +25% HP

Griffon

Name Prerequisites Cost Description Reward
Magitech Knight Armour
Magitech Knight Armour
  DLC(s): Free
  • Country race is Griffon griffon.
  • Has researched technology Knights Division III
Crystal 3

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

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

  • Production cost: 1.05 Production cost
  • Reliability: 75%
  • Defense: 20
  • Breakthrough: 2.5
  • Armor: 0.006 (this value is misleading, this results in roughly 10x increase for the battalion)
  • Soft attack: 4
  • Hard attack: 1
  • Piercing: 3
  • Requires: 2Steel, 1Crystal

Griffon knights will now require 15 units of Heavy Knight Armor per battalion.

Unique prototype stages
Title and descriptionThresholdOption AOption B
Soldiers at a Loss
Whilst the project is making quick progress, some questions have been raised during testing. Primarily, the special forces that have had the privilege of using the new equipment have been wondering about what role this new armour is pushing them towards on the modern battlefield. Their officers - talented as they may be - do not seem to be sure themselves, so we may have to push them in a particular direction with design alterations.
35-100% Thicker armour gives them more options.

Modify the stats of Heavy Knight Armor by:

  • Reliability: -10%
  • Production cost: +45% Production cost
  • Defense: +20%
  • Breakthrough: +5%
  • Hardness: +5%
  • Armor: +50%

Griffon Knights will consume 10% more supplies

Keeping the suits maintainable is critical.

Modify the stats of Heavy Knight Armor by:

  • Reliability: +10%
  • Production cost: -15% Production cost
The Universal Translator
The Universal Translator
  DLC(s): Free
  • Country race is Griffon griffon.
  • Has researched technology Magical Early Warning Systems
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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:
— Griffenheim, Herzland:
- Division Organisation: +5.00%

— Aquila, Aquileia:
- Research Speed: +5.00%

— Karthin, Southern Griffonia:
- Resource Gain Efficiency: +15.00%

— Griffonstone, Central Griffonia:
- Daily Political Power: +0.10
- Stability: +10%

— Sydia, Evi Valley:
- Monthly Population: +30.00%

— Cloudbury, Northern Griffonia:
- Supply Consumption: -10.00%


Zebra and yak

Name Prerequisites Cost Description Reward
Alchemical Toolbelt
Alchemical Toolbelt
  DLC(s): Free
  • Country race is Zebra zebra.
  • Has researched technology Charger Division III
Crystal 3

Breakthroughs: 2
Complexity: Medium
Prototype time: Short

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

  • Production cost: 0.75 Production cost
  • Reliability: 80%
  • Defense: 10
  • Breakthrough: 3.5
  • Soft attack: 6
  • Hard attack: 1
  • Requires: 1Steel, 1Crystal
  • Chargers will now require 15 units of Alchemical Toolbelts per battalion.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Stocking the Shelves
At this point in the project we have largely finalised the design of the unreactive containers needed to house the substances that soldiers will commonly be using. Unfortunately the question of which substances they will need most remains up for debate when there are so many alchemical reagents. Important decisions must be made.
35-100% Make sure they have offensive tools.

Increase the stats of Alchemical Toolbelts by:

  • Production cost: +15% Production cost
  • Reliability: -5%

Independently from the new equipment, all charger battalions gain:

  • Soft attack: +15%
  • Speed: +10%
Focus on keeping them alive.

Increase the stats of Alchemical Toolbelts by:

  • Production cost: +15% Production cost
  • Reliability: -5%

Independently from the new equipment, all charger battalions gain:

  • HP: +10%
  • Defense: +25%
Synthetical Starmetal Alloy
Synthetical Starmetal Alloy
  DLC(s): Free
  • Country race is either Zebrazebra or Yakyak
  • Has researched technology An Unequaled Tradition (zebra) or Unkillable (yak)
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • All land units: +5% defense
  • All aircraft: +10% air defense
  • All ships except convoys: +15% armor


Hippogriff

Name Prerequisites Cost Description Reward
Underwater Rail Infrastructure
Underwater Rail Infrastructure
  DLC(s): Free
  • Country race is Hippogriff hippogriff
  • Has researched technology High-Pressure Engineering
  • Has researched technology Mechanised Construction

If country is Flag of Hippogriffia Hippogriffia

  • Neither seaponies nor hippogriffs declared independence
  • The Sirens have NOT taken over Hippogriffia

If country is Flag of Winggarden Winggarden

  • Has completed focus Parallel Development
Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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.
  • Will grant 4 additional underwater building slots.
  • Will reduce the time to construct all underwater buildings by 20 days


Submersible Aircraft
Submersible Aircraft
  DLC(s): Free
  • Country race is Hippogriff hippogriff
  • Has researched technology Three-Dimensional Thinking
Aluminum 3
Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Short

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 By Blood Alone:
  • All naval bombers, including carrier variants:
    • Surface detection: +15%
    • Sub detection: +15%
    • Naval Targeting: +50%
    • Air defense: +15%
  • Tactical bombers:
    • Surface detection: +10%
    • Sub detection: +25%
    • Naval Targeting: +75%
    • Air defense: +10%
With By Blood Alone:
Unlocks modules Light/Medium/Heavy Aeromarine Conversion
  • Light AC
    • Production cost: Production cost4
    • Weight: 8
    • Agility: -15
    • Surface detection: 10
    • Sub detection: 6
    • Naval Targeting: 10 (Port Strike/Naval Strike mission)
    • Air defense: 5 (Port Strike/Naval Strike mission)
    • Speed: -30%
    • Costs 5Air experience
  • Medium AC
    • Production cost: Production cost6
    • Weight: 10
    • Agility: -10
    • Surface detection: 10
    • Sub detection: 6
    • Naval Targeting: 10 (Port Strike/Naval Strike mission)
    • Air defense: 5 (Port Strike/Naval Strike mission)
    • Speed: -30%
    • Costs 5Air experience
  • Large AC
    • Production cost: Production cost8
    • Weight: 12
    • Agility: -5
    • Surface detection: 10
    • Sub detection: 6
    • Naval Targeting: 10 (Port Strike/Naval Strike mission)
    • Air defense: 5 (Port Strike/Naval Strike mission)
    • Speed: -30%
    • Costs 5Air experience


Changeling

Name Prerequisites Cost Description Reward
Camouflage Cloak
Camouflage Cloak
  DLC(s): Free
  • Country race is Changeling changeling
  • Has researched technology Jagers III
Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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

  • Production cost: 0.8 Production cost
  • Reliability: 85%
  • Defense: 15
  • Breakthrough: 3
  • Soft attack: 3
  • Hard attack: 2
  • Piercing: 1
  • Requires: 1Steel, 1Crystal

Jagers will now require 15 units of Camouflage Cloaks per battalion.
Independently from the new equipment, jager battalions will gain:

  • Reconnaissance: +40% (actually +0.4 per battalion)
  • Initiative: +2.4% (per battalion)


Temporary Chitinous Structures
Temporary Chitinous Structures
  DLC(s): Free
  • Country race is Changeling changeling
  • Has researched technology Specialised Engineer Drones
Crystal 3

Breakthroughs: 2
Complexity: Medium
Prototype time: Short

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.
  • Enables Field Marshal ability: Temporary Hives.
    Command Power Cost:
    - Base cost: 0.20 (each for 1 battalion)
    Duration: 10 days
    Cooldown: 10 days
    Supply Grace: +240.0 Hour(s)
    Deliver armies enough supply for 84 Hours

    Will give an upgraded version if the Field Marshal has the Logistics Wizard trait.

    Cannot be used when at war with resisting Everfree Forest.


Kirin

Name Prerequisites Cost Description Reward
Grand Astrological Orrery
Grand Astrological Orrery
  DLC(s): Free
  • Country race is Kirin kirin
  • Has researched technology Astrology As Propaganda
Crystal 3

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

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.


Deer

Name Prerequisites Cost Description Reward
Spirit Grenade
Spirit Grenade
  DLC(s): Free
  • Country race is Deer deer.
  • Has researched technology Magic Rifles
  • Has researched technology Predictive Planning
  • Has researched technology Support Equipment
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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

  • Production cost: 0.8 Production cost
  • Reliability: 75%
  • Defense: 10
  • Breakthrough: 5
  • Soft attack: 4
  • Hard attack: 1
  • Requires: 1Steel, 1Crystal

Unlock the Spirit Grenadiers support battalion:

  • Can be parachuted
  • Uses 30 magical weapons, 15 spirit grenades, and 5 support equipment
  • Increases breakthrough of infantry battalions (incl. mobile inf.) by 3%.


Long-Term Strategic Divination
Long-Term Strategic Divination
  DLC(s): Free
  • Country race is Deer deer.
  • Has researched technology Mobile Infantry (in the deer racial tab)
Crystal 3

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

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.


Diamond Dog

Name Prerequisites Cost Description Reward
Assault Tunnel Vehicle
Assault Tunnel Vehicle
  DLC(s): Free
  • Country race is Diamond Dog diamond dog.
  • Has researched technology Ironpaws Division III.
Crystal 3

Breakthroughs: 2
Complexity: Large
Prototype time: Short

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

  • Speed: 4 km/h
  • Production cost: 9 Production cost
  • Reliability: 75%
  • Defense: 30
  • Hardness: 70%
  • Armor 20
  • Breakthrough: 9
  • Soft attack: 1
  • Hard attack: 5
  • Piercing: 10
  • Requires: 3Steel, 1Crystal

Unlocks Tunnel Drill Company support battalion.

  • Can be parachuted
  • Uses 10 tunnel drills and 15 support equipment
  • Improves attack, defense, and movement of a division in hilly, urban, and mountainous terrain.
  • Increases the breakthrough of other battalions by 3%
  • Increases the organisation of Ironpaws (and any other race-specific special forces that you might potentially get) by 100%


Deep Rock Drill
Deep Rock Drill
  DLC(s): Free
  • Country race is Diamond Dog diamond dog.
  • Has researched technology Heavy Machinery In Mining (in the diamond dog tree).
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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.

If the state transfers ownership to a non-diamond dog race country, then the Drill Site will be removed.

It costs 100Political Power and takes 80 days to establish a drill site in a state that you own. Each of your state can have at most one drill site. Afterwards, you can pick one of the six resources that you wish to drill for in that state:
  • 10Oil
  • 6Steel
  • 4Tungsten
  • 3 of either Chromium, Aluminum, or Crystal
This is granted by a state modifier, and its value cannot be increased by infrastructure, but is increased by national spirits or technologies.

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.


Posada

Name Prerequisites Cost Description Reward
Project SALVO
Project SALVO
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus Form The Exotic Weaponry Commission
Tungsten 4
Steel 8

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.

Unique prototype stages
Title and descriptionThresholdOption AOption B
Caseless or Flechettes?
We need to lock in our preferred type of rifle. Two proposals are before us. Caseless rifles would be logistically cheaper, simpler, and consistently reliable. Flechette rifles, on the other claw, would be capable of incredible performance.
30-70% Caseless is cheaper and less risky.

Upon completion of the special project:
All Infantry and Motorized/Mechanized
Supply Consumption: -0.01
Urban:
Attack: +10%
Defense: +10%
Movement: +10%
You will unlock either an MIO policy (with Arms Against Tyranny) or unlock and hire a materiel designer (otherwise) which grants the following bonuses for your infantry and magical infantry equipment:
Soft attack: +5%
Defense: +5%
Breakthrough: +5%
Weapons and equipment research speed: +10%/+15% (with/without AAT respectively)
Infantry division defense: +5% (only without AAT)

Flechettes have enormous potential.

Upon completion of the special project:
All Infantry and Motorized/Mechanized
Supply Consumption: +0.01
River:
Attack: +5%
Defense: +5%
Marsh:
Attack: +5%
Defense: +5%
Amphibious:
Attack: +10%
You will unlock either an MIO policy (with Arms Against Tyranny) or unlock and hire a materiel designer (otherwise) which grants the following bonuses for your infantry and magical infantry equipment:
Piercing: +25%
Soft attack: +5%
Hard attack: +25%
Defense: +5%
Breakthrough: +5%
Production cost: +25%
Reliability: -10%
Weapons and equipment research speed: +10%/+15% (with/without AAT respectively)
Infantry division defense: +5% (only without AAT)

Project SHATTER
Project SHATTER
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus Form The Exotic Weaponry Commission
Tungsten 8
Steel 8
Chromium 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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:
All Super-Heavy Armor:
River:
Attack: +10%
Movement: +10%
Marsh:
Attack: +10%
Defense: +10%
Amphibious:
Attack: +20%

Unique prototype stages
Title and descriptionThresholdOption AOption B
Conventional or Amphibious?
Terrafin has suggested that we take the extensive data from the project and apply it to a more traditional super-heavy tank, as without all the extra weight and complexity he could design a good tank, but some within the project insist that the concept is possible. In particular they point to the double-tread idea which performed well in models but has not been rigorously tested and would take extensive redesigning.
30-70% Go with Terrafin's idea and abandon the amphibious requirement.

Completely replaces this project's reward with a single-use 100% tech bonus for super-heavy tanks (or their chassis) with a 2-year reduction to the ahead-of-time penalty.

We believe in our scientists! They can do it!

You will continue this special project and gain its original reward when it completes.

Project TIDALWAVE
Project TIDALWAVE
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus Form The Exotic Weaponry Commission
  • Has completed special project Axial Jet Engine

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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%
Night-time Spotting: +10%


Project BOTTOMFEEDER
Project BOTTOMFEEDER
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus Unconventional Nuclear Applications
  • Has completed Nuclear Fission Bomb Project
Tungsten 12
Steel 8
Chromium 12

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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.
All Planes:
Naval Attack: +10%

Without Man the Guns:
Destroyers:
Depth charges: +20 (actually +2000%)
Reliability: -10%

With Man the Guns: unlocks the module Variable-Yield Nuclear Depth Charge:
Depth charges: 40
Production cost: 350Production cost
Speed: -2%
Reliability: -5%


Project BARNACLE
Project BARNACLE
  DLC(s): Man the Guns
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus Unconventional Nuclear Applications
  • Has completed Nuclear Fission Bomb Project
Tungsten 12
Steel 8
Chromium 12

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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%


Project FALLOUT
Project FALLOUT
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus The Hydrogen Initiative or War Plan Hydrogen
  • Has completed special project Flying Bomb

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.

Without By Blood Alone:
Fighter & Heavy Fighter
Air Attack: +10%
Reliability: -10%

With By Blood Alone:
Unlocks equipment module Unguided Nuclear Air-to-Air Rocket:
Fighter weapon
Limit 1 on small and carrier airframes
Air attack: 40
Production cost: 20Production cost
Agility: -15
Weight: 15
XP: 4Air experience
Air attack: +7%


Project TATZLWURM
Project TATZLWURM
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus The Hydrogen Initiative or War Plan Hydrogen

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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%
Engineers
Urban:
Attack: +10%
Defense: +10%
All Infantry and Motorized/Mechanized
Defense: +5%
Breakthrough: +5%

This will cost 1 Fission Nuclear Bomb every three months.


Project TANKBUSTER
Project TANKBUSTER
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus The Hydrogen Initiative or War Plan Hydrogen

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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
Hard Attack: +900%
Piercing: +900%
Rocket Artillery, Truck-Drawn Rocket Artillery, & Motorized Rocket Artillery
Fort:
Attack: +10%

This will cost 1 Fission Nuclear Bomb every three months.


Project BOMBTHROWER
Project BOMBTHROWER
  DLC(s): Free
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed focus The Hydrogen Initiative or War Plan Hydrogen

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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
Defense: +5%
Breakthrough: +5%


Project STARFIRE
Project STARFIRE
  DLC(s): Götterdämmerung
  • Original country is Flag of Hippogriffia Hippogriffia
  • Chose option We need a deep-penetration bomber! in the event The Bomber of the Future (only visible with Götterdämmerung installed)
  • Has completed special project Intercontinental Bomber
  • Has completed special project Turbofan Jet Engine

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.

Aluminum 24
Rubber 12

Breakthroughs: 1
Complexity: Medium
Prototype time: Very Long

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 By Blood Alone:
Unlocks Mach 3 Strategic Bomber:
Range: 7000 km
Speed: 3200 km/h
Agility: 25
Air attack: 150
Air defense: 300
Strat. bombing: 150
Production cost: 300Production cost
Air superiority: 1%
Reliability: 80%
Naval attack: 1.5
Naval targetting: 0.6
Surface detection: 10
Sub detection: 2.5
Fuel consumption: 6.4
Ponypower: 320Ponypower
Requires 8Aluminum, 5Chromium, 3Rubber


With By Blood Alone:
Unlocks aircraft module 6x Supersonic Jet Engines:
Thrust: 150
Production cost: 300 Production cost
Fuel consumption: 6.0
Range: -60%
Speed: +260%
Agility: +10%
Requires 4Chromium


Land

Name Prerequisites Cost Description Reward
Advanced Flamethrower Tank
Advanced Flamethrower Tank
  DLC(s): No Step Back
  • Has researched technology Engineer Company II

Breakthroughs: 1
Complexity: Small
Prototype time: Short

An armored vehicle equipped with devastating close-range firepower, designed to unleash torrents of flames upon enemy positions.
  • Gain 100% discount for 1 design template. Can be used for: light, medium, and heavy flame tanks
  • Gain 50% discount for 2 design templates. Can be used for: light, medium, and heavy flame tanks
  • Unlocks Advanced Flamethrower tank module
  • With Götterdämmerung: unlocks Flamethrower Turret land cruiser module
  • Light, medium, heavy, super-heavy, and modern flame tanks gain 5% attack bonus in forests, hills, jungles, urban, and fort terrain.

Note: in EaW, flame tanks are unlocked through regular research, not a special project.


Military Engineering Vehicles
Military Engineering Vehicles
  DLC(s): Free
  • Has research technology Engineer Company I

Breakthroughs: 1
Complexity: Small
Prototype time: Short

Specialized vehicles to enhance battlefield mobility, fortification construction and obstacle clearance under combat conditions.
  • Unlocks equipment Armored Support Vehicle
  • Unlocks Assault Engineer Company
  • Unlocks technologies for additional types of armored support companies.
  • With Götterdämmerung: creates a unique equipment variant for armored support vehicle, having a single upgrade point in three out of four possible categories each, depending on your nation.


Land Cruiser
Land Cruiser
  DLC(s): Götterdämmerung
  • Has researched technology Basic Super-Heavy Tank Chassis or Super Heavy Tank
Steel 16
Chromium 8

Breakthroughs: 3
Complexity: Insane
Prototype time: Medium

A massive armored behemoth designed to dominate the battlefield. With unparalleled size and firepower, this vehicle represents the pinnacle of armored warfare.
  • Unlocks land cruisers
  • With No Step Back: Gain 100% discount for 1 design template. Can be used for: land cruisers
  • Without No Step Back: adds 1 land cruiser to your stockpile, and a production line with another land cruiser at 35% completion and 30% efficiency
  • Unlocks additional technologies
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Overheating during Trials 0-100% sp_land_reward_option_land_cruiser_overheating
  • Loses low amount of progress on this special project
 

 

 
 
Chassis Stress Failure
During stress testing, the chassis of the [SpecialProject.GetName] was found to be unable to handle the immense weight, causing structural deformations. The design team is split on whether to add additional reinforcement, which would further increase the vehicle's weight, or to use lighter materials, potentially compromising durability.
20-70% Redesign the Chassis Entirely
  • Your land cruisers gain 5% reliability
  • Loses medium amount of progress on this special project
Reinforce the Chassis
  • Your land cruisers lose 3% reliability, but gain 5% armor
  • Loses low amount of progress on this special project
Use Lighter Materials
  • Your land cruisers lose 5% armor
Engine Output Insufficient
Early trials show that the prototype's massive frame is putting a strain on the current engine, making the [SpecialProject.GetName] sluggish and unresponsive. The team suggests two options: develop a new, more powerful engine, or attempt modifications to boost the output of the existing one, risking engine failure.
20-70% Leave as Is
  • Loses low amount of progress on this special project
Modify Current Engine
  • Your land cruisers gain 5% speed
  • Loses medium amount of progress on this special project
Develop a New Engine
  • Your land cruisers gain 5% reliability and speed
  • Loses high amount of progress on this special project
Complex Turret Mechanism
The enormous multi-turret design is causing severe alignment and aiming issues, delaying weapon integration. The engineering team recommends simplifying the turret layout to improve reliability, but doing so will reduce the [SpecialProject.GetName]'s planned firepower.
50-100% Keep Original Design

Nothing changes

Simplify Turret Design
  • Your land cruisers lose 3% breakthrough, but their production cost is reduced by 2%
  • You gain a small amount of progress on this special project
Redesign Turret Mechanism
  • Your land cruisers gain 3% breakthrough and speed, but their production cost is increased by 5%
  • You lose a low amount of progress on this special project
Track System Failure
The weight of the [SpecialProject.GetName] has overwhelmed the track system, leading to constant breakdowns during testing. The options are to reinforce the tracks, which would require significant re-engineering, or reduce the vehicle’s armor to lighten the load.
30-80% Proceed with Current Tracks
  • You lose a low amount of progress on this special project
Reduce Armor Plating
  • Your land cruisers lose 3% armor
Reinforce the Track System
  • Your land cruisers gain 5% reliability, but their production cost is increased by 3%
  • You lose a medium amount of progress on this special project
Communication System Issue
The sheer size of the [SpecialProject.GetName] requires a complex internal communication system to coordinate its crew. The current system is proving inadequate, with orders getting delayed or lost. The team suggests redesigning the internal layout to improve communication flow, or installing a more advanced, yet untested system.
60-100% Leave Current System

Nothing changes

Install New Advanced System
  • Your land cruisers gain 3% breakthrough
  • You lose a low amount of progress on this special project
Redesigned Internal Layout
  • Your land cruisers gain 3% breakthrough and defense, but their production cost is increased by 2%
  • You lose a medium amount of progress on this special project
Precision Assembly
During the assembly phase, engineers successfully refined a precision alignment technique for fitting the massive components of the [SpecialProject.GetName], such as the turret ring and hull plating, significantly reducing the risk of mechanical stress fractures. We can integrate this innovative technique throughout the project to increase structural reliability overall. How should we apply it?
20-60% Across All Assembly Stages
  • Your land cruisers gain 7% reliability, but their production cost is increased by 5%
  • You lose a low amount of progress on this special project
Only to Key Components
  • Your land cruisers gain 3% reliability
 
 
Hydropneumatic Suspension System
The team has perfected a cutting-edge hydropneumatic suspension system that balances the immense weight of the [SpecialProject.GetName], ensuring stability and reducing strain on the tracks even when traversing rough terrain. [Character.GetName] is confident that this suspension can be reliably implemented for better performance in the field.
30-100% Full Hydropneumatic Suspension
  • Your land cruisers gain 3% speed and reliability, but their production cost is increased by 5%
  • You gain a low amount of progress on this special project
Limit to Rear Units
  • Your land cruisers gain 3% reliability
 
 
Ammunition Storage Solution
During testing, concerns arose regarding safe storage and transport of the [SpecialProject.GetName]’s high-caliber ammunition, as the standard racks couldn’t handle the explosive shell weight safely. A novel compartmentalized storage system, using reinforced bulkheads and hydraulic loaders, has been proposed, allowing for safer handling and faster shell loading under combat conditions.
50-100% Maintain Current System

Nothing changes

Use a Simplified Version
  • Your land cruisers gain 3% breakthrough, but their production cost is increased by 2%
Adopt the New Storage System
  • Your land cruisers gain 5% breakthrough and 3% reliability, but their production cost is increased by 5%
  • You lose a low amount of progress on this special project
Super-Heavy Howitzer
Super-Heavy Howitzer
  DLC(s): Götterdämmerung
  • Has researched technology Towed Artillery
Tungsten 4
Steel 8

Breakthroughs: 2
Complexity: Medium
Prototype time: Short

A formidable artillery piece boasting a large caliber, that can wreak havoc on enemy defenses with unprecedented destructive force.
  • Unlocks Super-Heavy Artillery support company and their equipment
  • Unlocks additional technology in combination with a different special project
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Design Focus
As development progresses, a critical decision must be made: We can prioritize fast production and smaller-caliber guns, or we can invest in bigger and heavier guns, sacrificing production efficiency for unparalleled firepower and devastating impact.
30-100% Keep Balance

Nothing changes

Focus on Firepower
  • Production cost: 10%
  • Soft attack: 5%
  • Extra collateral damage: 10%
Focus on Fast Production
  • Production cost: -15%
  • Soft attack: -5%
  • Extra collateral damage: -10%
Self-Propelled Super-Heavy Howitzer
Self-Propelled Super-Heavy Howitzer
  DLC(s): Götterdämmerung
  • Has completed special project Military Engineering Vehicles
  • Has completed special project Super-Heavy Howitzer
Tungsten 2
Steel 8
Chromium 2

Breakthroughs: 2
Complexity: Medium
Prototype time: Medium

A self-propelled massive artillery piece with greater maneuverability on the battlefield than its towed counterpart, while accommodating an even larger caliber.
  • Unlocks an associated support company and their equipment
  • Unlocks an additional technology
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Design Focus
As development progresses, a critical decision must be made: We can prioritize fast production and smaller-caliber guns, or we can invest in bigger and heavier guns, sacrificing production efficiency for unparalleled firepower and devastating impact.
30-100% Keep Balance

Nothing changes

Focus on Firepower
  • Production cost: 10%
  • Soft attack: 5%
  • Extra collateral damage: 10%
Focus on Fast Production
  • Production cost: -15%
  • Soft attack: -5%
  • Extra collateral damage: -10%
Super-Heavy Railway Gun
Super-Heavy Railway Gun
  DLC(s): No Step Back
  • Has researched technology Railway Gun
Tungsten 8
Steel 16
Chromium 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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.
  • Unlocks Super-Heavy Railway Guns
  • With Götterdämmerung: unlocks a Super-Heavy Railway Gun module for land cruisers
  • Spawns one free Super-Heavy Railway Gun
  • Unlocks an additional technology after also completing the Ballistic Missile special project


Multi-Charge Large Caliber Gun
Multi-Charge Large Caliber Gun
  DLC(s): Götterdämmerung
  • Has completed special project Super-Heavy Howitzer
Tungsten 4
Steel 6
Chromium 2

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

With its multi-charge propulsion system and large caliber, this weapon is capable of delivering devastating bombardment over vast distances.
  • Unlocks the Multi-Charge Large Caliber Gun building
Unique prototype stages
Title and descriptionThresholdOption AOption B
Successful Firing Test
The [SpecialProject.GetName] cannon has just successfully completed a milestone test firing, demonstrating its impressive range and accuracy. This achievement has boosted morale among the research team and garnered attention from high-ranking officials, providing momentum for the project and renewed optimism for its success.
0-70%  
  • You gain a medium amount of progress for this special project
  • The assigned scientist gains a low amount of experience
 

 

Catastrophical Explosion
During a crucial test trial, a catastrophic explosion rocked the testing site, blowing up the cannon and causing significant damage to nearby infrastructure. [Character.GetName]'s team is investigating the cause of the explosion and managing the fallout from the incident, including public scrutiny and potential setbacks in the project timeline.
0-70%  
  • The special project facility suffers 25% damage
  • The infrastructure in the state suffers 15% damage
  • You lose a medium amount of progress for this special project
  • The assigned scientist gains a low amount of experience
  • The assigned scientist is injured for 60 days
 

 

Breakthrough in Propulsion Technology
[Character.GetName] has made an important breakthrough in propulsion technology, significantly increasing the velocity and power of the [SpecialProject.GetName]'s projectiles. This advancement opens up new possibilities for the weapon's effectiveness on the battlefield and accelerates progress towards completing the project.
60-100%  
  • You gain a high amount of progress for this special project
  • You gain a low amount of breakthrough progress in land faculty
  • If your scientist didn't already have the Fast Learner trait, there is a 30% chance that they will gain it
  • If your scientist already had the Fast Lerner trait before, but didn't have the Bright trait, there is a 20% chance that they will gain the Bright trait
 

 

Stronghold Network
Stronghold Network
  DLC(s): Götterdämmerung
  • Has researched technology Basic Fortification
Tungsten 1
Steel 4
Chromium 2

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

A complex network of heavily fortified bunkers and strongpoints, built to withstand intense assaults and protect critical strategic locations from enemy incursions.
  • Unlocks the Stronghold Network building
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Structural Weakness Discovered 20-70%  
  • You lose a medium amount of progress on this special project
  • You will not see Collapse During Tunnel Construction prototype iteration on this special project
 

 

 
 
Delayed by Concrete Shortage 0-90%  
  • You lose a low amount of progress on this special project
  • The assigned scientist gains a low amount of experience
 

 

 
 
Underground Rail Systems 30-100%  
  • You gain a single-use 10% research bonus for either fortifications or engineers
  • You gain a low amount of progress on this special project
 

 

 
 
Integration of Anti-Blast Doors 30-100%  
  • You gain a low amount of progress on this special project
 

 

 
 
Communication System Overhaul
While testing the internal communication network of the testing complex, the team identified inefficiencies that could be used to refine similar systems in traditional fort designs.
50-100% Standardize
  • You gain a single-use 25% research bonus for either fortifications or construction
Further Study
  • The assigned scientist gains a medium amount of experience
 
 
Leadership Approach
As the project advances, [Character.GetName], the lead scientist, must decide how involved [Character.GetSheHe] will be in day-to-day operations. [Character.GetSheHeCap] can choose to oversee construction directly on the field, ensuring precise execution, or remain in the office, focusing on strategy and planning.
0-100% Oversee Work Personally
  • You gain a low amount of progress on this special project
  • The assigned scientist gains a low amount of experience
  • This may affect the availability of other prototype iterations
Office Planning
  • You gain a low amount of breakthrough progress in land faculty
  • This may affect the availability of other prototype iterations
 
 
Breakthrough in Concrete Reinforcement
One of the junior engineers has discovered a new reinforcement method that could be applied to standard fortifications. Documenting it now could give our scientists and engineers an edge in future research.
50-100%, only happens if you chose to oversee work personally Apply and Document Discovery
  • You gain a single-use 50% research bonus for either fortifications or construction
  • You gain a low amount of progress on this special project
Use in Current Project
  • You gain a medium amount of progress on this special project
  • The assigned scientist gains a low amount of experience
 
 
Breakthrough in Concrete Reinforcement
A new reinforcement method discovered by one of the junior engineers has been forwarded to an outside research team for further evaluation. While the findings are still under review, the technique can still be applied to the current project if deemed suitable.
50-100%, only happens if you chose office planning Apply and Document Discovery
  • You gain a single-use 75% research bonus for either fortifications or construction
  • A random land faculty specialization scientist that is not assigned to a project gains a high amount of experience (if you have one)
Use in Current Project
  • A random land faculty specialization scientist that is not assigned to a project gains a medium amount of experience (if you have one)
  • You gain a low amount of progress on this special project
 
 
Collapse During Tunnel Construction
A tunnel under one of the main bunkers collapsed unexpectedly, trapping several workers and the lead scientist, [Character.GetName], who was overseeing operations, under the rubble. Emergency measures must be taken to rescue the trapped personnel, but the incident has already caused a delay in overall progress.
60-100%, cannot happen if you already discovered a structural weakness earlier, only happens if you chose to oversee work personally Prioritize our Lead Scientist
  • You lose a high amount of progress on this special project
  • The assigned scientist is injured for 30 days
Prioritize Workers' Safety
  • You lose a medium amount of progress on this special project
  • The assigned scientist is injured for 60 days
Continue Without Delay
  • You lose a low amount of progress on this special project
  • The assigned scientist is injured for 60 days
  • The state in which the facility is located gains the following modifier for 60 days:
    • Factory Repair Speed: -50%
    • Free repair: -50%
    • Infrastructure Repair Speed: -50%
    • Railway Repair Speed: -50%
    • Resource Gain Efficiency: -50%
    • Local Construction Speed: -50%
Collapse During Tunnel Construction
A tunnel under one of the main bunkers collapsed unexpectedly, trapping several workers and stalling construction. Emergency measures must be taken to address the situation and safely extract the trapped personnel, but the incident has already caused a delay in overall progress.
60-100%, cannot happen if you already discovered a structural weakness earlier, only happens if you chose office planning Prioritize Workers' Safety
  • You lose a medium amount of progress on this special project
Continue Without Delay
  • You lose a low amount of progress on this special project
  • The state in which the facility is located gains the following modifier for 60 days:
    • Factory Repair Speed: -50%
    • Free repair: -50%
    • Infrastructure Repair Speed: -50%
    • Railway Repair Speed: -50%
    • Resource Gain Efficiency: -50%
    • Local Construction Speed: -50%
 
 
Hardened Missile Silos
Hardened Missile Silos
  DLC(s): Free
  • Has researched technologies Semi-Modern Land Forts, Geochemical Prospecting, and National Rocket Program
Tungsten 1
Steel 4
Chromium 2

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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.
  • Unlocks the Hardened Missile Silo building
    • Hardened missile positions are not vulnerable to conventional weapons and enemy strategic bombing. They protect our missile forces and allows then to retaliate even against an enemy that manages to attack our launch sites.
    • They can be targeted by earthshaker bomb raids.


CREPADS
CREPADS
  DLC(s): Free
  • Has researched technology Infantry Anti-Tank IV

Breakthroughs: 2
Complexity: Large
Prototype time: Long

A creature-portable anti-air missile allows for infantry to have a fighting chance at frightening off or damaging enemy CAS.
  • All Infantry and Motorized/Mechanized will gain a small amount of Air Attack.


Heavy SAMs
Heavy SAMs
  DLC(s): Götterdämmerung
  • Has researched technology Surface-to-Air Missile Launcher (in the artillery tab)
  • Has completed special project Surface to Air Missiles

Breakthroughs: 2
Complexity: Medium
Prototype time: Medium

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.
  • Unlocks Self-Propelled Super-Heavy Anti-Air support company
    • Uses 3 Self-Propelled Super-Heavy Anti-Air equipment
    • Cannot be parachuted
  • Unlocks equipment for that support company
    • Soft attack: 25
    • Hard attack: 5
    • Piercing: 100
    • Anti-air: 175
    • Fuel consumption: 1.8
    • Production cost: Production cost250
    • Requires: 4Aluminum, 4Tungsten


Infantry Mobility Vehicles
Infantry Mobility Vehicles
  DLC(s): Free
  • Has researched technology Armoured Personnel Carrier

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Supply Range: +20%
  • Supply Truck Attrition: -10%
  • Unlocks the next tier of motorized equipment (yes, you need to research mechanized equipment up until APC's in order to unlock the ultimate motorized equipment)
    • Hardness and breakthrough increase in line with what you would expect from TWO tiers above the previous one
    • Same speed as previous tier
    • Cost increases by one tier


Infantry Fighting Vehicles
Infantry Fighting Vehicles
  DLC(s): Free
  • Has researched technology Armoured Personnel Carrier

Breakthroughs: 2
Complexity: Large
Prototype time: Long

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.
  • Unlocks the next tier of mechanized equipment called Infantry Fighting Vehicle
    • Adds even more stats that mechanized equipment is expected to give, plus some soft attack and hard attack
  • Unlocks technology Advanced Waterproofing
  • With Man the Guns: unlocks technology Modern Amphibious Tractors II


Hydropneumatic Suspension
Hydropneumatic Suspension
  DLC(s): No Step Back
  • Has researched technology First-Generation Main Battle Tank Chassis

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

The ultimate in tank suspension, by using a combination of liquids and gasses we can create a reliable, fast, and stealthy system.
  • Unlocks tank module Hydropneumatic Suspension
    • Production cost: Production cost4
    • Breakthrough: 4
    • Reliability: +15%
    • Speed: +20%


Composite Armor
Composite Armor
  DLC(s): No Step Back
  • Has researched technology Early Composite Armour

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

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.
  • Unlocks tank module Composite Armor
    • XP: Army experience8
    • Defense: 6
    • Breakthrough: 6
    • Reliability: -10%
    • Hardness: +4%
    • Production cost: Production cost+40%
    • Armor: +60%
    • Requires: 2Chromium


Advanced Modern Turret
Advanced Modern Turret
  DLC(s): No Step Back
  • Has researched technology Second-Generation Main Battle Tank Chassis

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Unlocks tank module Advanced Modern Turret
    • Permits tank weapons of any weight, including super-heavy
    • XP: Army experience2
    • Production cost: Production cost10
    • Breakthrough: 30
    • Soft attack: +10%
    • Hard attack: +10%
    • Piercing: +10%


Air

Name Prerequisites Cost Description Reward
Bouncing Bomb
Bouncing Bomb
  DLC(s): Götterdämmerung
  • Has researched one of those technologies: Heavy Bombs, Improved Tactical Bomber, or Improved Strategic Bomber
Aluminum 4
Rubber 2
Steel 4

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Unlocks Dam Bombing Raid and Lock Bombing Raid
Unique prototype stages
Title and descriptionThresholdOption AOption B
Backspin Mechanism
Our scientists have come up with an ingenious solution for stabilizing the bomb once dropped. The mechanism starts a backspin, which keeps it on track to the target.
0-80% Great
  • Gains medium amount of progress on this special project
  • The assigned scientist gains a high amount of experience
 

 

Training Accidents
Unfortunately we have lost a few planes when we have tried low altitude approaches. We need to intensify security procedures and training regimen.
0-80% That's most unfortunate
  • You lose 2% of progress on this special project
  • You gain 25Air experience
 

 

Type of Explosives
By using Torpex rather than TNT, we can significantly reduce the sice of the bomb while keeping the explosive power.
0-80% This can prove useful
  • The assigned scientist gains a high amount of experience
 

 

Aircraft Modifications
During the last test run, we finally managed to nail what modifications are needed to the airframe in order for the release mechanism to be properly fitted.
0-80% As long as it works now
  • Gains small amount of progress on this special project
  • You gain 25Air experience
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Earthshaker Bomb
Earthshaker Bomb
  DLC(s): Götterdämmerung
  • Has researched technology Heavy Bombs or Improved Strategic Bomber
Tungsten 8
Steel 4

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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.
  • Unlocks Mega-Gun Emplacement Strike raids
  • Unlocks Hardened Missile Silo Strike raids
  • With By Blood Alone: unlocks Earthshaker Bomb Release Mechanism aircraft module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Design Direction
During our development process we have realized that we can use our new findings to further enchance our bomb's destructive power. We could focus on improving bomb's precision, or focus on increasing their destructive strength.
40-90% Precision is the Key
  • All strategic bombers (including those not equipped with the module) gain 10% Naval Targeting
Destructive Power
  • All strategic bombers (including those not equipped with the module) gain 5% Naval Attack and Strat. Bombing
Why Not Both?
  • All strategic bombers (including those not equipped with the module) gain 10% Naval Targeting, 5% Naval Attack and Strat. Bombing, but their production cost is increased by 5%
Intercontinental Bomber
Intercontinental Bomber
  DLC(s): Götterdämmerung
  • Has researched technology Improved Large Airframe or Improved Strategic Bomber
Aluminum 24
Rubber 12

Breakthroughs: 2
Complexity: Large
Prototype time: Very long

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.
  • Unlocks Intercontinental Bombers or their airframes
  • Vastly increased range compared to regular strategic bombers
    NOTE: In EaW, Intercontinental Bombers can be modified in aircraft designers if you have By Blood Alone
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Long-Range Delivery
In order to make sure our bombers will be able to reach across the continents, we need to decide what should we focus on in order to achieve the most satisfactory results.
40-90% Small Improvements
  • Intercontinental Bombers gain 5% reliability
Greater Payload
  • Intercontinental Bombers gain 15% strat. bombing, but lose 5% air defense and 10% air attack
Greater Protection
  • Intercontinental Bombers gain 15% air defense, but lose 10% air attack and 10% strat. bombing
Mothership Aircraft
Mothership Aircraft
  DLC(s): Götterdämmerung
  • Has researched technology Improved Large Airframe or Improved Strategic Bomber
Aluminum 18
Rubber 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

A massive aircraft that carries fighter planes into battle, enabling deep escort missions into enemy territory—truly the swarm-lord of the skies.
  • Unlocks additional technologies
  • Unlocks Mothership Aircraft
    • A special type of fighter with a range comparable to that of a strat. bomber (but not intercontinental strat. bomber)
    • CANNOT use aircraft designer. Regardless of whether you have BBA or not, it is upgraded in the same manner, through a non-DLC aircraft upgrade interface.
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Peak Mothership Performance
In order to get peak performance from mothership aircraft, we could try to specialize them and increase their capabilities in certain aspects. Question is - on which aspect should we focus on?
40-90% Agility and Speed
  • Motherships gain 10% agility and speed, but their fuel consumption increases by 15%
Safety and Reliability
  • Motherships gain 10% reliability
Durability and Stronger Guns
  • Motherships gain 10% air defense and air attack, but their production cost increases by 10%
Gunship
Gunship
  DLC(s): Free
  • Has researched technology Modern Transport Plane
Aluminum 18
Rubber 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Close Air Support organization damage: 5%
  • Without By Blood Alone: all tactical bombers gain 20% ground attack.
  • With By Blood Alone: unlocks Gunship Armament aircraft module
    • For tactical bombers
    • Production cost: 12Production cost
    • XP: 2Air experience
    • Allows CAS mission (but not logistic strike)
    • Ground attack: 30 (on CAS mission)
    • Weight: 12 (on CAS mission)
    • Agility: -30 (on CAS mission)


Jet Engine
Jet Engine
  DLC(s): Free
  • Has researched one of the following technologies: Improved Small Airframe, Improved Medium Airframe, Improved Fighter, or Improved Tactical Bomber
  • If By Blood Alone is installed, has also researched Engines II
Aluminum 4
Steel 2
Chromium 12

Breakthroughs: 2
Complexity: Large
Prototype time: Long

Jet engines are far more powerful than propeller engines, potentially revolutionizing aircraft design and sparking a new era of aeronautical engineering.
  • Unlocks first generation jet engine modules or airplane technologies
  • With By Blood Alone: grants one 75% and one 50% cost reduction bonuses for the next designs using small, medium, or large airframes.
  • With both By Blood Alone and Götterdämmerung: unlocks Centrifugal Jet technology (bonuses for helicopters)
  • Without By Blood Alone: all small and medium aircraft, regardless of their engine, gain 5% agility and speed.
  • With No Step Back: Unlocks Gas Turbine tank module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Development Priority
We need to make decision, whether we should concentrate our efforts on making the jet engines best suited to our fighters or bombers. We can also try to make them as universal as possible
40-90% Fighters
  • With By Blood Alone: grants a single-use 50% research bonus for light airframes
  • Without By Blood Alone:
    • Jet tactical bombers lose 5% ground attack and range, and their production cost is increased by 5%
    • Jet fighters gain 5% speed and agility, and their production cost is decreased by 5%
Universal Engines
  • With By Blood Alone: grants two-use 25% research bonus for air technologies
  • Without By Blood Alone: jet fighters and jet tactical bombers gain 3% reliability
Bombers
  • With By Blood Alone: grants a single-use 50% research bonus for medium airframes
  • Without By Blood Alone:
    • Jet tactical bombers gain 5% ground attack and range, and their production cost is decreased by 5%
    • Jet fighters lose 5% speed and agility, and their production cost is increased by 5%
Axial Jet Engine
Axial Jet Engine
  DLC(s): Free
  • Has completed special project Jet Engine
  • Has researched one of the following technologies: Advanced Small Airframe, Advanced Medium Airframe, Basic Jet Fighter, or Basic Jet Tactical Bomber
  • If By Blood Alone is installed, has also researched Engines III
Aluminum 10
Steel 4
Chromium 18

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.
  • Unlocks axial jet engine modules or second tier jet airplane technologies
  • With By Blood Alone: grants one 75% and one 50% cost reduction bonuses for the next designs using small, medium, or large airframes.
  • Without By Blood Alone:
    • All small and medium aircraft, regardless of their engine, gain 10% range
    • All large aircraft, regardless of their engine, gain 5% agility and speed, and 10% range
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Development Déjà Vu
It is happening again. It is happening AGAIN. We are once again standing at the dilemma - should we focus on one type of the planes or try to have a more universal solution
40-90% Fighters
  • With By Blood Alone: grants a single-use 50% research bonus for light airframes
  • Without By Blood Alone:
    • Jet tactical bombers lose 3% ground attack and range, and their production cost is increased by 3%
    • Jet fighters gain 3% speed and agility, and their production cost is decreased by 3%
Universal Solution
  • With By Blood Alone: grants two-use 33% research bonus for air technologies
  • Without By Blood Alone: jet fighters and jet tactical bombers gain 5% reliability
Bombers
  • With By Blood Alone: grants a single-use 50% research bonus for medium airframes
  • Without By Blood Alone:
    • Jet tactical bombers gain 3% ground attack and range, and their production cost is decreased by 3%
    • Jet fighters lose 3% speed and agility, and their production cost is increased by 3%
Turbofan Jet Engine
Turbofan Jet Engine
  DLC(s): Free
  • Has completed special project Axial Jet Engine
Aluminum 16
Rubber 8
Chromium 24

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.
  • Without By Blood Alone: unlocks the final tier of jet airplane technologies
  • With By Blood Alone: unlocks turbofan jet engine modules
    • Number of engines: 1/2/3/4/6/8
    • Thrust: 35/52/69/84/130/150
    • Production cost: 25Production cost per engine
    • Fuel consumption: 0.4/0.8/1.2/1.6/2.4/3.0
    • Range: -20%
    • Speed: +80%
    • Agility: +10%
    • Requires 1/2/2/3/4/5 Chromium


Supersonic Jet
Supersonic Jet
  DLC(s): Götterdämmerung
  • Has completed special project Axial Jet Engine
  • Has researched technology Improved Jet Fighter or Modern Small Airframe
Aluminum 24
Rubber 8
Chromium 16

Breakthroughs: 2
Complexity: Large
Prototype time: Long

Advancements in jet engine technology are paving the way for aircraft capable of reaching Mach 1 and breaking the sound barrier.
  • Unlocks Supersonic Small Airframe module or Supersonic Fighter
  • With By Blood Alone: grants a single-use 100% discount on designing an airplane using Supersonic Small Airframe
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Cost Concerns
We realized that the potential costs of supersonic jets may be quite staggering. We could try to lower the costs, stay on the current projected costs or we could go all-in, and use the highest quality materials
40-90% Lowered Costs
  • Supersonic fighters lose 5% range and speed, and 10% reliability, but their production cost is reduced by 10%
This is Fine
  • With By Blood Alone: supersonic jets gain 3% reliability
  • Without By Blood Alone: supersonic jets gain 5% reliability
Costs Do Not Matter
  • Supersonic fighters gain 5% reliability, agility, and defense, but their production cost is increased by 10%
Super Large Airframe
Super Large Airframe
  DLC(s): Götterdämmerung
  • Has completed special projects Intercontinental Bomber and Turbofan Jet Engine
  • Has researched technology Modern Large Airframe or Modern Jet Strategic Bomber
Aluminum 24
Rubber 12

Breakthroughs: 1
Complexity: Medium
Prototype time: Very Long

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.
  • Unlocks Heavy Jet Strategic Bomber or Super Large Airframe
    • This is the longest-range and most devastating strategic bomber in the game, but it will cost you


Helicopter
Helicopter
  DLC(s): Götterdämmerung

Always available

Aluminum 12
Steel 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

The development of a helicopter, with its unique ability to hover in place, could offer critical tactical advantage in military operations.
  • Unlocks helicopter brigades and their equipment
    • Helicopter brigades fulfill the roles of logistics, recon, and field hospital companies without excelling at any of them.
  • Unlocks additional technologies
    • These allow you to research specialized logistics, recon, and medevac helicopter brigades. They are for the most part stronger than their regular counterparts, though there may be a small drawback in some area.
  • With No Step Back: Unlocks Helipad module for land cruisers
    • A slightly better alternative to the Aircraft Catapult
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Safety Concerns
This new equipment will be quite exposed to all kinds of danger, making us concerned about it's longevity on the battlefield. We could try to address that by focusing on helicopter...
40-90% Speed and Maneuverability
  • Helicopters gain 10% speed, but their fuel consumption and production cost increases by 5%
    NOTE: This option is mostly a trap. Only the initial multi-role helicopter brigade affects division's speed. The three specialized brigades do not benefit from this. This should result in the speed of multi-role helicopter brigades increasing from 10 to 11 km/h.
General Safety Precautions
  • Helicopters gain 5% reliability
Increased Armor
  • Helicopters gain 10% armor, defense, and breakthrough, but their fuel consumption increases by 15%, and their production cost by 10%
    NOTE: Those stats on helicopters aren't that high to begin with. Unfortunately, attack helicopters don't benefit from it.
Advanced Helicopter
Advanced Helicopter
  DLC(s): Götterdämmerung
  • Has completed special project Helicopter
  • Has researched technology Centrifugal Jet
Aluminum 12
Tungsten 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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.
  • Unlocks technology Attack Helicopter
  • With Man the Guns: unlocks technology Anti-Sub Helicopter
  • Unlocks Advanced Helicopter equipment for helicopter companies
    • Double the equipment stats at double the production cost. This includes the speed increase from 10 to 20 km/h, which means that multi-role helicopter brigades should not slow down even the fastest of divisions.
  • With No Step Back unlocks Improved Helipad module for land cruisers
    • Twice as much stats and cost of the previous Helipad


Rocketry

Name Prerequisites Cost Description Reward
Flying Bomb
Flying Bomb
  DLC(s): Free
  • Has researched technology National Rocket Program
Aluminum 8
Tungsten 2
Steel 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Unlocks additional technologies, some of which require By Blood Alone
  • Unlocks Basic Guided Missiles
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Range versus Payload?
When designing our flying bomb, our engineers argue that it is important to decide what the main aim of the design of the bomb is. Do we want to maximize range, or is the payload the most important issue.
0-50% Balanced

No change

Range

All guided missiles:

  • Speed: +5%
  • Range: +10%
  • Strat. Bombing: -5%
Payload

All guided missiles:

  • Strat. Bombing: +15%
  • Range: -5%
Technical Breakthrough in Pulse jet Design
Our engineers have overcome significant hurdles in designing the missile's pulse jet engine, crucial for its range and speed.
0-50% Upward and Onward!

All guided missiles:

  • Speed: 3%
  • Range: 3%
 

 

 
 
Launch Ramp Innovations
Our engineers have made significant improvements in the specialized launch ramps necessary for the deployment of the missiles.
0-75% Good news

You gain a low amount of progress on this special project

 

 

 
 
Mass Production Scaling
We've successfully managed to to come up with production improvements, that will allow us to scale up to mass production much faster.
0-75% Most beneficial

Production cost of guided missiles is reduced by 5%

 

 

 
 
Engine Optimization Breakthrough
Our engineers have managed to significantly improve the pulse jet's range and reliability, enhancing the missile's operational capability.
0-75% Some call it luck

Range of guided missiles is increased by 3%

 

 

 
 
Technological Innovation in Guidance Systems
During the latest round of prototyping, significant improvements have been made to the guidance system's accuracy and jam resistance, advancing our technological edge.
0-75% We are getting closer to achieving our goal

All guided missiles:

  • Range: 3%
  • Strat. Bombing: +3%
 

 

 
 
Test Flight Failures
Early test flights have resulted in failures due to guidance system malfunctions and structural weaknesses. Our scientists have learned a lot from it, but we need to take a step back and rethink.
0-75% They say you learn the most from your failures
  • You lose a low amount of progress on this special project
  • The assigned scientist gains a very high amount of experience
 

 

 
 
Air-to-Air Missile
Air-to-Air Missile
  DLC(s): By Blood Alone
  • Has completed special project Flying Bomb
  • Has researched technology Heavy Rocket Propelled Bombs

Breakthroughs: 1
Complexity: Insane
Prototype time: Long

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.
  • Unlocks technology Guided Air-to-Surface Missile
  • Unlocks Guided Air-to-Air Missile module:
    • Fighter weapon
    • Air attack: 33 + 7%
    • Production cost: 15Production cost
    • Weight: 12
    • XP: 5Air experience


Anti-Radiation Missile
Anti-Radiation Missile
  DLC(s): By Blood Alone
  • Has completed special project Air-to-Air Missile
  • Has researched technology Heavy Rocket Propelled Bombs

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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!
  • Escort Efficiency: +10%
  • Unlocks Guided Anti-Radiation Missile modules for small/medium aircraft
    • Goes into a special module slot, not armament slot
    • Production cost: 7.5/10Production cost
    • Weight: 2
    • Defense: 15/20 (on CAS and logistics strike)
    • XP: 5Air experience


Project STANDOFF
Project STANDOFF
  DLC(s): By Blood Alone
  • Has completed special project Air-to-Air Missile
  • Has researched technology Heavy Rocket Propelled Bombs
    NOTE: It's useless if you haven't completed intercontinental bomber special project

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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

  • For super-heavy airframes (intercontinental bombers)
  • Production cost: 30Production cost
  • XP: 5Air experience
  • Speed: 5%
  • Thrust: 5%
  • Fuel consumption: 0.1
  • Defense: 20
  • Strat. Bombing: 30
  • Weight: 20


Ballistic Missile
Ballistic Missile
  DLC(s): Free
  • Has researched technology National Rocket Program
Aluminum 9
Steel 9
Chromium 9

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

A guided ballistic missile, capable of delivering a warhead from great distances with unprecedented speed and accuracy.
  • With Götterdämmerung: unlocks Basic Ballistic Missile
  • Without Götterdämmerung: unlocks Early Guided Ballistic Missile
  • With No Step Back: in combination with the Super-Heavy Railway Gun special project, unlocks technology Tactical Missile System
    • Identical to super-heavy railway guns, but 60% stronger and with 50% higher production cost
Unique prototype stages
Title and descriptionThresholdOption AOption B
Engineers Request Wind Tunnel
Engineers on the ballistic missile project have requested the construction of a supersonic wind tunnel to test scale models of their designs earlier. This would rapidly speed up their iteration process and save resources in the long run.
0-20% The resources are needed elsewhere.

No change

Allocate the resources.
  • For 365 days you gain a 5% consumer goods factor
  • You gain a medium amount of progress on this special project
Ice Forming on Reentry
During the re-entry phase of the rocket's flight, ice seems to be forming around the fuel tanks and interfering with the rocket's internals. Although a setback, our engineers have suggested adding glass wool around the tanks to prevent this from happening in future.
70-90% Unfortunate, but necessary.
  • You lose a low amount of progress on this special project
  • The assigned scientist gains a low amount of experience
 

 

Guidance System
Our engineers are debating the guidance system for the rocket. Some wish to stick with a tested mechanical computer while others wish to utilize new radio technologies to control and monitor the rocket post launch.
30-60%, if you have both Mass Adoption of FM Radio and Modern Analytical Engines technologies Mechanical is reliable.
  • Götterdämmerung-specific ballistic missiles: -10% production cost
  • Non-Götterdämmerung missiles: probably no effect
Radio is the future!
  • Götterdämmerung-specific ballistic missiles:
    • +5% strat. bombing
    • +10% production cost
  • Non-Götterdämmerung missiles: probably no effect
MRBM
MRBM
  DLC(s): Free
  • Has completed Ballistic Missile special project
Aluminum 9
Steel 12
Chromium 9

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

Medium range ballistic missiles shall enable us to deliver a warhead across a continent with astonishing accuracy and devastating impact.
  • With Götterdämmerung: unlocks Medium Range Ballistic Missile
  • Without Götterdämmerung: unlocks Improved Guided Missile
Unique prototype stages
Title and descriptionThresholdOption AOption B
Turbopump Frothing Issue
During high altitude testing, an issue regarding the turbopump was isolated. It seems that the lubricant inside the pumps begins to froth under the strenuous conditions which impacts the overall performance and reliability of the current design.
40-70% We have to figure this out!
  • You lose a medium amount of progress on this special project
  • The assigned scientist gains a low amount of experience
 

 

Relay Failure
A defective relay used for the internal control systems of the rocket was detected while preparing for our test launch. Engineers believe we should replace the relay before carrying on, but concerns are mounting over political ramifications of a delay.
70-95% Get those relays fixed.
  • You lose a low amount of progress on this special project
We can delay no longer.

Vastly increases the chance of receiving the Onsite Explosion prototype iteration result on rocketry special projects. It's a 0-70% threshold iteration, so it is unlikely to affect this specific special project, but you will likely experience it on your next one. This chance is reset back to normal after your next Onsite Explosion. Picking this option is only recommended if you do not intend to research any rocketry special projects after this one.

ICBM
ICBM
  DLC(s): Götterdämmerung
  • Has completed special projects MRBM and Nuclear Warheads
Aluminum 12
Steel 12
Chromium 12

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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.
  • Unlocks Intercontinental Nuclear Missile
    • Can only perform nuclear raids, but nuclear raids using missiles are almost impossible for the enemy to defend against, except with the Anti-Ballistic Missile System building
    • 14000 km range
Unique prototype stages
Title and descriptionThresholdOption AOption B
Rocket Rust
Concerns have been raised regarding the external casing of the rocket. When left for an extended period, the materials often rust and corrode. This could leave the rocket inoperable if a solution is not found.
40-90% Perhaps a lubricant could be applied?

You gain a low amount of progress on this special project

 

 

Launch Site Issues
The sheer scale of the new rocket is causing constraints at the intended launch site. The project managers are therefore requesting funding for a new purpose built site to be constructed elsewhere.
30-60% Find a way to make the current site work.

You lose a low amount of progress on this special project

We shall invest in a new facility.
  • Significantly increases the chance of receiving the Onsite Explosion prototype iteration result on rocketry special projects. This increase in chance is lower that with the Relay Failure choice in the MRBM special project, but is PERMANENT. Also, due to a lower threshold, you will likely experience that result on this specific special project, possibly multiple times. Each occurrence damages the facility by 15%, but the scientist gains a medium amount of experience.
    • It is possible that this result was intended for picking option A, or was only meant to happen once.
  • For 365 days you gain a 2.5% consumer goods factor
  • You gain a medium amount of progress on this special project
  • Instantly constructs a level 2 rocket site in a random state that you control that has none or only a level 1 rocket site
Surface to Air Missiles
Surface to Air Missiles
  DLC(s): Götterdämmerung

Always available

Aluminum 9
Tungsten 6
Steel 6

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

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.
  • Unlocks Surface-to-Air Missile I
Unique prototype stages
Title and descriptionThresholdOption AOption B
Ground Control Improvements
[Character.GetName] managed to solve several outstanding issues with the ability to track and control the missile from the ground. This marks a significant step towards being able to target enemy high flying aircraft.
0-75% Good news

You gain a low amount of progress on this special project

 

 

Vertical Launch System
After a few failed attempts, [Character.GetName] finally managed to solve the problems around vertical launching of these missiles. The new system should allow the missiles to be launched without problems and reach high altitudes without delay.
0-30% Good news
  • You gain a low amount of progress on this special project
  • The assigned scientist gains a low amount of experience
 

 

High Speed Flight Control
We have finally managed to get a working control system that can function at high speeds and react to changing flight dynamics. This knowledge can certainly be useful in other areas as well.
25-80% Good news

You gain a single-use 15% research bonus for aircraft technologies

 

 

Warhead Detonation Mechanisms
An important part of the whole development is to get the weapon to explode at the right point. It appears that [Character.GetName] has managed to come up with a solution that allows us to detonate it at as favorable time as possible.
30-100% Good news
  • Surface to Air Missiles gain 10% air attack
  • The assigned scientist gains a low amount of experience
 

 

Anti-Ballistic Missile
Anti-Ballistic Missile
  DLC(s): Götterdämmerung
  • Has completed special project ICBM
  • Has completed special project Surface to Air Missiles
  • Has completed special project AEW&C

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

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.
  • Unlocks Surface-to-Air Missile II
  • Unlocks Anti-Ballistic Missile System building
    • A combination of missile sites, command and control facilities and advanced phased array radars will protect the area it is installed from enemy ballistic missiles.
    • Reduces the success chance of enemy nuclear missile strikes by 60 percentage points (from 80% to 20%, before intel bonus)


Rocket Interceptor
Rocket Interceptor
  DLC(s): Free
  • Has researched technology National Rocket Program
Aluminum 12
Tungsten 6
Chromium 6

Breakthroughs: 1
Complexity: Large
Prototype time: Medium

Combining the power of a rocket with the maneuverability of a small chassis, we will create an unmatched interceptor aircraft.
  • Unlocks additional technologies
  • Without By Blood Alone: unlocks Rocket Interceptors
  • With By Blood Alone:
    • Unlocks rocket engine module
    • Grants a premade rocket interceptor aircraft design propelled by a rocket engine, and armed with either 2x2 or 2x4 light machine guns (depending on your researched technologies) or 1x2 cannons (if the country is Flag of Changeling Lands Changeling Lands)


Radar

Name Prerequisites Cost Description Reward
Radar
Radar
  DLC(s): Free
  • Has researched technology Early Electromechanics
Aluminum 6
Steel 6

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

By using pulsed radio waves and detecting their reflections, we will be able to monitor enemy movements from land, air and sea.
  • Unlocks Radar building
  • Unlocks additional technologies
  • Constructs a level 1 radar in the state where the special facility is located
  • Unlocks radar modules for land cruisers (with both Götterdämmerung and No Step Back) and ships (with Man the Guns)


AEW&C
AEW&C
  DLC(s): Free
  • Has researched technology Thaumaturgic Bistatic RADAR

Breakthroughs: 1
Complexity: Small
Prototype time: Short

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.
  • Air detection +5%
  • Naval detection +5%
  • Bad weather penalty -5%
  • Our Casualties from Enemy Nuclear Strikes -20% (in EaW, nuclear strikes can reduce a nation's manpower. This modifier reduces the amount of manpower lost)

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.


Over-the-Horizon Radar
Over-the-Horizon Radar
  DLC(s): Free
  • Has researched technology RADAR Imaging and Mapping

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Increases maximum level of Radar buildings to 12
  • Constructs a level 12 radar in the state where the special facility is located
  • Coordination +1%
  • Static Anti Air hit chance factor +20%
With No Step Back unlocks Anti-Air Radar module for SPAA
  • Production cost: 5.5Production cost
  • XP: 1 Army experience
  • Reliability: -10%
  • Fuel consumption: +10%
  • Air attack: +40%
With By Blood Alone unlocks the Air-Air Radar IV module
  • Production cost: 10Production cost
  • XP: 1 Air experience
  • Weight: 4
  • Air attack: +10%
  • Night penalty: -60%/-40% (on interception/air superiority mission)
With By Blood Alone unlocks the Air-Ground Radar IV module
  • Production cost: 6.5Production cost
  • XP: 1 Air experience
  • Weight: 2
  • Strat. bombing: 10
  • Surface detection: 40
  • Sub detection: 20
  • Ground attack: 5
  • Night penalty: -60% (for naval strike, port strike, strategic bombing, naval patrol)
  • Night penalty: -40% (for CAS and logistics strike)


Nuclear

Name Prerequisites Cost Description Reward
Nuclear Reactor
Nuclear Reactor
  DLC(s): Free
  • Has researched technology Atomic Research
Tungsten 3
Steel 6
Chromium 6
Crystal 6

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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...
  • Unlocks one of the two variants of the nuclear reactor building, depending on your choice during a unique iteration phase
  • Constructs said building in the state where the special project facilty is located
    NOTE: only one nuclear reactor of any kind is allowed per state.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Reactor Design
When trying to design a reactor, we need to chose what material to use for the moderator. This will dictate the design of the entire reactor. We can use Heavy Water, or we can use Graphite, both of which have their pros and cons...
25-45% Purified graphite is the better moderator

You will unlock a regular nuclear reactor at the end of this special project. They are more expensive and require more crystals, but are better.

Heavy water will be cheaper

You will unlock a heavy water nuclear reactor at the end of this special project. They are cheaper and require less crystals, but are weaker.

Isotope Separation Facilities
In order to supply our reactors with nuclear fuel, we need to decide on a process for separating the useful isotopes of uranium from the rest. There are a number of proposals for separation facilities but the two frontrunners are gaseous and centrifugal.
0-20% Gaseous is a proven technique.

Nothing changes.

Centrifuges will be more efficient in the long-run.
  • Nuclear and Thermonuclear Bomb Research Speed: +5%
  • Nuclear Bomb Production Rate: +50%
  • For 365 days you gain a national sprit that increases consumer goods factories factor by 10%
  • You gain a high amount of progress on this special project
First Successful Nuclear Reactor Test
Our first nuclear reactor has been successfully tested, proving the feasibility of controlled nuclear fission. This breakthrough promises a new era of energy production, and potentially much more.
60-90%, only one country per playthrough can get this Keep the information classified for now

Nothing happens

Celebrate the achievement publicly
  • Adds 10% popularity for the ruling party
  • Gains 100Political Power
  • Other countries might benefit from this
    • Any country that has already researched the Atomic Research technology gains 10% progress on the Nuclear Reactor special project
    • Any country that has not yet researched Atomic Research gets a 25% research bonus for that technology
Major Breakthrough in Nuclear Reactions
A controlled experiment with some of our limited nuclear material has demonstrated the feasibility of our intended design. This has propelled the project forward with renewed enthusiasm.
10-50%  

You gain a medium amount of progress on this special project

 

 

Commercial Nuclear Reactor
Commercial Nuclear Reactor
  DLC(s): Götterdämmerung
  • Has completed special project Nuclear Reactor
  • Has researched technology The Moment Distribution Method
Tungsten 4
Steel 6
Chromium 7
Crystal 6

Breakthroughs: 1
Complexity: Large
Prototype time: Long

Nuclear reactors are good for producing materials for bombs. But the amount of energy produced could instead supply civilian and military industry with power.
  • Unlocks commercial nuclear reactors. They are more expensive than regular nuclear reactors, consume more crystals, don't provide research speed bonuses, and produce nuclear bombs at the same rate, but in a state they are built in, they increase construction speed, local resources, and building slots.
  • In a state where the special facility is located, replaces an already existing nuclear reactor with a commercial one. If none existed, one is constructed if there is a free building slot available.
    NOTE: only one nuclear reactor of any kind is allowed per state.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Concerns Over Nuclear Safety
[Character.GetName] has raised concerns over the lack of filters in the cooling towers of our new reactors. [Character.GetSheHeCap] insists that filters must be added to prevent radiation escaping from the reactor during an emergency. The engineers meanwhile argue they will delay the project significantly.
30-90% Add the filters.
  • The ruling party gains 5% popularity
  • You gain 50Political Power
  • You lose a medium amount of progress on this special project
  • Increases the chance of certain negative prototype iterations occuring in the future
    • This is likely a bug, and this effect should be applied to the other option
Utter folly!

The ruling party loses 5% popularity

Generation II Civilian Nuclear Reactor
Generation II Civilian Nuclear Reactor
  DLC(s): Götterdämmerung
  • Has completed special project Commercial Nuclear Reactor
  • Has researched technology Second-Generation Nuclear Reactors
Tungsten 6
Steel 9
Chromium 10
Crystal 9

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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!
  • Unlocks the Generation II Civilian Nuclear Reactor building
    • State modifier is twice as strong as regular commercial reactors, at a somewhat higher construction cost and crystal consumption. Production rate of nuclear bombs is also increased, though it's not as fast as in non-civilian Second-Generation Nuclear Reactors.
    • Each reactor consumes 18 Crystal
      If there are not enough Crystal available, nuclear bomb production speed will slow down.
  • Removes the ability to construct first-generation commercial reactors
  • Constructs a Generation II Civilian Nuclear Reactor in the state where the facility is located, or replaces an already existing nuclear reactor with this one.
    NOTE: only one nuclear reactor of any kind is allowed per state.


Nuclear Engines
Nuclear Engines
  DLC(s): Man the Guns
  • Has researched technology Nuclear Naval Power
Tungsten 2
Steel 4
Chromium 5
Crystal 4

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

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.

  • Nuclear engines are available for all types of ships, including destroyers and cruisers.
  • Much lower fuel consumption than regular engines, but they don't eliminate the need for fuel completely.
  • Increase the ship's range by 50,000 km, making it essentially unlimited.
  • Submarine nuclear engines include most of the benefits (and cost) of High Speed Walter Engines, though the latter are slightly faster. Only nuclear submarines can be equipped with one.
  • Surface ships can upgrade their regular naval engines to nuclear (though the cost of that is still high). Any generation of a ship can in theory equip one.
  • Cost 1-3 Crystal to build.


Nuclear Fission Bomb Project
Nuclear Fission Bomb Project
  DLC(s): Free
  • Has completed special project Nuclear Reactor
Tungsten 8
Steel 2
Chromium 2
Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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?
  • You get 1 free nuclear bomb
  • Nuclear reactors start producing Nuclear Bombs.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Prototype Bomb
A Prototype Bomb has been produced by [Character.GetName]'s team. Making, and evaluating, a successful test would improve our progress significantly. On the other hand, we have a nuclear bomb now...
70-84% Test it under controlled forms

You gain a medium amount of progress on this special project

We can put this to use against our enemies

You get 1 free nuclear bomb
NOTE: even though you can get a free nuclear bomb this way, it cannot actually be used in a nuclear raid, because they require the completion of this special project. There is some niche uses for it, though, such as the underground nuke decision in one of Yakyakistan's paths. And it's still a free nuke, so you will have two when you are done with the project, instead of only one.

Espionage Threats
Security officers argue that there is a need to increase security at the site of ¨[SpecialProject.GetName] project and all surrounding activities. The researchers, with [Character.GetName] in the lead, argues that freedom to move about and communicate is vital for the progress.
0-80%, more likely if you are at war Don't increase security
  • The assigned scientist gains a low amount of experience
  • Increases the chance of certain negative prototype iterations
Increase Security
  • Increased Security lowers the risk of information theft
    • Decreases the chance of certain prototype iterations, mostly negative ones
  • You lose a low amount of progress on this special project
Information Leak
One of the workers at the [SpecialProject.GetName] has apparently been leaking information to foreign agents. Whether this was intentional or not is as of yet not known. Is is likewise hard to determine the damage this has done to the project
30-100%, never happens when at peace, chances depend on whether you made your nuclear reactors public knowledge and your choice in the Espionage Threats iteration  

One of your enemies that hasn't yet completed the Nuclear Fission Bomb Project gains 10% progress on that special project

 

 

Breakthrough in Plutonium Production
Our scientists have made a significant breakthrough in Plutonium production techniques, increasing the efficiency of bomb production. This can hopefully accelerate the development timeline.
20-60%, less likely if have increased security in the Espionage Threats iteration phase  

You gain a low amount of progress on this special project

 

 

Miniaturized Nuclear Bomb
Miniaturized Nuclear Bomb
  DLC(s): Götterdämmerung
  • Has completed special project Nuclear Fission Bomb Project
Tungsten 8
Steel 2
Chromium 1
Crystal 3

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • When deploying an Atomic Bomb, the Nuclear Fallout will be shorter and less severe.

    Allows for deploying Atomic Bombs by Tactical Bomber!

    Doubles our production of Atomic Bombs!


Thermonuclear Bomb
Thermonuclear Bomb
  DLC(s): Götterdämmerung
  • Has completed special project Nuclear Fission Bomb Project
Tungsten 10
Steel 2
Chromium 3
Crystal 3

Breakthroughs: 1
Complexity: Insane
Prototype time: Long

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.
  • Nuclear reactors start producing Thermonuclear Bombs.
Unique prototype stages
Title and descriptionThresholdOption AOption B
Test Proposal
In order to confirm the theory behind a thermonuclear bomb, our scientists have requested the opportunity to carry out a test detonation. This would require the allocation of an existing atomic bomb to initiate the chain reaction but would significantly accelerate the progress of the project.
50-80%, only available if you have at least 5 nuclear bombs in storage We can't spare the material.

Nothing happens

Carry out a test.
  • You spend 1 nuclear bomb
  • You gain a high amount of progress on this special project
  • If you don't have a nuclear bomb available, nothing happens
Salted Thermonuclear Bomb
Salted Thermonuclear Bomb
  DLC(s): Götterdämmerung
  • Has completed special project Thermonuclear Bomb
Tungsten 4
Steel 4
Chromium 3
Crystal 3

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.

Should we irradiate a neutral country, they may retaliate.

NOTE: Any country that suffers the radiation effect that wasn't the primary target gains a puppet wargoal against you. This can be useful if you are doing a world conquest without the adiplo cheat.


Nuclear Warheads
Nuclear Warheads
  DLC(s): Götterdämmerung
  • Has completed special projects Nuclear Fission Bomb Project and MRBM
Aluminum 4
Tungsten 4
Chromium 2

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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.


Submarines

Name Prerequisites Cost Description Reward
Cruiser Submarine
Cruiser Submarine
  DLC(s): Free
  • Has researched technology Modernised Coastal Submarine Hull or Modernised Coastal Submarine
Steel 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

A submarine with superior range, designed for traversing long distances, without support, would be ideal for attacking enemy shipping.
  • Unlocks cruiser submarines or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for cruiser submarines
Unique prototype stages
Title and descriptionThresholdOption AOption B
Raiding Protocol
The impotence of our various naval treaties have collectively rendered any real restrictions on submarine deck armament moot. The question remains however, whether we should prioritize prestige armaments over tactical range?
40-90% Flexible Operations
  • Without Man the Guns: all cruiser submarines gain 10% range
  • With Man the Guns: unlocks Extra Fuel Tanks modules for certain submarines
    • Range: 1000 km
    • Production cost: +5%Production cost
Armaments
  • Without Man the Guns: all cruiser submarines gain 10% torpedo attack
    • This is an abstraction, as submarines in HoI4 only attack with torpedos
  • With Man the Guns: unlocks ship module 200mm Battery
    • Raiding Efficiency: +20%
    • Sub Visibility: +5%
    • Production Cost: 110Production cost
Fleet Submarine
Fleet Submarine
  DLC(s): Free
  • Has researched technology Diesel-Electric Submarine Hull or Diesel-Electric Submarine
  • Has completed special project Cruiser Submarine
Steel 12
Chromium 4

Breakthroughs: 1
Complexity: Medium
Prototype time: Long

A long-range submarine capable of acting as a fleet escort but without the flaws inherent in the design of the previous cruiser submarines.
  • Unlocks fleet submarines or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for fleet 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.

Unique prototype stages
Title and descriptionThresholdOption AOption B
Design Principles
We have to know on what we need to focus our efforts when designing our new type of long-range submarines. Should our submarines be silent and deadly hunters, or do we want for them to be a more reliant and resilient to dangers
40-90% Attack Capability

All fleet submarines gain:

  • +5% speed
  • +5% torpedo attack
  • -3% visibility
Sturdier Structure

All fleet submarines gain:

  • +5% reliability
  • +5% HP
  • -10% bad weather penalty
Nuclear Submarine
Nuclear Submarine
  DLC(s): Götterdämmerung
  • Has completed special projects Fleet Submarine and Nuclear Engines
Tungsten 8
Steel 20
Chromium 8

Breakthroughs: 3
Complexity: Insane
Prototype time: Long

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.
  • Unlocks nuclear submarines or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for nuclear submarines
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Cost Concerns
As we are working on a completely new type of submarine, there are growing concerns that the ship production costs will ultimately be too high. How should we proceed with the design?
40-90% Cut Corners

Nuclear submarines gain:

  • Production cost: -10%
  • Reliability: -5%
  • Visibility: +10%
  • Range: -10%
Current Plans

Nothing happens

Highest Quality

Nuclear submarines gain:

  • Production cost: +10%
  • HP: +10%
  • Reliability: +5%
  • Visibility: -5%
Missile Launching Submarine
Missile Launching Submarine
  DLC(s): Götterdämmerung
  • Has completed special projects Fleet Submarine and Ballistic Missile
Tungsten 12
Steel 12
Chromium 4

Breakthroughs: 2
Complexity: Medium
Prototype time: Long

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.
  • Without Man the Guns: unlocks missile launching submarines
  • With Man the Guns: unlocks Submarine Missile Launcher module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Question of Payload Delivery
We need to answer a pressing question, what is the best method to ensure our missiles launched from submarines will reach our foes?
40-90% Range

With Man the Guns: fleet submarines[sic] gain:

  • Range: 10%
  • Visibility: 5%
  • Production cost: 7%

Without Man the Guns: missile launching submarines gain:

  • Range: 15%
  • Visibility: 5%
  • Production cost: 10%
Reliability

With Man the Guns: fleet submarines[sic] gain:

  • Reliability: 3%

Without Man the Guns: missile launching submarines gain:

  • Reliability: 5%
Stealth

With Man the Guns: fleet submarines[sic] gain:

  • Range: -5%
  • Visibility: -5%
  • Production cost: 10%

Without Man the Guns: missile launching submarines gain:

  • Range: -5%
  • Visibility: -15%
  • Production cost: 10%
Nuclear Missile Submarine
Nuclear Missile Submarine
  DLC(s): Götterdämmerung
  • Has completed special projects Nuclear Submarine and Missile Launching Submarine
Steel 16
Chromium 16

Breakthroughs: 2
Complexity: Large
Prototype time: Very Long

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.
  • Without Man the Guns: unlocks nuclear missile submarines
  • With Man the Guns: unlocks Submarine Nuclear Missile Launcher module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Escaping the Hunt
If the information about our planned nuclear strike would reach our enemies, they would start a massive search for our nuclear missile submarines. In order to escape hunters, we need to...
40-90% Lay Low

With Man the Guns: nuclear missile submarines gain:

  • Surface detection: 2%
  • Visibility: -5%
  • Production cost: 5%

Without Man the Guns: nuclear missile submarines gain:

  • Surface detection: 5%
  • Visibility: -10%
  • Production cost: 10%
Remain Calm

Nothing changes

Endure Storm

With Man the Guns: nuclear missile submarines gain:

  • HP: 2%
  • Bad weather penalty: -20%
  • Production cost: 5%

Without Man the Guns: nuclear missile submarines gain:

  • HP: 5%
  • Bad weather penalty: -20%
  • Production cost: 10%
Nuclear Torpedo
Nuclear Torpedo
  DLC(s): GötterdämmerungMan the Guns
  • Has researched technology Modern Ship Torpedo Launcher
  • Has completed special project Nuclear Submarine
Tungsten 12
Steel 8
Chromium 12

Breakthroughs: 1
Complexity: Large
Prototype time: Long

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

Unique prototype stages
Title and descriptionThresholdOption AOption B
New Torpedo Course
With the nuclear torpedoes being close to hitting end target of the project, we must aim for...
40-90% Powerful Warheads

All submarines, regardless of whether they use the module, gain:

  • Torpedo hit chance: 2%
  • Torpedo attack: 10%
  • Reliability: -10%
Safer Storages

All submarines, regardless of whether they use the module, gain:

  • Production cost: 10%
  • Reliability: 10%
Midget Submarine
Midget Submarine
  DLC(s): Free
  • Has researched technology Modernised Coastal Submarine or Modernised Coastal Submarine Hull
Steel 6

Breakthroughs: 1
Complexity: Medium
Prototype time: Short

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.
  • Unlocks midget submarines or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for midget submarines
  • If country is Flag of Wingbardy Wingbardy:
    • creates the CB Class midget submarine variant with slightly upgraded torpedos and engine
    • creates a production line of two CB Class midget submarines (with the first one being 35% completed), and assigns one dockyard to it
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Squeezeing in More
We have realized that we can potentially specialize parts of our midget submarines, though that will have a few trade-offs.
40-90% Bit Stealthier

Midget submarines gain:

  • Range: -20%
  • Visibility: -10%
Bit Less Prone to Explode

Midget submarines gain:

  • Reliability: 10%
Bit Longer Range

Midget submarines gain:

  • Range: 20%
  • Visibility: 10%
Air-Independent Propulsion
Air-Independent Propulsion
  DLC(s): Götterdämmerung
  • Has researched technology Fleet Submarine or Fleet Submarine Hull
    NOTE: this refers to the fleet submarines obtained through regular research, not the special project
Steel 8
Chromium 8

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

A new propulsion system that could eliminate the weakness of submarines needing to resurface in order to recharge their batteries and replenish oxygen supply.

Without Man the Guns:

  • Enables Submarine Engine Upgrade value of 6 and 7

With Man the Guns:

  • Unlocks additional technologies
  • Unlocks Air-Independent Propulsion module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Independent Improvements
Our scientists working on this technology, shared their findings with their colleagues, working on improving more conventional engines. Don't hold your breath yet, as the resulting improvements likely won't be breathtaking.
40-90% Quieter Engines

All submarines gain:

  • Visibility: -5%
  • Fuel consumption: 10%
Faster Engines

All submarines gain:

  • Speed: 10%
  • Fuel consumption: 10%
Less Fuel-Consuming Engines

All submarines gain:

  • Fuel consumption: -5%
Anechoic Tiles
Anechoic Tiles
  DLC(s): Götterdämmerung
  • Has researched technology Fleet Submarine or Fleet Submarine Hull
    NOTE: this refers to the fleet submarines obtained through regular research, not the special project
Rubber 12
Steel 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

This special rubber tiled coating for submarines, which contains small empty spaces between them; reduce the threats of detection by enemy sonars.

Without Man the Guns:

  • Enables Submarine Stealth Upgrade value of 6 and 7

With Man the Guns:

  • Unlocks Anechoic Tiles module
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
New Learnings - Submarine Hull Construction
During the development of anechoic tiles, we realized that we can adapt our findings to conventional submarine construction in order to enchance our stealth capabilities, or save a bit on costs, while maintaining the current levels of visibility
40-90% Aggressive Patrol Patterns

All submarines, regardless of whether they use the module, gain:

  • Production cost: 5%
  • Surface detection: 10%
Reduced Acoustic Signature

All submarines, regardless of whether they use the module, gain:

  • Production cost: 10%
  • Visibility: -5%
Reduced Hull Costs

All submarines, regardless of whether they use the module, gain:

  • Production cost: -5%

Surface ships

Name Prerequisites Cost Description Reward
Torpedo Cruiser
Torpedo Cruiser
  DLC(s): Free
  • Has researched technology Scout Cruiser or Scout and Armoured Cruisers
Tungsten 2
Steel 8
Chromium 2

Breakthroughs: 1
Complexity: Small
Prototype time: Medium

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.
  • Unlocks torpedo cruisers or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for torpedo cruisers
Unique prototype stages
Title and descriptionThresholdOption AOption B
Second Chance - Torpedo Cruiser
With the reviving of the old concept of a Torpedo Cruiser, we need to make an important decision about its role within our fleet: should we focus on their strength - torpedoes; or should we address their primary weakness - fighting Destroyers?
40-90% Strength - Torpedoes

Torpedo cruisers gain:

  • Torpedo hit chance: 10%
  • Torpedo attack: 15%
Weakness - Destroyers

Torpedo cruisers gain:

  • Light gun hit chance: 15%
  • Light gun attack: 10%
  • Light gun piercing: 10%
Super Heavy Battleship
Super Heavy Battleship
  DLC(s): Free
  • Has researched technology Late Dreadnought or Fast Battleship and Dreadnought Hulls
Tungsten 6
Steel 12
Chromium 6

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

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.
  • Without Man the Guns:
    • Unlocks additional technologies
    • Unlocks Battleship Killer
  • With Man the Guns:
    • Unlocks Battleship Killer Hull
    • Unlocks 450mm Belt/210mm Deck module
    • Gives a 100% single-use design cost reduction for battleship killers
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Matter of Priorities - Attack
Designing a new class of battleships allows us the opportunity to focus our efforts on improving our ability to dominate naval battlefield. What should we prioritize?
10-50% Heavy Guns

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Heavy gun hit chance: 15%
  • Heavy gun attack: 15%
  • Heavy gun piercing: 10%
Speed

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Speed: 10%
  • Surface detection: 15%
  • Surface visibility: -5%
Light Guns

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Light gun hit chance: 10%
  • Light gun attack: 10%
  • Light gun piercing: 10%
Matter of Priorities - Defense
Our top naval commanders gave us an impossible task, to make this ship neigh invincible - and while we know it to be impossible, we can at least try to make it so. This time, what should be our priority?
55-95% Reinforced Armor and Hull

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Armor: 10%
  • HP: 10%
Anti-Air Artillery

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Anti-air attack: 25%
  • Reliability: 5%
Anti-Torpedo Measures

Super Heavy Battleships (both Battleship Killers and their successors) gain:

  • Enemy Torpedo critical chance: 15%
    • This value actually works kind of like a multiplier of a stat that is typically below zero, and it has to be positive to get the desired effect. You get some base negative amount of it from the armor module. Positive number multiplied by negative gives a negative number.
  • Enemy Torpedo damage reduction: 15%
Supercarrier
Supercarrier
  DLC(s): Götterdämmerung
  • Has researched technology Early Supercarrier or Modern Fleet Carrier Hull
Steel 24
Chromium 16

Breakthroughs: 3
Complexity: Large
Prototype time: Long

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.
  • Unlocks supercarriers or their hulls
  • With Man the Guns: Gives a 100% single-use design cost reduction for supercarriers
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
sp_naval_supercarrier_unique_reward_a
Some localisations are missing.
10-50% Awareness

Supercarriers gain:

  • Surface detection: 20%
  • Sub detection: 20%
Speed and Weatherproof

Supercarriers gain:

  • Speed: 10%
  • Bad weather penalty: -25%
Light Ship Detterence

Supercarriers gain:

  • Light gun hit chance: 10%
  • Light gun attack: 15%
  • Light gun piercing: 15%
sp_naval_supercarrier_unique_reward_b
Some localisations are missing.
55-95% Enemy Artillery

Supercarriers gain:

  • Armor: 15%
  • HP: 10%
Enemy Aircraft

Supercarriers gain:

  • Anti-air attack: 25%
  • Reliability: 7%
Enemy Torpedoes

Supercarriers gain:

  • Enemy Torpedo critical chance: 15%
    • This value actually works kind of like a multiplier of a stat that is typically below zero, and it has to be positive to get the desired effect. You get some base negative amount of it from the armor module. Positive number multiplied by negative gives a negative number.
  • Enemy Torpedo damage reduction: 20%
Ice Aircraft Carrier
Ice Aircraft Carrier
  DLC(s): Götterdämmerung
  • Has researched technology Fleet Carrier or Fleet Carrier Hull
Steel 32

Breakthroughs: 2
Complexity: Large
Prototype time: Very Long

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.
  • Unlocks ice carriers or their hulls
  • With Man the Guns:
    • Gives a 50% single-use design cost reduction for ice carriers
    • Creates a free ice carrier design, whose exact specifications depends on the technologies that have been researched. The best variant is granted if you have researched High-Altitude Ammunition, Cavity Magnatron[sic], and All-or-Nothing Armor Scheme
    • If you also have Arms Against Tyranny, this design will be considered to be the work of the following MIO:
      • If country is Flag of Hippogriffia Hippogriffia, Northpoint National Shipbuilding
      • If country is Flag of Equestria Equestria, Seaward Shoals Dockyard
      • No MIO if none of the above
  • Creates a production line of a single ice carrier which is 95% towards completion and assigns a single dockyard to it
Unique prototype stages
Title and descriptionThresholdOption AOption B
Reinforcing Ice-Aircraft Carrier
While investing a tremendous amount of time into constructing this gigantic carrier, we need to be sure that we are giving the best protetction we could for it. What is our biggest concern?
40-90% Forces of Nature

Ice carriers gain:

  • With Man the Guns: bad weather penalty: -15%
  • Without Man the Guns: bad weather penalty: -20%
Enemy Forces

Ice carriers gain:

  • Production cost: 5%
  • HP: 10%
Underway Replenishment
Underway Replenishment
  DLC(s): Götterdämmerung
  • Has chosen either Base Strike or Fleet in Being naval doctrine
Steel 8

Breakthroughs: 2
Complexity: Large
Prototype time: Medium

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.
  • Unlocks additional technologies
  • Unlocks the ability to use underway replenishment. It allows you to increase the range of your task force in exchange for some convoys.
Unique prototype stages
Title and descriptionThresholdOption AOption BOption C
Scale of Resupply
While we are still working on making the system of underway replenishments run as smoothly as possible, we have to make one more decision - do we want to alter our original estimations or not?
40-90% Longer Range

Underway Replenishment effect is changed:

  • Range: 20%
  • Convoy cost: 10%
Find a Balance

Nothing changes

Lower Convoy Usage

Underway Replenishment effect is changed:

  • Range: -10%
  • Convoy cost: -20%
Proximity Fuze
Proximity Fuze
  DLC(s): Götterdämmerung
  • Has researched technology Specialised Radio Bands
Tungsten 12
Steel 12
Chromium 4

Breakthroughs: 2
Complexity: Large
Prototype time: Long

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.
  • Unlocks additional technologies
  • Naval AA attack: +25%
Unique prototype stages
Title and descriptionThresholdOption AOption B
Efficiency or Effectiveness
Proximity Fuzes greatly reduce the amount of shells needed to score a hit against enemy aircraft. As we prepare to use them in our mobile anti-air units, we can adjust amount of ammo supplied, while retaining the expected daily 'hit' ratio.
40-90% Adjust Ammo Supplies

Towed Anti-air gain:

  • Production cost: -5%
Retain Current Ammo Supply

Towed Anti-air gain:

  • Anti-air attack: 15%
  • Production cost: 5%
Hovercraft
Hovercraft
  DLC(s): Free
  • Has researched technology Dock Landing Ships
Aluminum 8
Rubber 8

Breakthroughs: 2
Complexity: Medium
Prototype time: Long

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.
  • Unlocks Early Transport Hovercraft equipment
    • Can be upgraded through the same interface as mechanized equipment or non-NSB tanks
    • Some combat stats
    • Hardness: 65%
    • Production cost: 12
    • Requires 3Aluminum and 2Rubber
    • Fuel consumption: 1.8
  • Unlocks Hovercraft Pioneers support company
    • Increases breakthrough of marine battalions by 25%
    • Uses 10 infantry equipment, 40 support equipment, and 15 hovercraft
    • Can be parachuted
    • Provides bonuses in marshes, jungles, rivers, and amphibious terrain types
    • Mutually exclusive with other pioneer support companies


Close-In Weapon System
Close-In Weapon System
  DLC(s): Free
  • Has researched technology Surface-to-Air Missile Launcher (in the artillery folder)
Aluminum 8
Tungsten 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

A radar-controlled system of air defense will be capable of shooting down missiles and planes alike.
  • Without Man the Guns:
    • Improves naval air attack somewhat
  • With Man the Guns:
    • Unlocks Close-In Weapon System module
    • Essentially another tier of naval anti-air, but also adds some extra HP


Anti-Submarine Missile Torpedo
Anti-Submarine Missile Torpedo
  DLC(s): Man the Guns
  • Has researched technology Anti-Submarine Rocket
Aluminum 8
Tungsten 8

Breakthroughs: 1
Complexity: Medium
Prototype time: Medium

A long-range missile to deploy a torpedo capable of tracking an enemy submarine with immense accuracy.
  • Unlocks Anti-Submarine Missile Torpedo module
    • Essentially another tier of depth charges, but also adds some extra HP