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Catalog A5 — Technologies

Every researchable technology by tree category: name, description, level, cost (Points), prerequisites, what it unlocks, what it improves and which unit traits it activates. Prerequisites and unlocks are resolved through the zero-cost techs in between. The last section lists the zero-cost techs themselves.

Weapons of Mass Destruction

Basic Biological Weapons (Biological_Weapons)

Biological weapons utilize infectious disease or biological toxins to kill or incapacitate an enemy population. Since the active pathogens used in biological weapons are capable of self-replicating and spreading from infected individuals to new hosts, they can have a very long-lasting and widespread effect. This may cause them to spread and inflict casualties beyond the initial target, creating heavy collateral damage and sometimes putting the initial attacker at risk.
Biological weapons are not as destructive as nuclear weapons and will produce fewer initial casualties. They are also incapable of physically destroying military hardware. However, deploying them against a city will cause an outbreak of disease, which will slowly kill off a portion of the population. This effect will also quickly spread to other cities that are within a certain radius of the attack, including the attacker's. They can also be used against army divisions to inflict casualties and physically slow down their advance. Biological weapons are quite simple compared to nuclear weapons, and do not require fissile material to produce. This allows them to be built at high efficiency immediately.
Unlocks basic bioweapons which contain Tularemia, also known as Rabbit Fever. Bioweapons have a large area of effect, do damage over time to cities and slow down armies.

Level 1, cost 15, NoAutoUnlockTillLevel 99

Requires: nothing.

Leads to: Improved Biological Weapons.

Unlocks:

Basic Chemical Weapons (Chemical_Weapons)

A chemical weapon is a device that uses chemical agents in order to injure, kill or otherwise incapacitate living targets. Most early chemical weapons were asphyxiants or blister agents, which worked by inflaming the target's skin, eyes and airways, producing an intense burning sensation and quite often, suffocation from lung damage. Chemical weapons can be used as an area denial weapon by contaminating a target area and adversely affecting anyone who enters without proper protection. Chemical weapons have been used as early as WWI, mostly in the form of repurposed and modified commercial chemicals, but only a few nations have seriously pursued a chemical warfare program since then.
Chemical weapons can't physically destroy military hardware, but they can be deployed against army divisions, army bases, combat engineers, forward operating bases, and of course, civilians, to inflict heavy casualties. Units exposed to chemical weapons will be slowed down signficantly. However, chemical weapons are difficult to control and will inflict considerable collateral damage, often on the unit deploying them. They are best used against massed enemy groups and away from friendly cities to quickly dispatch enemy forces.
Unlocks basic chemical weapons, which do not have a production cost.

Level 1, cost 15, NoAutoUnlockTillLevel 99

Requires: nothing.

Leads to: Improved Chemical Weapons.

Unlocks:

Improved Production Reactors (Nuclear_Fuel_1)

Producing the rapid nuclear chain reaction needed for a nuclear explosion requires a highly reactive fuel source. Ordinary uranium doesn’t react to neutrons readily enough to explode properly under ordinary conditions, whereas highly enriched (also known as weapons-grade) uranium or plutonium, will. By bombarding natural uranium-238 with neutrons, small quantities of it can be transformed into plutonium, which can then be separated and efficiently used in nuclear weapons. Creating the proper apparatuses to do this efficiently will make it possible to transform more ordinary uranium into weapons-grade material, making it easier and cheaper to produce nuclear warheads.
Increases the maximum efficiency that nuclear weapons can be produced at.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Gas Centrifuge Enrichment.

Nuclear Fission Weapons (Nuclear_Fission)

A fission weapon is the most rudimentary type of nuclear bomb. Fission weapons work by starting a nuclear chain reaction within a fissile fuel source such as enriched uranium or plutonium. This chain reaction rapidly splits atoms within the fissile material into smaller elements and releases a tremendous amount of energy in the process, which results in an extremely powerful explosion and a release of deadly ionizing radiation and radioactive material. The fission process is also instrumental as the first stage in fusion-based weapons, so an understanding of basic fission will pave the way for drastically more powerful weapons as well.
Unlocks first-generation nuclear weapons, which do massive damage to enemy units and can inflict thousands of casualties in an instant.
Now you are become Death, the destroyer of worlds.

Level 1, cost 45, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Early Thermonuclear Weapons, Tactical Nuclear Weapons.

Unlocks:

Tactical Nuclear Weapons (Tactical_nukes)

Although nuclear weapons are obviously very potent as a means of destroying a target, most military taskings don’t require the destructive power of a full-sized countervalue weapon, as well as the inevitable collateral damage that comes with it. After overcoming the challenges of creating a compact nuclear warhead, relatively low-yield, light nuclear weapons were developed for use against massed formations on the battlefield, rather than against cities or strategic targets.
Unlocks a variety of low-cost, low-yield nuclear weapons suitable for counterforce attacks.

Level 2, cost 30, NoAutoUnlockTillLevel 99

Requires: Nuclear Fission Weapons.

Leads to: Advanced Tactical Nuclear Weapons.

Unlocks:

Replaces (no longer available after this research): Nuclear SSM, Nuclear Artillery.

Improves:

Early Thermonuclear Weapons (Thermonuclear_bomb)

Nuclear fusion is a process in which atomic nuclei fuse into heavier elements, releasing even more energy than in a fission reaction of the same mass. Using a two-stage process, a fission explosion can be used to compress a fusion fuel source and create the conditions necessary for fusion, which then produces an even larger secondary explosion. Fusion weapons also have an advantage in that unlike pure fission weapons, which become unstable when they reach a certain size, there is no theoretical limit to how large a fusion bomb can be.
Unlocks early thermonuclear weapons, which have substantially greater blast yields and can be used in basic MIRVs.

Level 2, cost 65, NoAutoUnlockTillLevel 2

Requires: Nuclear Fission Weapons.

Leads to: Advanced Tactical Nuclear Weapons, Boosted Fission Stages.

Unlocks:

Improves:

Improved Biological Weapons (Biological_Weapons_Mk2)

The primary challenge with developing effective biological weapons is preserving the pathogens being weaponized and ensuring that they can survive long enough to infect or intoxicate their target populations. Improving the storage and deployment systems for bioweapons will be necessary to utilize more effective diseases, as well as ensure that the pathogens are still highly contagious and virulent upon deployment. The availability of stronger biological agents, combined with improved weaponization, deployment and dispersal methods, allows for the creation of biological weapons that are deadlier and more effective as a whole.
Upgrades bioweapons to use weaponized smallpox, increasing their outbreak range, duration and lethality.

Level 3, cost 15, NoAutoUnlockTillLevel 99

Requires: Basic Biological Weapons.

Leads to: Advanced Biological Weapons.

Unlocks:

Improves:

Improved Chemical Weapons (Chemical_Weapons_Mk2)

Blood agents and nerve agents were developed as more powerful and more lethal alternatives to blister agents and asphyxiants. These agents are capable of directly stopping the absorption of oxygen in the bloodstream, or attacking and shutting down the nervous system. Rather than relying on the target suffocating by attacking the lungs, these weapons can directly and rapidly induce rapid organ failure and death on their own, making them considerably more dangerous than earlier chemical weapons. Improvements to the delivery and dispersion systems will also make it easier to spread the agents more efficiently and inflict more casualties.
Upgrades chemical weapons to the nerve agent known as Sarin, which has increased lethality and will slow armies for longer.

Level 3, cost 15, NoAutoUnlockTillLevel 99

Requires: Basic Chemical Weapons.

Leads to: Advanced Chemical Weapons.

Unlocks:

Replaces (no longer available after this research): Mustard Gas Artillery, Mustard Gas Bomb, Mustard Gas MRBM, Mustard Gas SRBM.

Improves:

Advanced Tactical Nuclear Weapons (Advanced_Tactical_nukes)

Not all tactical nuclear weapons are equal. Large weapons with limited guidance such as nuclear artillery shells and short-range ballistic missiles are relatively simple and easy to produce. However, more technical designs such as nuclear air-to-air missiles and ABMs require more finesse and expertise in order to be practical and functional. Advancements in warhead miniaturization and the development of new ad-hoc designs will pave the way for these specialized weapons.
Unlocks more tactical nuclear weapon designs. Increases the lethality and precision of nuclear artillery.

Level 3, cost 20, NoAutoUnlockTillLevel 99

Requires: Early Thermonuclear Weapons, Tactical Nuclear Weapons.

Unlocks:

Improves:

Gas Centrifuge Enrichment (Nuclear_Fuel_2)

When nuclear material is refined, only a portion of it exists as readily-fissile isotopes, while the rest is (relatively) inert. The fissile material has to be separated from the rest in order to have it in a concentration where it’s viable as a fuel source for a nuclear reactor or weapon. Since the two isotopes have very slightly different masses, it’s possible to separate the two using a gas centrifuge, producing depleted material as well as enriched material that can be used in nuclear warheads. The gas centrifuge process is far more efficient than the original first-generation gaseous diffusion method, and will make it much easier to produce weapons-grade nuclear material.
Increases the maximum efficiency that nuclear weapons can be produced at.
Causes warhead production efficiency to increase more quickly.

Level 3, cost 30, NoAutoUnlockTillLevel 4

Requires: Improved Production Reactors.

Leads to: Rapid-Cycling Plutonium Enrichment.

Specialized EMP Weapons (Specialized_EMP)

Nuclear explosions release a burst of electromagnetic energy known as an electromagnetic pulse, or EMP, which results in rapidly changing electric and magnetic fields that can damage and disable electronic equipment. At high altitudes, this EMP interacts with the Earth’s magnetic field and ionizes some of the atmosphere, which dramatically increases the EMP’s effects and range. Specialized high altitude EMP weapons, known as HEMPs, are nuclear weapons that explode at altitudes of around 400km in order to maximize this effect and knock out electrical infrastructure like communications and power grids. Although military equipment can be electrically shielded to protect against EMPs, most civilian electronics are vulnerable.
Unlocks EMP weapons, which will stun certain enemy units without electrical protection, as well dramatically affect the economic outputs of enemy cities within a wide radius. Stunned units will have no sensor capabilities, which prevents them from using weapons that require precise targeting.

Level 4, cost 20, NoAutoUnlockTillLevel 99

Requires: Boosted Fission Stages.

Leads to: Super EMP Weapons.

Unlocks:

Improves:

Boosted Fission Stages (Mega-warheads)

Although early fusion tests delivered incredible explosive yields, the devices that delivered them were inefficient and very large. The initial fission stage of a thermonuclear bomb can be boosted by using a small amount of fusion to produce neutrons, which then cause even more nuclear chain reactions and greatly speed up the fission process, which results in a higher blast yield. Making the tamper between the fission and fusion stages out of fissile material allows it to act as fuel, releasing even more energy. These improvements, along with a few others, allow for the construction of lighter, more efficient and more dangerous weapons.
Allows for the construction of more powerful thermonuclear weapons, with greater blast yields and the potential to be used in enhanced MIRV designs.

Level 4, cost 75, NoAutoUnlockTillLevel 5

Requires: Early Thermonuclear Weapons.

Leads to: Specialized EMP Weapons, Cobalt Bombs, Advanced Multi-Stage Weapons.

Unlocks:

Improves:

Cobalt Bombs (Cobalt_Bomb)

A cobalt bomb is a hypothetical 'salted' nuclear weapon. When cobalt is exposed to the neutrons released in a thermonuclear explosion, it is converted into a highly radioactive isotope that emits dangerous levels of radiation for decades. A thermonuclear bomb coated in cobalt would produce fallout that would persist and stay lethal for dozens of years, making it far more dangerous and damaging than a similar unsalted weapon.
Cobalt bombs produce higher casualties and much more fallout compared to weapons of similar yields. The enhanced fallout will also cause immediate casualties in cities that are not directly hit by the blast.

Level 5, cost 30, NoAutoUnlockTillLevel 99

Requires: Boosted Fission Stages.

Leads to: Enhanced Salted Weapons.

Unlocks:

Rapid-Cycling Plutonium Enrichment (Nuclear_Fuel_3)

Plutonium is created by bombarding uranium-238 with neutrons, which transmutes the uranium in such a way that it decays into highly fissile plutonium-239. However, plutonium-239 is liable to absorb another neutron and become plutonium-240, which contaminates the fuel supply and makes it less potent. To maximize the efficiency of plutonium enrichment, it's important to expose the uranium sample to just enough neutrons to convert it to plutonium-239, without having excess neutrons to produce plutonium-240. Doing so requires breeder reactors that can quickly change out the material they're enriching to avoid excessive neutron exposure. Developing improved breeder reactor designs with this capability will lessen the amount of plutonium-240 produced and result in purer plutonium fuel sources, and by extension, make it cheaper and easier to produce nuclear weapons.
Increases the maximum efficiency that nuclear weapons can be produced at.
Causes warhead production efficiency to increase more quickly.

Level 5, cost 45, NoAutoUnlockTillLevel 6

Requires: Gas Centrifuge Enrichment.

Leads to: Laser Uranium Enrichment.

Advanced Biological Weapons (Biological_Weapons_Mk3)

Further advancements in bioweapon technology allow for even the most dangerous diseases to be weaponized effectively and safely. Thanks to improved dispersion systems and more sophisticated epidemiological models, bioweapons can now target specific areas and infrastructure within cities, allowing for attacks specifically tailored to maximize exposure and long-distance transmission. Taking further measures to protect the pathogens before they're deployed to their targets will help maximize exposure during the attack and spur rapid infections, resulting in a critical mass of casualties that can more easily cascade into a large-scale outbreak. Perhaps most threateningly though, the genetics of the pathogens themselves can be altered to make them more suitable as weapons. As a result, biological weapons are now deadlier, more infectious and even more capable of wreaking havoc.
Upgrades bioweapons to use a modified strain of the Zaire Ebolavirus, which further increases their outbreak range, duration and lethality.

Level 6, cost 30, NoAutoUnlockTillLevel 99

Requires: Improved Biological Weapons.

Leads to: Experimental Bio/Chemical Weapons.

Unlocks:

Improves:

Advanced Chemical Weapons (Chemical_Weapons_Mk3)

Some recent examples of chemical weapons are designed to linger for extended periods of time, increasing their denial capabilities and their potential to inflict casualties. They are also more toxic and potent than their older counterparts. For some agents, a small dose of only a few dozen milligrams is capable of killing a healthy adult within minutes. Certain agents can also be absorbed through skin contact, rather than needing to be ingested or inhaled. Some weapons have even been designed to defeat chemical defence measures by slowly dissolving the protective equipment that would normally protect someone from exposure.
Upgrades chemical weapons to use the VX Gas nerve agent, which further increases their lethality and duration.

Level 6, cost 30, NoAutoUnlockTillLevel 99

Requires: Improved Chemical Weapons.

Leads to: Experimental Bio/Chemical Weapons.

Unlocks:

Replaces (no longer available after this research): Sarin Artillery, Sarin Bomb, Sarin MRBM, Sarin SRBM.

Improves:

Super EMP Weapons (Super_EMP)

By capitalizing on the gamma ray component of the initial blast, optimizing the altitude of the detonation and simply using more efficient weapons, it’s possible to amplify the effects of a nuclear EMP even further. Enhanced, or ‘super’ EMPs create even higher voltages, resulting in more powerful disruptive effects over an even larger radius. The technical knowledge needed to create a super EMP also paves the way for new delivery methods.
Unlocks super EMPs with greater areas of effect, and allows for the construction of 10MT EMP ICBMs.

Level 7, cost 25, NoAutoUnlockTillLevel 99

Requires: Specialized EMP Weapons.

Unlocks:

Improves:

Laser Uranium Enrichment (Nuclear_Fuel_4)

The fissile isotopes in uranium can be isolated using lasers, allowing for even faster enrichment. Lasers specially tuned to excite or ionize fissile U-235 atoms are used on a natural uranium sample and energize the fissile uranium into a state where it can easily be isolated and turned into enriched uranium. Laser uranium enrichment has a key advantage in that it doesn’t require large spaces or particularly extensive machinery to perform, meaning that it can be done more flexibly and in more secrecy, making enriched nuclear material even more accessible than before.
Increases the maximum efficiency that nuclear weapons can be produced at.
Causes warhead production efficiency to increase more quickly.

Level 7, cost 60, NoAutoUnlockTillLevel 8

Requires: Advanced Laser Guidance, Rapid-Cycling Plutonium Enrichment.

Leads to: Experimental Hybrid Enrichments.

Advanced Multi-Stage Weapons (Advanced_Multi-Stage_Weapons)

The latest generation of nuclear missiles can deliver multiple high-yield warheads at once, which means that even a single MIRV has enough firepower to obliterate a small country. In order to achieve such destructive power, measures need to be taken to maximize the efficiency and power of each individual warhead as well as reduce their physical footprints so they fit inside the delivery system. By using high quality, highly-enriched fuels, eliminating unnecessary weight and making design improvements to maximize the efficiency of the fission and fusion reactions, it will be possible to build practically sized weapons with even more destructive power. Additionally, developing the technology to make warheads more elongated or ‘egg-shaped’ without diminishing their blast yield will make it possible to fit more of them into a single weapons package. Together, these improvements will make it both feasible and practical to develop and deploy a new generation of thermonuclear weapons with utterly nightmarish potential.
Allows for the construction of advanced nuclear weapon designs, with extremely high blast yields. Also allows for the development of the most sophisticated MIRV designs.

Level 7, cost 100, NoAutoUnlockTillLevel 8

Requires: Boosted Fission Stages.

Leads to: Pure Fusion Weapons.

Unlocks:

Improves:

Enhanced Salted Weapons (Enhanced_Salted_Weapons)

Ordinary cobalt bombs have the potential to end the world, but enhancing their radiological effects allows them to do even more damage. The short-term effects of a cobalt bomb can be amplified by adding materials like sodium, zinc, gold or tantalum, which have shorter half-lives and expend their radioactive energy more quickly, giving people less time to seek shelter before they absorb a fatal dose of radiation. Sufficiently high levels of radiation can penetrate shielding, causing casualties in shelters that would have otherwise been safe. Further improvements can be made by maximizing the amount of contaminating material, optimizing its transmutation into radioactive isotopes, and detonating in a way that maximizes fallout dispersion. Such weapons would have the contaminating potential to pose a grave and dire threat to the entire biosphere, and could render huge swathes of land dangerously radioactive or utterly uninhabitable for decades. There is no purpose for such a weapon other than as a tool of spite and reprisal.
Replaces basic cobalt bombs with enhanced versions that release more pollution and cause more casualties. Be warned, the fallout will be overwhelming!

Level 8, cost 45, NoAutoUnlockTillLevel 99

Requires: Cobalt Bombs.

Unlocks:

Improves:

Experimental Bio/Chemical Weapons (Experimental_Biochem)

Chemical and biological weapons have not yet reached their maximum potential and their development has effectively been paused for decades due to treaties calling for their abolition. However, mastery over the chemical and biological sciences combined with sufficient support and funding could lead to a new generation of even deadlier weapons. Chemical weapons could be engineered to be even more toxic, dispersed more easily, longer-lived and harder to decontaminate. Hypothetical genetically engineered bioweapons could potentially be far more contagious and deadly than any disease in history, and have even been cited as posing a human extinction risk. Creating and weaponizing such agents could lead to weapons capable of unprecedented destruction.
Upgrades chemical weapons to use Novichok-2000, which will inflict even more casualties and is extremely long-lived.
Replaces bioweapons with newer models that utilize the engineered EMeVHF-24 'Medusa Fever' airborne hemmorhagic virus. Medusa Fever is dangerous enough to warrant being deployed by MIRVs and will inflict extreme casualties over a wide radius. Be warned, the effects will be devastating, and may reach your doorstep if you're not careful!

Level 8, cost 60, NoAutoUnlockTillLevel 99

Requires: Advanced Biological Weapons, Advanced Chemical Weapons.

Unlocks:

Replaces (no longer available after this research): VX Gas Artillery, VX Gas Bomb, VX Gas MRBM, VX Gas SRBM.

Improves:

Experimental Hybrid Enrichments (Nuclear_Fuel_5)

Although nuclear fuel enrichment is naturally very secretive, using novel concepts or a combination of different enrichment methods at once, such as centrifuging in tandem with electromagnetic separation, may make it possible to isolate fissile and fusionable material more efficiently. Although the exact details are (thankfully) not publicly known or well understood, an improved understanding of nuclear physics and engineering may eventually, or may have already led to, a new series of enrichment methods and associated apparatuses that can transmute and isolate nuclear material with greater efficiency. Naturally, having more widespread and cheaper access to materials like fissile U-235 and Pu-239 as well as fusionable tritium and deuterium, will make it even easier to build nuclear weapons.
Increases the maximum efficiency that nuclear weapons can be produced at.
Causes warhead production efficiency to increase more quickly.

Level 9, cost 75, NoAutoUnlockTillLevel 10

Requires: Laser Uranium Enrichment.

Pure Fusion Weapons (Pure_Fusion_Weapon)

A theoretical type of weapon, a pure-fusion weapon would rely entirely on nuclear fusion to generate energy. Such weapons would be lighter and more destructive compared to regular nuclear weapons, resulting in payloads with more raw destructive power. Although pure fusion releases dangerous ionizing radiation, unlike fission it does not produce any long-lived radioactive byproducts, making it less liable to contaminate the environment with dangerous radioactive fallout. However, the destruction caused by pure-fusion explosions will still raise particulate matter high into the upper atmosphere, contributing to nuclear winter and making the world less habitable.
Unlocks pure fusion weapons, which produce comparitively less fallout than other nuclear weapons and have unmatched raw destructive potential. Also upgrades all tactical nuclear weapons to cleaner, less polluting pure fusion versions, which can be used with greater impunity.

Level 10, cost 175, NoAutoUnlockTillLevel 99

Requires: Advanced Multi-Stage Weapons.

Unlocks:

Replaces (no longer available after this research): Nuclear SSM, Nuclear Artillery.

Improves:

Ballistic Missiles

Submarine Launched Ballistic Missile (SLBM)

In order to unlock the potential of nuclear-armed submarines, the daunting challenge of developing a viable long-range nuclear weapon for them would have to be overcome first. Submarine-launched ballistic missiles are especially challenging to construct due to the constraints on their size and weight, the fact that they must be launched from inside a manned submarine, and the need to be able to work properly during their brief underwater phase during submerged launches, all the while having to juggle the other challenges of ballistic missile design. But once SLBMs reached a viable state, the insurmountable threat posed by SSBNs could finally be realized.
Unlocks SLBMs, which are a prerequisite to develop ballistic missile submarines.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: Medium-Range Ballistic Missile.

Leads to: Basic SSBN, Novel Light Ballistic Missiles.

Unlocks:

Improves:

Transporter Erector Launcher Vehicles (Mobile_MRBM)

Fixed missile sites have a shortcoming in that they're easy to attack and destroy once they've been found. In order to ensure a second strike, specialized vehicles were developed to provide ballistic missiles with a degree of mobility, so they could frequently be relocated and rehidden, and by extension become more difficult to destroy all at once. Transporter Erector Launcher, or TEL systems, are purpose-built vehicles designed to carry heavy missiles and launch them with minimal set-up, directly from the vehicle itself.
Unlocks mobile MRBM and SRBM launch vehicles.

Level 2, cost 20, NoAutoUnlockTillLevel 99

Requires: nothing.

Leads to: Air-Launched Ballistic Missiles, ICBM TEL Vehicle.

Unlocks:

Improved Inertial Guidance (Improved_Inertial_Guidance)

Early ballistic missiles were very imprecise and lacked the accuracy to reliably engage small point targets like military bases, or launch silos, which means that these targets had to be serviced by bombers or shorter-range weapons instead. This problem would eventually be alleviated by improving the guidance and correction systems of the missiles. Inertial guidance is a process in which a missile determines its location and direction by tracking its own movements and deducing where it must be as a result. In essence, it’s how a missile knows where it is by knowing where it was, where it’s going, and where it’s supposed to be. Better inertial guidance systems will allow ballistic missiles to more accurately track and correct their flight paths, allowing them to explode closer to their intended targets and inflict more damage to them.
Without this technology, ballistic missiles won't be able to efficiently or reliably destroy hardened point targets like air bases or army bases unless they're using very large warheads, but will still do full damage to cities. Make sure you invest in this technology if you're planning on using your ballistic missiles for counterforce strikes!
Increases the accuracy of all ballistic missiles.

Level 2, cost 25, NoAutoUnlockTillLevel 3

Requires: nothing.

Leads to: Solid Fuel Rocket Systems, MARV.

Improves:

Medium-Range Ballistic Missile (MRBM)

After the first generation of ballistic missiles arrived, it didn’t take long for their designs to be improved and upscaled to provide increased range. Medium-Range Ballistic Missiles, also known as MRBMs, are a classification of missiles designed to be used against targets at ‘medium’ range, which in this context could mean distances out to 3,000km away. Their increased size and power makes them more capable than earlier ballistic missiles and SRBMs, and their focus on longer-range targets means they often have larger payloads to offset the loss of accuracy over long distances, giving them greater potential for counter-value attacks against enemy cities. They are also considerably smaller and simpler than full-sized ICBMs, which gives them more flexibility and lower production costs.
MRBMs are ideal as a powerful counterforce weapon that can be wielded in large quantities, and also have the potential to destroy enemy cities within range.

Level 2, cost 30, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Submarine Launched Ballistic Missile, Air-Launched Ballistic Missiles, Novel Light Ballistic Missiles.

Unlocks:

Replaces (no longer available after this research): Mustard Gas MRBM, Sarin MRBM, VX Gas MRBM.

Improves:

Launchpad ICBM (Launchpad_ICBM)

The rocket technology used for the earliest space missions has a sinister side. The same rockets that were used to pioneer humankind’s leap into space were the same rockets that would form the base for the world’s earliest intercontinental ballistic missiles, or ICBMs. An ICBM is a large ballistic missile that is launched high into the atmosphere and travels thousands of miles before arriving at its target. The earliest ICBMs were huge, primitive and inefficient, and had to be fired from complex space-launch facilities. They were bulky, expensive, cumbersome and inaccurate, but they were also the first weapons to provide nuclear superpowers a means to easily destroy targets anywhere on Earth within minutes. Thanks to these weapons, nowhere on Earth is safe.
Unlocks ICBM launchpads, which can fire heavy ICBMs.

Level 2, cost 45, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Compact ICBM.

Unlocks:

Improves:

Air-Launched Ballistic Missiles (Aircraft-launched_MRBM)

Although the simplicity of gravity bombs allows them to have impressive explosive yields, their limited range endangers the aircraft delivering them, as they have to enter hostile airspace and avoid enemy defences and air patrols, as well as run from the raw explosive power of the bomb itself. Developing ballistic missiles that can be launched from an aircraft, and modifying existing bombers to be compatible with them, will allow bombers to deliver heavy payloads from stand-off distances, significantly increasing their odds of survival and allowing them to attack targets further from their bases. Air-launched ballistic missiles, or ALBMs, may have lower yields than large free-fall bombs, but offer considerably more strategic flexibility.
Unlocks conventional and nuclear ALBMs for long-range bombers, allowing them to attack from farther away.

Level 3, cost 30, NoAutoUnlockTillLevel 99

Requires: Long-Range Bombers, Medium-Range Ballistic Missile, Transporter Erector Launcher Vehicles.

Leads to: Aircraft Launched ICBM.

Unlocks:

Improves:

Compact ICBM (ICBM)

As rocket technology evolved, ICBMs became smaller and more wieldy. Smaller ICBMs have the advantage of being cheaper, as well as easier and faster to set up, launch and reload. The trend of miniaturization meant that ICBMs could now be launched from underground silos, which are easier to conceal and more survivable than launchpads, and from special mobile launchers, which have the advantage of being able to relocate to engage targets more effectively, and avoid being destroyed.
Unlocks light ICBMs, which are cheaper, reload faster and can be launched from silos and mobile launchers.

Level 3, cost 45, NoAutoUnlockTillLevel 3

Requires: Launchpad ICBM.

Leads to: High-Power Rocket Designs.

Unlocks:

Improves:

ICBM TEL Vehicle (Mobile_ICBM)

Early missile vehicles were effective at carrying short and medium-range ballistic missiles, but as missile technology improved, it started to become apparent that these shorter-range systems would not be able to take on their long-range intercontinental counterparts. This created a demand for a road-mobile ICBM capability, which would have to be fulfilled using massive multi-axle vehicles powered by heavy diesel engines. Even so, the heavier ICBMs would remain relegated to silos, but now lighter ICBMs could go anywhere the road could take them.
Unlocks mobile ICBM launch vehicles, capable of using light ICBMs.

Level 3, cost 45, NoAutoUnlockTillLevel 99

Requires: Transporter Erector Launcher Vehicles.

Leads to: Improved TEL Systems, Aircraft Launched ICBM.

Unlocks:

Solid Fuel Rocket Systems (Solid_Fuel_Rockets)

Level 3, cost 45, NoAutoUnlockTillLevel 4

Requires: Improved Inertial Guidance.

Leads to: MIRV.

Improves:

Improved TEL Systems (Improved_TEL)

Upgraded suspensions, transmissions and more powerful diesel engines led to upgraded TEL systems of all weight classes that were capable of carrying even more weight with less difficulty. Although mobile launchers would naturally never be able to compete with fixed sites in terms of raw missile throw weight, these improved TEL systems would allow for increased mobility to aid in their survival. Improving the launch system itself and its supporting elements would also make it possible to rearm and fire a second missile in less time, though that time may be better spent driving away from the inevitable retaliation strike speeding towards the launch site...
Increases the driving speed for all ballistic missile vehicles.
Reduces the launch set-up and cooldown times for ballistic missile vehicles.

Level 4, cost 30, NoAutoUnlockTillLevel 99

Requires: ICBM TEL Vehicle.

Leads to: Advanced TEL Systems.

Improves:

  • MRBM TEL Vehicle:
    • speed = 65
    • weapon config “Chemical MRBM” becomes:
    • weapon config “Bioweapon MRBM” becomes:
    • weapon config “Improved Bioweapon MRBM” becomes:
    • weapon config “Advanced Bioweapon MRBM” becomes:
      • Ebola MRBM (Advanced_Bioweapon_MRBM) (×1, reload 18 s)
    • weapon config “Engineered Bioweapon MRBM” becomes:
    • weapon config “Conventional MRBM” becomes:
    • weapon config “100kt MRBM” becomes:
    • weapon config “250kt MRBM” becomes:
    • weapon config “500kt MRBM” becomes:
    • weapon config “Megaton MRBM” becomes:
    • weapon config “5M MRBM” becomes:
    • weapon config “500kt Cobalt MRBM” becomes:
    • weapon config “500kt Enhanced Salted MRBM” becomes:
    • weapon config “500kt EMP MRBM” becomes:
    • weapon config “500kt Super EMP MRBM” becomes:
    • weapon config “3x100kt MIRV MRBM” becomes:
    • weapon config “3x250kt MIRV MRBM” becomes:
    • weapon config “6x250kt MIRV MRBM” becomes:
    • weapon config “6x500kt MIRV MRBM” becomes:
    • weapon config “8x500 MIRV MRBM” becomes:
    • weapon config “8x1MT MRBM” becomes:
  • ICBM TEL Vehicle: speed = 50
  • SRBM TEL Vehicle:
    • speed = 75
    • weapon config “Conventional” becomes:
      • SRBM (SRBM) (unlimited, reload 16 s)
    • weapon config “Chemical” becomes:
    • weapon config “Nuclear” becomes:
    • weapon config “Pure Fusion” becomes:

High-Power Rocket Designs (Heavy_Missiles)

Further advancements in rocket and silo technology allow for ICBMs to carry bigger payloads with smaller rockets. Rocket propellants were improved to offer more thrust per unit of mass and engineering improvements on the rockets themselves serve to eliminate unnecessary weight and increase performance and efficiency. As a result, weapons originally delivered by heavy rockets which were confined to launchpads, can now be delivered by silo-based systems. This improved rocket technology also increases the maximum potential range of all ICBMs, and also paves the way for some particularly potent and sophisticated ICBM designs…
Allows missile silos to fire heavy ICBMs, similar to ICBM Launchpads. Increases the range of all ICBMs.

Level 4, cost 45, NoAutoUnlockTillLevel 4

Requires: Compact ICBM.

Leads to: Enhanced MIRVs.

Improves:

MARV (MARV)

A maneuverable reentry vehicle, or MARV is a ballistic warhead that’s capable of maneuvering after breaking off from its launch vehicle. MARVs have an advantage in that they can correct their course to their target for increased accuracy, and MARVs with sophisticated terminal guidance can actively track and engage moving targets. MARVs are not capable of radical maneuvers like hypersonic glide vehicles, but their increased accuracy and rudimentary tracking are welcome improvements. MARVs are most practical on medium-range systems like SLBMs and MRBMs being used against military targets.
This upgrade is necessary for ballistic missiles to be able to effectively and reliably engage mobile seaborne targets. Without it, the missiles will not be able to effectively track them and will do significantly less damage.
Increases the accuracy of unitary SLBMs, MRBMs and SRBMs, and makes them slightly more difficult to intercept.

Level 4, cost 45, NoAutoUnlockTillLevel 4

Requires: Improved Inertial Guidance.

Leads to: MIRV, Advanced Inertial Guidance.

Improves:

MIRV (MIRV)

A Multiple Independently-Targetable Reentry Vehicle, or MIRV, is a system that allows multiple nuclear warheads to be deployed by a single missile. During the midcourse phase of the missile’s trajectory, the grouped warheads separate from the bus stage of the rocket and drop towards their targets, in a way similar to a cluster bomb. MIRVs have an advantage over unitary rockets in that they can deliver more warheads at once with fewer launchers, making them useful for overwhelming ballistic missile defences while also being more efficient against massed targets like cities. Although the design of MIRVs necessitates smaller warheads than in a regular unitary missile, several smaller spread-out nukes will tend to do more damage than a single large one, conferring a destructive advantage. However, MIRVs require extensive technical knowledge to design and are considerably more expensive to produce.
Unlocks basic MIRVs, which release several nuclear warheads after being launched.

Level 4, cost 75, NoAutoUnlockTillLevel 5

Requires: Solid Fuel Rocket Systems, MARV.

Leads to: Penetration Aids.

Unlocks:

Improves:

Advanced Inertial Guidance (Advanced_Inertial_Guidance)

In order to reliably destroy hardened targets like silos and bunkers in a single strike, nuclear weapons would have to be able to consistently land within a few hundred meters of their targets or better. Refined inertial guidance systems with more sophisticated instrumentation and secondary corrective tracking measures would be necessary to minimize the error in the missile's calculated position and trajectory. More finely-tuned control thrusters would allow inertially guided weapons to make more precise adjustments, and eventually develop to a point where their warheads could reliably detonate within mere dozens of meters from their target even after travelling hundreds or thousands of kilometers. As a result, missiles that use this technology can guarantee the destruction of a static target anywhere on Earth, provided the warhead is powerful enough and there are no missile defences available to stop them.
Luck is leaving the equation. Where nuclear weapons are concerned, there is no longer such a thing as a near miss, and even relatively low-yield missiles will reliably destroy hardened silos.
Further increases the accuracy of all ballistic missiles.

Level 5, cost 40, NoAutoUnlockTillLevel 6

Requires: MARV.

Leads to: Enhanced MIRVs, Hypersonic Maneuvering.

Improves:

Penetration Aids (False_warheads)

The advent of anti-ballistic missiles meant that there was finally a tool that could challenge the formerly unstoppable power of a ballistic missile strike. To counteract this, measures were developed to confuse anti-missile defences and protect ballistic warheads from interception. Devices like chaff countermeasures, decoy warheads and cooling shrouds were developed to obscure nuclear missiles in flight and increase the odds of the warhead reaching its target without being destroyed first. Fielding these measures adds additional weight to the weapons package, which has to be offset with weight-reducing compromises, reduced range or additional thrust, making them most effective on heavier platforms. However, they can serve to overwhelm enemy ABM defences and make landing a successful hit considerably easier.
Passively decreases the chances of friendly ballistic missiles being shot down slightly.
Adds a small number of decoy warheads to ICBM MIRVs. Decoys won't be targeted by terminal ABMs, but can help overwhelm midcourse ABM systems.

Level 5, cost 45, NoAutoUnlockTillLevel 6

Requires: MIRV.

Leads to: Enhanced MIRVs.

Unlocks:

Improves:

Aircraft Launched ICBM (Aircraft-launched_ICBM)

Bombers will never be capable of firing missiles with the same heavy payloads as silo-based systems, but the ability to fire smaller ICBMs, similar to those used by road-mobile systems, can be achieved through extensive upgrades and modifications. Air-launched ICBMs, or AL-ICBMs, combine the strengths of both legs of the nuclear triad, and also allow for more strategic flexibility. AL-ICBMs can bypass anti-missile defenses by attacking from unexpected angles, and unlike surface-based systems, can't be countered by simply nuking the launch site. However, AL-ICBMs offer less raw destructive power when compared to traditional high-yield gravity bombs or heavy silo-based missiles, and may be less cost-effective.
Allows strategic bombers to launch the same missiles as ICBM vehicles.

Level 6, cost 75, NoAutoUnlockTillLevel 99

Requires: Long-Range Bombers, Air-Launched Ballistic Missiles, ICBM TEL Vehicle.

Improves:

Enhanced MIRVs (Improved_MIRV)

The first MIRV missiles could only deliver 3 warheads at once due to the bulkiness of the warheads, their guidance packages and the components of the MIRV bus that releases them. However, improvements in MIRV technology would size these components down and make it possible to fit more warheads into smaller spaces, and increase the destructive potential of MIRVs by improving their warhead count. Smaller, more sophisticated MIRV systems meant that it would also be possible to implement downsized versions on light, road-mobile ICBMs, instead of relegating them to heavy systems like silo-based ICBMs or shorter-ranged weapons like SLBMs.
Increases the warhead count for MIRVs, and unlocks light ICBM MIRVs for mobile launchers.

Level 6, cost 90, NoAutoUnlockTillLevel 7

Requires: High-Power Rocket Designs, Advanced Inertial Guidance, Penetration Aids.

Leads to: Novel Heavy Ballistic Missiles, Novel Light Ballistic Missiles.

Unlocks:

Improves:

Advanced TEL Systems (Advanced_TEL)

The advent of monstrously powerful gas turbine and heavy turbocharged diesel engines makes it possible to create TEL systems capable of hauling loads upwards of 80 tons. Further refined launch mechanisms and heavier and more capable support vehicles will also serve to allow these systems to launch their payloads more quickly. Although heavy ICBMs are still and always will be out of the question, lighter ICBMs are more mobile and easier to hide than ever, which can be especially disconcerting considering what modern road-mobile systems are capable of. Of course, the lighter short and medium-range missile carriers have also benefitted from these advances.
Further increases the driving speed for all ballistic missile vehicles.
Reduces the launch set-up and cooldown times for ballistic missile vehicles.

Level 7, cost 30, NoAutoUnlockTillLevel 99

Requires: Improved TEL Systems.

Improves:

  • MRBM TEL Vehicle:
    • speed = 75
    • weapon config “Chemical MRBM” becomes:
    • weapon config “Bioweapon MRBM” becomes:
    • weapon config “Improved Bioweapon MRBM” becomes:
    • weapon config “Advanced Bioweapon MRBM” becomes:
      • Ebola MRBM (Advanced_Bioweapon_MRBM) (×1, reload 15 s)
    • weapon config “Engineered Bioweapon MRBM” becomes:
    • weapon config “Conventional MRBM” becomes:
    • weapon config “100kt MRBM” becomes:
    • weapon config “250kt MRBM” becomes:
    • weapon config “500kt MRBM” becomes:
    • weapon config “Megaton MRBM” becomes:
    • weapon config “5M MRBM” becomes:
    • weapon config “500kt Cobalt MRBM” becomes:
    • weapon config “500kt Enhanced Salted MRBM” becomes:
    • weapon config “500kt EMP MRBM” becomes:
    • weapon config “500kt Super EMP MRBM” becomes:
    • weapon config “3x100kt MIRV MRBM” becomes:
    • weapon config “3x250kt MIRV MRBM” becomes:
    • weapon config “6x250kt MIRV MRBM” becomes:
    • weapon config “6x500kt MIRV MRBM” becomes:
    • weapon config “8x500 MIRV MRBM” becomes:
    • weapon config “8x1MT MRBM” becomes:
  • ICBM TEL Vehicle: speed = 60
  • SRBM TEL Vehicle:
    • speed = 90
    • weapon config “Conventional” becomes:
      • SRBM (SRBM) (unlimited, reload 12.8 s)
    • weapon config “Chemical” becomes:
    • weapon config “Nuclear” becomes:
    • weapon config “Pure Fusion” becomes:

Hypersonic Maneuvering (Hypersonic_Maneuvering)

Projectiles moving at speeds greater than Mach 5 are said to be ‘hypersonic’. Hypersonic flight is complicated by the intense amount of friction and heat produced as well as the properties of the airflow surrounding the object. As a result, maneuvering an object in the air at hypersonic speeds is a very challenging engineering problem, which requires extremely heat-resistant materials, complex propulsion systems designed for extreme speeds, and highly sophisticated and specialized aerodynamic designs. Mastering hypersonic maneuvering is useful for military applications, as it allows for the creation of hypersonic weapons, which are extremely dangerous, give the enemy little time to react and are nearly impossible to intercept and destroy without cutting-edge defences.
This technology will make it possible to develop hypersonic glide vehicles and hypersonic cruise missiles.

Level 7, cost 75, NoAutoUnlockTillLevel 9

Requires: Advanced Inertial Guidance.

Leads to: Hypersonic Glide Vehicles, Hypersonic Cruise Missiles, Hypersonic Hybrid Guidance SAMs.

Hypersonic Glide Vehicles (Hypersonic_Glide_Vehicles)

Hypersonic glide vehicles, or HGVs, offer a potential means to deliver nuclear warheads in a way similar to regular ballistic missiles, except with a much better chance of defeating missile defence systems. Similar to a ballistic warhead, HGVs are launched high into the atmosphere by a powerful rocket and then drop towards their targets at extreme speeds. However, while normal warheads simply follow a predictable ballistic trajectory, HGVs can glide in the atmosphere and maneuver before hitting their targets. Since they can actively change their course mid-flight, it's impossible to precisely predict their flight path, which makes them extremely difficult to intercept.
Due to their bulkier construction, demanding engineering requirements and prohibitingly high costs, HGVs are most practical on large unitary warheads, since MIRVs are already more capable of overwhelming missile defences.
Upgrades all heavy unitary ICBMs into HGV versions, which are much harder to shoot down once the glide vehicle has been deployed.

Level 8, cost 75, NoAutoUnlockTillLevel 10

Requires: Hypersonic Maneuvering.

Improves:

Novel Light Ballistic Missiles (Novel_BM_Light)

Further development in missile and warhead technology has the potential to lead to SLBMs and MRBMs with more destructive power. Their relatively small sizes have prevented them from having any particularly impressive MIRV capabilities, but that can be changed with the use of ultra-compact warheads along with some creative engineering.
Maximizes the number of warheads released by submarine and MRBM MIRV systems.

Level 9, cost 100, NoAutoUnlockTillLevel 10

Requires: Medium-Range Ballistic Missile, Submarine Launched Ballistic Missile, Enhanced MIRVs.

Unlocks:

Improves:

Novel Heavy Ballistic Missiles (Novel_BM_Heavy)

Although ICBMs arguably have nearly unmatched destructive power and versatility, they still face the challenges posed by anti-ballistic missile technology and the threat of being wiped out in a decisive first strike. By further increasing the performance of ICBMs by experimenting with new designs and technologies, they will have a better chance of defeating ABM systems and reaching their targets, and will be capable of delivering absolutely horrifying and abhorrent destruction when they arrive.
Maximizes the number of warheads released by road and silo-based ICBM MIRV systems.

Level 9, cost 120, NoAutoUnlockTillLevel 10

Requires: Enhanced MIRVs.

Unlocks:

Improves:

Ground Forces

Weapon Modernization (Weapon_Modernization)

Prior to the Cold War, most mainstay infantry weapons were either submachine guns or rifles chambered for full-power cartridges. Although neither type of weapon would be completely phased out from military use, they were both largely supplanted by assault rifles. Assault rifles fire intermediate cartridges and are generally relatively accurate and controllable when fired in full-auto, making them versatile weapons suitable for most situations. Concurrently, while most nations transitioned to assault rifles, their other weapons, like tank guns and artillery, would also enjoy incremental improvements, namely a trend towards standardized calibers and more powerful ammunition.
Transitioning to more effective weapons will allow army divisions and special forces to damage and destroy their targets faster. Don't forget to invest in better optics if you want to spot and attack your enemies from farther away!
Increases the damage done by armies and units with small-arms.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Specialized Small Arms Programs, Upgraded Mixed Weapons.

Improves:

Basic CBRN Defence (CBRN_Defence_1)

CBRN stands for Chemical Biological Radiological Nuclear, and CBRN defence seeks to miminize the effects of all of the above. Although chemical defence measures existed as early as 1915, the advent of nuclear weapons had serious implications for armies. Because armies tend to be large, dispersed and often in cover, the raw destructive power of nuclear weapons is often inefficient against army formations as a whole (yet undeniably effective against localized targets) but the threat of nuclear fallout creates new challenges. Although there’s no surviving a nuclear explosion at close range, personnel who aren't killed instantly can protect themselves from radiation, using respirators and specially-designed clothing which minimizes their exposure to hazardous materials and is easily decontaminated, very similarly to existing chemical defense equipment, but with emphasis on resisting radiation and offering full-body coverage.
Better CBRN Defense equipment will reduce the damage your army divisions, combat engineers and army bases will sustain from nuclear, chemical and biological weapons, but not their survivability against conventional weapons. Invest in this technology if you're expecting chemical or bioweapon attacks, or if your strategy for nuclear war relies on armies!

Level 2, cost 10, NoAutoUnlockTillLevel 4

Requires: Improved Personal Army Equipment.

Leads to: CBRN Countermeasures.

Protects (activates traits):

Specialized Small Arms Programs (Spec_Ops_Boost_1)

Special forces often operate in contexts where regular standard-issue weapons aren't optimal or may even be completely unsuitable. In order to improve the effectiveness of special operators in demanding or unusual conditions, unconventional ad hoc weapons can be designed and built in small numbers exclusively for special missions. Equipment such as underwater rifles, less-lethal weapons, highly-suppressed firearms for stealth operations, and special anti-personnel weapons like multi-shot grenade launchers and thermobaric rockets, are a few examples of tools that might emerge from such a program. Once the initial work is done to establish and meet a list of design requirements, the base designs can be modified and supplanted as more conventional weapon technology advances. Although the resulting systems are likely to be too specialized, complicated or impractical for regular forces, they can be absolutely invaluable for special forces and give them the edge needed to better tackle an already extremely imposing and demanding role.
Increases how quickly Spec-Ops Teams fire their weapons and deploy demolition charges.

Level 2, cost 10, NoAutoUnlockTillLevel 99

Requires: Weapon Modernization.

Leads to: Improved Special Mission Equipment.

Improves:

Improved Personal Army Equipment (Improved_Basic_Protection)

There are few places on Earth more hostile to human life than a live battlefield. Explosions, shrapnel and gunfire all pose a serious threat, and before the advent of effective body armour, they would invariably spell serious injury or death. Some rudimentary protection, like improved helmets and flak jackets, can help protect soldiers from low-speed projectiles like shrapnel and grenade fragments, but will fail against more potent threats like gunfire. Improving their other equipment will allow soldiers to operate more effectively, and reduce their casualties simply by merit of making them better prepared to fight and more able to avoid being killed or injured.
Increases the survivability of spec-ops, security checkpoints and army divisions.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Basic CBRN Defence, Basic Woven Body Armour.

Improves:

Portable Electronic Optics (Portable_Electronic_Optics)

In any battle, knowing exactly where the enemy is can mean the difference between a decisive victory and a crushing defeat. Effective ground reconnaissance allows armies and special forces to identify their targets from farther away and engage them earlier. Early night-vision and infrared imagers were big, cumbersome and had limited effectiveness, but they provided an advantage in finding enemy targets at night and in poor conditions. By sizing down these devices to a more manageable size and improving their performance, ground reconnaissance teams can use them to find enemy forces and precisely determine their positions. This increases the situational awareness of their parent unit and allows for more consistent and effective long-range attacks.
Increases the detection ranges for spec-ops, security checkpoints and army divisions.
Increases the range of small arms weapons, and slightly increases their accuracy and damage.
Increases the attack range for army bases and entrenched armies, and slightly increases their accuracy and damage.
Army divisions will be better at finding covert units.

Level 2, cost 15, NoAutoUnlockTillLevel 3

Requires: nothing.

Leads to: Early Tactical Optics.

Improves:

Early Infantry Fighting Vehicles (Army_Mech_Mk2)

Although APCs were capable of providing protection to infantry and quickly taking them in and out of battle, they struggled against any threats more serious than heavy machine guns. They were also of little use in combat after dismounting their troops, as they had limited firepower and were not well-suited to actual fighting. Infantry Fighting Vehicles, or IFVs, sought to solve these shortcomings by taking the APC concept and improving it with heavy turreted weapons, as well as thicker armour and other protective measures. While APCs are designed to simply carry troops into battle safely, IFVs do the same but are also capable of surviving on the battlefield and supporting the infantry as they fight, greatly increasing their effectiveness. The IFV concept would also synergize with tanks and complement their tactics, as IFVs could pick off and suppress lighter targets while tanks delivered devastating blows to other armoured vehicles and hard targets.
Improves the speed, health and damage of armies and combat engineers.
Increases the speed of army support elements.

Level 2, cost 30, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Modernized Armoured Vehicles.

Improves:

CBRN Countermeasures (CBRN_Defence_2)

As the threat posed by weapons of mass destruction proliferated, increased emphasis would be placed on giving armies the means to survive them. CBRN Defence equipment would improve in its ergonomics and protective properties, but an increased emphasis would be placed on early warning and mitigating the effects of CBRN weapons directly. Chemical detection paper, geiger counters and antidotes for common chemical weapons would become standard-issue in environments where exposure to CBRN threats was expected. Improved systems for decontaminating CBRN-exposed equipment and personnel would also be developed. These improvements would serve to increase the military's capacity to survive and continue operating in CBRN environments, but of course, weapons of mass destruction are never forgiving, and heavy casualties were still expected.
Increases the ability of army divisions, combat engineers, and army bases to withstand nuclear, chemical and biological weapons.

Level 3, cost 15, NoAutoUnlockTillLevel 5

Requires: Basic CBRN Defence.

Leads to: Specialized CBRN Reconnaissance.

Protects (activates traits):

Improved Special Mission Equipment (Spec_Ops_Boost_2)

One of the characteristics that separates special forces from conventional forces is that they're often expected to operate in harsher environments with very limited logistical support or operate in entirely different domains altogether. Working in extreme heat or cold, at high-altitudes, underwater, or simply miles and miles away from any sort of resupply or amenities, poses significant physical challenges. These difficulties can be assauged by developing a suite of purpose-built equipment specifically tailored to the unique requirements of special operations. Innovations like lightweight motorcycles, diver propulsion vehicles, and improved personal equipment designed for use in extreme climates, along with specialized mission-specific kit supplemented by training and doctrine changes, will allow special forces to perform more effectively in the field, allowing them to complete their objectives more quickly with less risk.
Increases the speed and survivability of Spec-Ops Teams.

Level 3, cost 15, NoAutoUnlockTillLevel 99

Requires: Specialized Small Arms Programs.

Leads to: Chemical Performance Enhancers.

Improves:

Upgraded Mixed Weapons (Improved_Army_Weapons)

The first generation of assault rifles had shortcomings like weight and reliability issues and had room for ergonomic improvements. Upgraded models of these weapons would quickly arrive, while a concurrent demand for other forms of firepower would lead to the introduction of relatively new or recently refined weapon concepts, like intermediate-caliber light machine guns, DMRs and grenade launchers. The increased presence of armoured vehicles on the battlefield due to widespread mechanization incentivized the creation of better anti-tank weapons, while the advent of helicopters spurred the development of shoulder-fired anti-air missiles. Naturally, other weapon systems like artillery and tank shells would also benefit from improved accuracy and improved ammunition.
Increases the damage done by armies and units with small-arms.
Partially unlocks MANPADS, which are short-range shoulder-fired AA missiles used by a variety of units that carry small arms.

Level 3, cost 15, NoAutoUnlockTillLevel 3

Requires: Weapon Modernization.

Leads to: Modular and Smart Army Weapons.

Unlocks:

Improves:

Specialized CBRN Reconnaissance (CBRN_Defence_3)

Increasingly potent chemical agents and the growing risk posed by tactical nuclear weapons, especially neutron bombs, spurred further developments in CBRN defence technology and doctrine. With the extreme lethality of modern nerve agents and the innate danger of radiation, the best defence is often to avoid or minimize exposure to the threats in the first place. Specialized CBRN reconnaissance vehicles would be developed specifically for the task of identifying chemical agents and evaluating the risk posed by radiological threats, which by extension would allow other units to be more prepared. Improved decontamination systems and ad-hoc CBRN specialist units would also aid in minimizing casualties in the event of a WMD strike, and also extend the longevity of CBRN equipment in a contaminated environment and ensure replacements were available.
Further increases the ability of army divisions, combat engineers, and army bases to withstand nuclear, chemical and biological weapons.

Level 4, cost 20, NoAutoUnlockTillLevel 6

Requires: CBRN Countermeasures.

Leads to: Advanced CBRN Equipment.

Protects (activates traits):

Basic Woven Body Armour (Basic_Body_Armor)

Certain high-strength fibers such as kevlar can be woven into body armour, which absorbs and dissipates the energy from incoming projectiles, providing a degree of protection against threats like low-power firearms and fragments from explosions. Although basic woven body armour is generally ineffective against rifle rounds, the additional protection from small-caliber weapons, shrapnel and blunt-force trauma will increase the survivability of infantry in the field and reduce the numbers and severity of casualties they take.
Increases the survivability of spec-ops, security checkpoints and army divisions.

Level 4, cost 30, NoAutoUnlockTillLevel 4

Requires: Improved Personal Army Equipment.

Leads to: Improved Ceramic Armour.

Improves:

Early Tactical Optics (Tactical_Optics)

Increasing the performance of night-vision and thermal optics even further allows them to be directly integrated with fire control systems on vehicles and used in head-mounted goggles and weapon sights by infantry. Rather than being relegated to reconnaissance teams in bulky packages that were difficult to work with, these new optics were less intrusive to use and could be used more frequently and ubiquitously, with many examples being light and ergonomic enough to be used in live combat. Though at this stage, there were still performance gaps to be filled, like battery life, performance and weight, there was a clear advantage to be had in being able to acquire a target and then immediately engage it.
Increases the detection ranges for spec-ops, security checkpoints and army divisions.
Increases the range of small arms weapons, and slightly increases their accuracy and damage.
Increases the attack range for army bases and entrenched armies, and slightly increases their accuracy and damage.
Army divisions will be better at finding covert units.

Level 4, cost 30, NoAutoUnlockTillLevel 5

Requires: Portable Electronic Optics.

Leads to: Advanced Tactical Optics.

Improves:

Modernized Armoured Vehicles (Army_Mech_Mk3)

Early IFVs were a considerable step forward, but their designs were relatively unrefined and each had its own shortcomings, such as poor protection and mobility, inaccurate anti-infantry weapons and ineffective or absent anti-tank capabilities. The next generation of IFVs would collectively learn from these mistakes and converge towards a similar set of design features. Autocannons and wire-guided anti-tank missiles would become ubiquitous on IFVs, and although a greater emphasis would be put on speed and maneuverability, most of the designs would become heavier and better armoured as well. Concurrently, tanks would transition to heavier and better protected designs, with larger main guns becoming a new standard and advanced features like autoloaders, gas turbine engines and improved gun stabilizers setting the stage for faster, smarter and deadlier armoured warfare.
Improves the speed, health and damage of armies and combat engineers.
Increases the speed of army support elements.

Level 4, cost 35, NoAutoUnlockTillLevel 4

Requires: Early Infantry Fighting Vehicles.

Leads to: Armoured Mid-life Upgrades.

Improves:

Chemical Performance Enhancers (Spec_Ops_Boost_3)

The use of drugs to improve combat capability and performance saw a notable rise in the early 20th century when coffee and cocaine were issued to troops as a stimulant, and again in WWII when methamphetamine was issued for similar reasons. Obviously, cocaine and meth can have detrimental psychological and physical effects on the user, so the practice stopped once the effects were better understood. More recently however, safer combat stimulants such as Modafinil have been developed to increase alertness without the potential risks associated with giving people automatic weapons and explosives while they're doing hard drugs. Taking a scientific approach to fitness also has the potential to improve the quality of high-performing athletes, like special operators. Advancements in sports nutrition and kinesiology make it easier to maximize athletic performance by building lean muscle mass using substances like creatine and whey protein. Less scrupulously though, anabolic steroids also have a similar effect, and even when their use is not condoned, they often see usage regardless of the risks, if they are accessible.
Increases the speed, survivability and fire rate of Spec-Ops Teams.

Level 5, cost 20, NoAutoUnlockTillLevel 99

Requires: Improved Special Mission Equipment.

Leads to: Genetically Enhanced Super Soldiers.

Improves:

Modular and Smart Army Weapons (Enhanced_Army_Weapons)

The basic design of an assault rifle is difficult to improve upon, as the concept of the weapon itself is extremely sound, and the roles that it cannot fulfill are generally performed by weapons with vastly different characteristics. As a result, while some small arms tried adopting radical new ideas like bullpup configurations, many simply became more ergonomic, modular and adaptable to their surroundings. Shortened weapons suitable for close-quarter battle like carbines and the first Personal Defence Weapon concepts would also start to garner interest as well. Heavier munitions like anti-tank missiles and artillery would leverage ever-increasing computing power, leading to the invention of the first top-attack missiles and smart artillery shells, making the battlefield a much more dangerous place for slow or exposed targets.
Increases the damage done by armies and units with small-arms.

Level 5, cost 30, NoAutoUnlockTillLevel 5

Requires: Upgraded Mixed Weapons.

Leads to: Advanced Army Weapons.

Improves:

Advanced Tactical Optics (Advanced_Tactical_Optics)

The latest next-generation night-vision and thermal optics allow infantry to operate in near total darkness as if it were only a minor inconvenience, and increasing the reliability and energy efficiency of these systems only makes them more accessible. Concurrently, making thermal and night-vision sights standard on armoured vehicles greatly increases their situational awareness, and by extension, their ability to strike first and perform effectively in combat. Thanks to a combination of electronic weapon sights, laser designators and infrared illuminators, ground forces will be able to spot, mark, relay and engage targets with ease from further away, even with obstructions like thick vegetation or harsh weather obscuring their targets.
Increases the detection ranges for spec-ops, security checkpoints and army divisions.
Increases the range of small arms weapons, and slightly increases their accuracy and damage.
Increases the attack range for army bases and entrenched armies, and slightly increases their accuracy and damage.
Army divisions will be better at finding covert units.

Level 6, cost 30, NoAutoUnlockTillLevel 7

Requires: Early Tactical Optics.

Leads to: Light Unmanned Vehicles.

Improves:

Improved Ceramic Armour (Improved_Body_Armor)

In order to stop high-powered threats like rifle ammunition, body armour needs a high-hardness component to absorb most of the initial impact and prevent penetration. Early metals were incapable of stopping gunfire while still being light enough to be practical to wear. However, improvements in metallurgy and armour design have resulted in hard ballistic armour inserts that are capable of surviving hits from full-power rifle ammunition with limited (but not zero) injury to the wearer. Now, gunshots that may have once meant certain death for the recipient, might be reduced to minor injuries like bruising or cracked ribs.
Increases the survivability of spec-ops, security checkpoints and army divisions.

Level 6, cost 30, NoAutoUnlockTillLevel 6

Requires: Basic Woven Body Armour.

Leads to: Composite Liquid Armour.

Improves:

Armoured Mid-life Upgrades (Army_Mech_Mk4)

For a period, armoured vehicle designs as a whole were generally sophisticated enough that heavily upgrading them was preferable to designing completely new replacements. However, the gap in ability between the old and new models would prove to be substantial after years of cumulative upgrades. Developments ranging in age and sophistication from engine upgrades, to applique and explosive-reactive armour packages, to electronic panoramic sights, to remote-controlled weapons stations, would continuously make armoured fighting vehicles faster, tougher and deadlier. Eventually, many of these vehicles would reach a point where their only obvious commonality with their earlier predecessors is their lineage itself.
Improves the speed, health and damage of armies and combat engineers.
Increases the speed of army support elements.

Level 6, cost 45, NoAutoUnlockTillLevel 6

Requires: Modernized Armoured Vehicles.

Leads to: Novel Fighting Vehicle Concepts.

Improves:

Advanced Army Weapons (Advanced_Army_Weapons)

The increasing prevalence of body armour and the tendency for infantry to often find themselves in tight, cover-filled urban settings on the modern battlefield led to a demand for further weapon improvements. The demand was for weapons that were more capable of defeating modern body armour, while also more maneuverable in close quarters. As a result, armour piercing ammunition started to see widespread use, even being used in certain weapons as small as SMGs and handguns, and interest was renewed in heavier, larger caliber ammunition for service rifles. Carbines, bullpups and collapsible and folding stocks would become ubiquitous, while the realm of anti-tank weapons would see an increasing demand for armour-penetrating power, leading to smaller rifles and bigger rockets. The precision of other tactical ground-based weapons would also continue to improve, making them even more dangerous than before.
Increases the damage done by armies and units with small-arms.

Level 7, cost 30, NoAutoUnlockTillLevel 7

Requires: Modular and Smart Army Weapons.

Leads to: Experimental Army Weapon Concepts.

Improves:

Advanced CBRN Equipment (CBRN_Defence_4)

Throughout its evolution, all CBRN equipment has had a similar job and performed it in the same way. In essence, stopping the wearer from being exposed to radiation or toxic agents. CBRN defence revolves around exposure prevention, treatment, early warning and decontamination, and the methods for all of them have followed the same principles, only to be improved upon mainly with advances in chemistry and material science. Making CBRN gear more ergonomic, longer-lived and better-protecting will make it even more effective at preventing casualties, while the use of drones and unmanned ground vehicles in tandem with advanced detecting equipment will make it even easier to detect and identify CBRN threats, so they can be addressed even more efficiently.
Further increases the ability of army divisions, combat engineers, and army bases to withstand nuclear, chemical and biological weapons.

Level 7, cost 30, NoAutoUnlockTillLevel 9

Requires: Specialized CBRN Reconnaissance.

Protects (activates traits):

Composite Liquid Armour (Advanced_Body_Armor)

Liquid armour is a concept in which a non-Newtonian fluid, which rapidly thickens under sudden strain such as from an impact, is integrated into body armour. The idea is that when a bullet or fragment hits the liquid armour, it will rapidly thicken into a solid or near-solid, and absorb and dissipate the impact before rapidly returning to its normal liquid state. When used in conjunction with woven and hard armour, it provides additional protection while also being relatively lightweight and flexible.
Increases the survivability of spec-ops, security checkpoints and army divisions.

Level 8, cost 45, NoAutoUnlockTillLevel 9

Requires: Improved Ceramic Armour.

Leads to: Powered Nanomaterial Armour.

Improves:

Light Unmanned Vehicles (Light_Unmanned_Vehicles)

The reconnaissance capabilities of a fighting unit can be expanded even further with the use of expendable unmanned vehicles. Using small, remote-controlled robots and throwable UAVs equipped with surveillance equipment, reconnaissance teams will be able to locate and identify enemy activity from more vantage points while also exposing themselves to less danger. The use of these devices will serve to extend the range and efficiency of reconnaissance patrols, as well as provide real-time information on enemy positions in battle.
Increases the detection ranges for spec-ops, security checkpoints and army divisions.
Increases the range of small arms weapons, and slightly increases their accuracy and damage.
Increases the attack range for army bases and entrenched armies, and slightly increases their accuracy and damage.
Army divisions will be better at finding covert units.

Level 8, cost 45, NoAutoUnlockTillLevel 9

Requires: Advanced Tactical Optics.

Leads to: Robotic Infantry Aids.

Improves:

Novel Fighting Vehicle Concepts (Army_Mech_Mk5)

Newly emerging technologies have the potential to increase the mobility, survivability and lethality of military vehicles. Novel developments such as active thermal stealth, advanced reactive armours, next-generation hard-kill protection systems and optional manning have the potential to make armoured vehicles and their crews much harder to hit or kill. These new measures don't rely on heavy plating, allowing armoured vehicles to be lighter, more mobile and more effective, while also granting them more weight to dedicate to heavier weapons, which are also trending. These improvements will give armies a huge amount of operational flexibility and allow them to attack with extreme speed and ferocity, allowing them to quickly overwhelm and overpower their enemies.
Improves the speed, health and damage of armies and combat engineers.
Increases the speed of army support elements.

Level 8, cost 60, NoAutoUnlockTillLevel 9

Requires: Armoured Mid-life Upgrades.

Improves:

Experimental Army Weapon Concepts (Experimental_Army_Weapons)

Advancements in weapons development and the application of prototypical concepts has the potential to make armies even more dangerous on the battlefield. New, relatively untested innovations such as caseless ammunition and smart airburst grenades have the potential to give armies even more of an edge. And of course, the cumulative improvements to other weapons systems and the widespread adoption of smart guidance systems, potentially on systems as small as man-portable mortars, will continue to make fighting even more perilous, to the point where the difference between life and near-instant death may just be a matter of being in the open for just a few seconds too long.
Increases the damage done by armies and units with small-arms.

Level 9, cost 45, NoAutoUnlockTillLevel 9

Requires: Advanced Army Weapons.

Improves:

Powered Nanomaterial Armour (Experimental_Body_Armor)

Powered armour is a concept in which the wearer is effectively enclosed in a powered protective suit or exoskeleton, which allows them to rely on the power of the suit itself rather than their own physical strength. This allows the wearer to potentially carry much more equipment, move faster, jump higher, and lift loads far heavier than they could unassisted. Extremely strong nanomaterials with tensile strength much higher than steel, have the potential to serve as the basis for extremely strong body armour, to the point where the limiting factor would be how much blunt trauma the wearer could absorb, rather than if the armour could be penetrated. A combination of the two could allow a person to greatly outperform an unequipped counterpart and withstand far more punishment. Although such a system would be extremely expensive, if it could be mass-produced, it would dramatically improve the capabilities of an infantry soldier.
Increases the survivability of spec-ops, security checkpoints and army divisions.

Level 9, cost 45, NoAutoUnlockTillLevel 10

Requires: Composite Liquid Armour.

Improves:

Robotic Infantry Aids (Robotic_Infantry)

With the widespread use of drones and unmanned vehicles, the next logical thing to unman was people themselves. Armed, remote-controlled robots can supplement (but not replace) the ranks of regular infantry as expendable soldiers that can be tasked to do things that would be far too risky for humans to willingly or safely carry out. Having a sacrificable scapegoat for high-risk action is especially valuable for long-range patrols, where the risk of death or capture is especially high, as well as in regular combat situations. Integrated sensors and data fusion can also serve as a force-multiplier for those fighting alongside the robots, as they’ll be able to provide targeting data as they actively fight alongside their unit.
Increases the detection ranges for spec-ops, security checkpoints and army divisions.
Increases the range of small arms weapons, and slightly increases their accuracy and damage.
Increases the attack range for army bases and entrenched armies, and slightly increases their accuracy and damage.
Army divisions will be better at finding covert units.

Level 9, cost 45, NoAutoUnlockTillLevel 10

Requires: Light Unmanned Vehicles.

Improves:

Genetically Enhanced Super Soldiers (Spec_Ops_Boost_4)

Gene therapy is an emerging technology that uses viral vectors to alter the gene expression of an organism, and aims to solve genetic problems like allergies and hereditary disorders. Less ethically, however, it could also be used to genetically increase the speed, strength, and overall athletic performance of a human being, as well as introduce other traits like a heightened pain tolerance and improved wound healing. Using gene therapy in the latter capacity could provide an effective, albeit expensive way of making a person more capable on the battlefield. Because of the costs and moral ramifications involved, widespread genetic enhancement of a military force is very unlikely, especially in the near term, but it could hypothetically be applied in a limited number of willing and suitable subjects that would benefit the most from it. The prime candidate for trialling genetic enhancements for battlefield performance would naturally be special operators, who are ostensibly the most dedicated to their work, in excellent physical health, and are expected to perform the most demanding roles in the harshest conditions.
Increases the speed, survivability and fire rate of Spec-Ops Teams.

Level 10, cost 50, NoAutoUnlockTillLevel 99

Requires: Chemical Performance Enhancers.

Improves:

Aircraft Technology

Helicopters (Helicopter_1)

After helicopters became a viable means of transportation, their potential for military applications was quickly realized. Despite the shortcomings of early helicopters, the ability to land without a runway and hover in mid-air made them invaluable as a means to rapidly move personnel and equipment, as well as in specialized roles like anti-submarine warfare and close air support. The new capabilities offered by helicopters would revolutionize warfare on land, in the air and at sea.
Unlocks Spec-Ops Helicopters and Naval Helicopters.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Turboshaft Helicopters.

Unlocks:

2nd Generation Aircraft (Generation_2_Aircraft)

Jet aircraft revolutionized aerial warfare perhaps more than any other development, and the second generation of jet aircraft would apply the hard lessons learned about this newly revolutionized battlespace. Second generation jets would see a pronounced shift from gun-based combat over to air-to-air missiles, which were far more suited to high-speed fighting. This generation of fighters would also see the first widespread use of built-in radars and afterburning engines capable of providing supersonic speeds. These new capabilities would also necessitate a trend of combat aircraft getting larger and heavier as they became more complex, sophisticated and powerful.
Provides fighter aircraft with radar.
Allows attack aircraft to carry light nuclear weapons and AGMs.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: 3rd Generation Aircraft, Interceptor Aircraft.

Unlocks:

  • Weapon AGM (AGM)

Improves:

Long-Range Bombers (Generation_2_Bomber)

Although deploying nuclear weapons from bombers is viable, and in truth the only delivery method that’s been used in an actual attack, the very first nuclear-capable bombers had severe shortcomings in their survivability and operational range. Shortly after the advent of nuclear weapons, efforts were quickly put towards creating long-range bombers, as the most immediately pursuable means of deploying nuclear weapons against strategic targets. These new designs would dramatically change the realm of strategic bombing and remain in service for decades, as a simple and cost-effective means of delivering huge amounts of conventional ordnance, or nuclear weapons.
Improves strategic bombers, namely by dramatically increasing their range, providing them with radar, and enabling them to use weapons other than free-fall bombs.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Early Supersonic Bombers, Air-Launched Ballistic Missiles, Aircraft Launched ICBM.

Unlocks:

  • Weapon GBU (GBU)

Improves:

AWACS (AWACS)

Ground-based radar was crucial for detecting enemy aircraft and providing advance warning for air defences and air superiority fighters, but had obvious limitations in that it was confined to the ground, meaning it could only provide warning for a fixed area. Once aircraft and radar technology evolved to a certain point, the idea of using heavy aircraft designated as radar carriers to provide early warning was quickly put into practice. Airborne Early Warning and Control aircraft, colloquially known as AWACS (for airborne warning and control system) are generally based on commercial aircraft and serve as a control center for airborne units, thanks to their powerful radars which can identify enemy aircraft and missile threats from hundreds of kilometers away.
AWACS can detect aircraft and enemy units from far away, and can be upgraded to detect ballistic missiles with the appropriate over-horizon radar technology.
Also adds radar to naval helicopters to detect units from further away.

Level 1, cost 25, NoAutoUnlockTillLevel 3

Requires: nothing.

Unlocks:

Improves:

Spy Planes (Spy_Plane)

Aircraft in the military had their debut in WWI doing reconnaissance and observation missions, but the advent of jet aircraft decades later would create a new world of potential for aerial reconnaissance. A new breed of extremely specialized aircraft, colloquially known as spy planes, was developed for the role. These planes, equipped with little more than a suite of cameras, are designed to fly over enemy territory at extreme altitudes and take photographs to determine the location and movements of enemy assets. Early spy planes were almost invulnerable to enemy air defences and radar by sheer virtue of how high they flew, but as air defences advanced, spy planes adopted extreme speed as a defence mechanism, setting world records in the process.
Unlocks Spy Planes, which are hosted by specialized airbases. Spy Planes can fly over enemy territory to identify enemy units, can't be targeted with guns, can only be detected by units with strong radars with pulse-doppler technology or better, are harder to find, and are very difficult to shoot down. They can be upgraded to extremely high-speed versions with the appropriate jet aircraft technology.

Level 1, cost 25, NoAutoUnlockTillLevel 99

Requires: nothing.

Unlocks:

Early Supersonic Bombers (Generation_3_Bomber)

As aircraft and air defence systems evolved, bombers would have to evolve as well to stay relevant in the increasingly hostile strategic environment. Early developments resulted in a breed of fast, high-altitude bombers that were very capable over short distances, but were also very expensive to operate, required long runways and had limited range compared to their earlier counterparts. Although these short-comings would ultimately lead to their discontinuation, the ability to rapidly deliver a heavy payload by plane offered a degree of strategic value while other technologies matured, including the generation of bombers that would follow.
Unlocks High-Speed Bombers, which can only be launched from specialized air bases. High-speed bombers are faster than regular bombers but are also more expensive, can take less damage, only use gravity bombs and are initially shorter-ranged.

Level 2, cost 15, NoAutoUnlockTillLevel 5

Requires: Long-Range Bombers, 3rd Generation Aircraft.

Leads to: Late Supersonic Bombers.

Unlocks:

Jet-Powered Heavy Airframes (Heavy_Airframe_1)

The development of efficient, relatively low-powered jet engines with high bypass ratios meant that large non-combatant aircraft like cargo planes and commercial airliners could enjoy increased speed and performance over their older prop-driven counterparts. The military readily realized this, and jet-powered transport and strategic lift aircraft quickly entered the scene.
Increases the speed, range and survivability of AWACS and transport planes.

Level 2, cost 15, NoAutoUnlockTillLevel 3

Requires: nothing.

Leads to: High Efficiency Heavy Airframes.

Improves:

  • AWACS:
    • new appearance
    • speed = 500
    • turnspeed = 4.5
    • range = 12 000
    • power = 1.75
  • Carrier AWACS:
    • range = 3 500
    • power = 1.25
    • speed = 450
    • turnspeed = 3.5
  • Special Mission Aircraft:
    • new appearance
    • speed = 600
    • turnspeed = 7.5
    • range = 9 000
    • power = 1.1
  • Air Transport:
    • new appearance
    • speed = 600
    • turnspeed = 6
    • range = 9 000
    • power = 3.6

Turboshaft Helicopters (Helicopter_2)

Most early helicopters were limited by their large, cumbersome piston engines, which were poorly suited for the role. As a result, the first helicopters were slow, inefficient and underpowered. The adoption of more powerful turboshaft engines allowed helicopters to fly faster, farther and with more weight, which greatly increased their potential in all of their roles. Being able to carry more equipment allowed for upgrades in other areas, like weapons, sensors and protection. That, along with the addition of a variety of other design improvements, made the following generation of helicopters far more capable, with some designs being reused and upgraded for decades after their introduction. Furthermore, although the concept of strapping weapons to helicopters was not at all new, the first purpose-built attack helicopters would emerge shortly after turboshaft designs became commonplace.
Unlocks Attack Helicopters, for Army Bases, Makeshift Airbases, and Forward Operating Bases. Increases the speed, range and survivability of helicopters.

Level 2, cost 15, NoAutoUnlockTillLevel 3

Requires: Helicopters.

Leads to: Enhanced Helicopters.

Unlocks:

Improves:

  • Naval Helicopter:
    • new appearance
    • speed = 250
    • size = 0.075
    • turnspeed = 3.75
    • range = 1 400
    • power = 1
  • Spec-Ops Helicopter:
    • new appearance
    • speed = 250
    • size = 0.075
    • turnspeed = 12.5
    • range = 2 250
    • power = 1

3rd Generation Aircraft (Generation_3_Aircraft)

The third generation of fighter aircraft began to focus heavily on technological advantages to stay competitive in hostile airspace. Beyond-visual-range combat became a core focus of the capabilities for this generation, and the development of high-efficiency turbofan engines would extend the operational range of these craft. Although they would become slightly faster and more maneuverable, the emphasis on these traits would become more subdued as engagement distances grew, and within-visual-range combat and dogfighting began to fall out of favour. Instead, improved avionics, countermeasures and heavier weapon payloads would be prioritized.
Increases the speed, range and survivability of combat aircraft. Greatly increases their weapon payloads and allows them to fire more quickly.

Level 2, cost 30, NoAutoUnlockTillLevel 2

Requires: 2nd Generation Aircraft, Early Infrared Air-to-Air Missiles.

Leads to: Early Supersonic Bombers, Improvised Airbases, 4th Generation Aircraft.

Improves:

  • Fighter:
    • new appearance
    • size = 0.04
    • speed = 950
    • turnspeed = 12
    • range = 3 250
    • power = 1
    • weapon config “Air-To-Air” becomes:
      • AAM (AAM) (×6, salvo 2, reload 2.7 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
  • Multirole Attacker:
    • new appearance
    • size = 0.04
    • speed = 850
    • turnspeed = 10
    • range = 3 000
    • power = 1
    • weapon config “Air-to-Air” becomes:
      • AAM (AAM) (×4, salvo 2, reload 3.3 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Bombs” becomes:
      • Bombs (Free fall bomb) (×6, reload 0.3 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 3.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Rockets” becomes:
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 3.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “AGM” becomes:
      • AGM (AGM) (×2, reload 2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 3.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • sensors become:
  • Interceptor:
    • weapon config “Air to Air” becomes:
      • LAAM (LAAM) (×4, salvo 2, reload 4 s, auto-engages)
    • new appearance
    • size = 0.05
    • speed = 1 800
    • turnspeed = 20
    • range = 5 000
    • power = 0.75
  • Spy Plane:
    • new appearance
    • speed = 3 000
    • size ×0.8
    • turnspeed = 5
    • range = 15 000
    • power = 1.75
  • EW Aircraft:
  • Autocannon: damage ×1.2
  • Reconnaissance Camera: range = 160

Improvised Airbases (Improvised_Airbase)

In the event of a major conventional or nuclear war, military infrastructure such as airbases are likely to be among the first targets to be destroyed. In order to project air power in the absence of proper facilities, provisions can be made to operate aircraft on makeshift runways such as highways or empty fields. Doing so requires specially designed S/VTOL aircraft capable of taking off in such conditions. The first generation of VTOL aircraft were designed specifically with this in mind.
Improvised airbases can be built quickly, but are only capable of supporting a limited number of multirole aircraft and helicopters.

Level 2, cost 30, NoAutoUnlockTillLevel 99

Requires: 3rd Generation Aircraft.

Unlocks:

Interceptor Aircraft (Interceptor_aircraft)

Interceptors are aircraft that specialize in defeating large targets in long-range air-to-air combat. Although interceptors have a history dating back to the beginning of aerial warfare, the advent of powerful, high-altitude aircraft armed with nuclear weapons necessitated the development of more specialized and capable interceptors. The introduction of jet engines and long-range air-based radars and missiles allowed for the development of a new breed of interceptor aircraft, capable of covering incredible distances at extreme speeds and engaging enemy aircraft from miles away.
Interceptors are fast and very capable against other aircraft at long-range, but do poorly against enemy fighters that are close enough to attack. Use them defensively to quickly defeat enemy AWACS and bombers that stray into your territory. Advanced interceptors can also be equipped with ASATs.

Level 2, cost 30, NoAutoUnlockTillLevel 99

Requires: 2nd Generation Aircraft, Early Infrared Air-to-Air Missiles.

Unlocks:

Improves:

4th Generation Aircraft (Generation_4_Aircraft)

Fourth generation aircraft continued the trend of extending their engagement ranges far into beyond-visual-range distances, and make use of a variety of technologies to that end. Digital avionics and fly-by-wire control systems would allow aircraft to fly smarter, while composite materials, advanced aerodynamics and almost ubiquitously twin-engined designs improved the physical performance of the airframes. Even though dogfights are seldom expected, 4th generation fighters are almost universally capable of sustained supersonic flight and high-G maneuvers, and some are capable of supermaneuverability. Many of these improvements were developed with the new advantages and threats posed by modern missile systems in mind, which helped mould the focus of their defensive and offensive capabilities.
Further increases the speed, range and survivability of combat aircraft. Improves their weapon loadouts and offensive capabilites.

Level 3, cost 45, NoAutoUnlockTillLevel 4

Requires: 3rd Generation Aircraft.

Leads to: Late Supersonic Bombers, 4.5+ Generation Aircraft.

Unlocks:

Improves:

  • Fighter:
    • new appearance
    • size = 0.03
    • speed = 1 000
    • turnspeed = 15
    • range = 3 750
    • power = 1.2
    • weapon config “Air-To-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 2 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • sensors become:
  • Multirole Attacker:
    • new appearance
    • size = 0.03
    • speed = 1 000
    • turnspeed = 12
    • range = 3 500
    • power = 1.2
    • weapon config “Air-to-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 2.7 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Bombs” becomes:
      • Bombs (Free fall bomb) (×8, reload 0.3 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.7 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Rockets” becomes:
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.7 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “AGM” becomes:
      • AGM (AGM) (×4, salvo 2, reload 2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.7 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “ALCM” becomes:
      • ALCM (ALCM) (×1, reload 5 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.7 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Nuclear ALCM” becomes:
    • weapon config “Pure Fusion ALCM” becomes:
    • sensors become:
  • Interceptor:
    • weapon config “Air to Air” becomes:
      • LAAM (LAAM) (×4, salvo 2, reload 3 s, auto-engages)
    • weapon config “ASAT” becomes:
    • new appearance
    • size = 0.045
    • speed = 2 250
    • turnspeed = 24
    • range = 7 000
    • power = 0.9
  • EW Aircraft:

Enhanced Helicopters (Helicopter_3)

In order to survive in increasingly dangerous environments, helicopters gradually became heavier to accommodate more powerful sensors, countermeasures and weapons, and the increased weight would have to be offset with increased engine power and lift. Twin-engine designs became ubiquitous and older designs gradually adopted more rotor blades, as well as other improvements like system redundancy, ‘glass cockpits’ and composite materials. As a result, helicopters became faster overall, but also much more capable in other terms.
Further increases the speed, range and survivability of helicopters.

Level 4, cost 20, NoAutoUnlockTillLevel 5

Requires: Turboshaft Helicopters.

Leads to: Advanced Helicopters.

Improves:

  • Naval Helicopter:
    • new appearance
    • speed = 300
    • size = 0.075
    • turnspeed = 4.5
    • range = 1 850
    • power = 1.3
  • Spec-Ops Helicopter:
    • new appearance
    • speed = 300
    • size = 0.07
    • turnspeed = 15
    • range = 2 750
    • power = 1.3
  • Attack Helicopter:
    • weapon config “Rocket Pod” becomes:
      • Chaingun (Chaingun) (×25, salvo 5, reload 0.1 s, auto-engages)
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages)
    • weapon config “ATGM” becomes:
      • Helicopter ATGM (Helicopter ATGM) (×8, salvo 2, reload 0.7 s, auto-engages, principal)
    • new appearance
    • speed = 325
    • size = 0.065
    • turnspeed = 24
    • range = 1 850
    • power = 1.5

Late Supersonic Bombers (Generation_4_Bomber)

As engine technology and material science evolved, it became possible to create supersonic bombers that were capable of practical long-distance flights. Later generation supersonic bombers used variable geometry airframes to their advantage to maintain fuel-efficient flight at all speeds and ultimately offer a way to deliver heavy air power on shorter notice.
Increases the speed and survivability of long-range bombers. Dramatically increases the speed and range of high-speed bombers.

Level 4, cost 30, NoAutoUnlockTillLevel 5

Requires: Early Supersonic Bombers, 4th Generation Aircraft.

Leads to: Stealth Bombers.

Improves:

  • Strategic Bomber:
    • new appearance
    • speed = 900
    • size = 0.08
    • turnspeed = 7
    • range = 16 000
    • power = 2.4
  • High-Speed Bomber:
    • new appearance
    • speed = 1 800
    • turnspeed = 5
    • range = 16 000
    • power = 1

4.5+ Generation Aircraft (Generation_4.5_Aircraft)

The standard set by 4th generation airframes would prove to be difficult to improve upon for some time, and as a result many of the general designs would stay in service for quite a while, but they would continuously be upgraded to new standards and blocks. Improvements like advanced avionics, conformal fuel tanks, modernized weapon systems and upgraded engines would help the fourth generation of fighters survive and thrive even as their original basic designs aged and became decades old. Despite the fact that many 4.5 generation aircraft have the same pedigree as their earlier counterparts, the cumulative upgrades that they enjoy make them considerably more capable than their predecessors.
Increases the range and survivability of combat aircraft, and allows them to fire their weapons more quickly.

Level 5, cost 45, NoAutoUnlockTillLevel 6

Requires: 4th Generation Aircraft.

Leads to: Stealth Bombers, 5th Generation Aircraft.

Improves:

  • Fighter:
    • size = 0.025
    • speed = 1 000
    • turnspeed = 15
    • range = 4 000
    • power = 1.4
    • weapon config “Air-To-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 1.7 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • sensors become:
  • Multirole Attacker:
    • size = 0.025
    • speed = 1 000
    • turnspeed = 14
    • range = 3 750
    • power = 1.4
    • weapon config “Air-to-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 2.3 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Bombs” becomes:
      • Bombs (Free fall bomb) (×10, reload 0.3 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.7 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Rockets” becomes:
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “AGM” becomes:
      • AGM (AGM) (×6, salvo 2, reload 1.7 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “ALCM” becomes:
      • ALCM (ALCM) (×1, reload 4 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2.3 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Nuclear ALCM” becomes:
    • weapon config “Pure Fusion ALCM” becomes:
  • Interceptor:
    • size = 0.04
    • speed = 2 500
    • turnspeed = 30
    • range = 9 000
    • power = 1.05
  • EW Aircraft:
    • new appearance
    • size = 0.025
    • speed = 1 000
    • turnspeed = 14
    • range = 3 750
    • power = 1.6
    • weapon config “Electronic Attack” becomes:

High Efficiency Heavy Airframes (Heavy_Airframe_2)

Although the general layout of most heavy aircraft would remain more or less the same, they would continue to be improved over time. The speed, range and maximum takeoff weights of these aircraft would be gradually increased through incremental improvements as they slowly evolved into more optimized designs. Increased engine power and efficiency, lighter materials, weight-reduction measures and improved aerodynamics would improve the flight characteristics of these aircraft, while improved avionics would make them easier to fly.
Further increases the range, speed and survivability of AWACS and transport planes.

Level 6, cost 20, NoAutoUnlockTillLevel 7

Requires: Jet-Powered Heavy Airframes.

Leads to: Blended Wing Airframes.

Improves:

  • AWACS:
    • new appearance
    • speed = 700
    • size = 0.05
    • turnspeed = 6
    • range = 16 000
    • power = 2
  • Carrier AWACS:
    • range = 4 500
    • power = 1.5
  • Special Mission Aircraft:
    • speed = 750
    • turnspeed = 9.5
    • range = 12 000
    • power = 1.25
  • Air Transport:
    • new appearance
    • speed = 750
    • turnspeed = 7.5
    • range = 12 000
    • power = 4.2

Advanced Helicopters (Helicopter_4)

The latest generation of conventional helicopters relies on increasingly powerful and sophisticated engines, as well as redesigned rotor blades, improved composite materials and high-performance mechanical systems. All of these are necessary to provide the immense amount of power and lift needed to survive on a battlefield full of anti-air threats like shoulder-fired missiles, anti-aircraft guns, SAMs and more. Improved avionics, advanced sensor suites and increased agility and speed to evade enemy fire are all crucial to ensure that helicopters can survive in high-threat environments.
Further increases the speed, range and survivability of helicopters.

Level 6, cost 30, NoAutoUnlockTillLevel 7

Requires: Enhanced Helicopters.

Leads to: Unconventional Rotorcraft.

Improves:

  • Naval Helicopter:
    • new appearance
    • speed = 350
    • size = 0.075
    • turnspeed = 5.25
    • range = 2 450
    • power = 1.5
  • Spec-Ops Helicopter:
    • new appearance
    • speed = 350
    • size = 0.065
    • turnspeed = 17.5
    • range = 3 500
    • power = 1.5
  • Attack Helicopter:
    • weapon config “Rocket Pod” becomes:
      • Chaingun (Chaingun) (×25, salvo 5, reload 0.1 s, auto-engages)
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages)
      • MANPADS (MANPAD) (×4, reload 2.5 s, auto-engages, off by default)
    • weapon config “ATGM” becomes:
      • Helicopter ATGM (Helicopter ATGM) (×8, salvo 2, reload 0.5 s, auto-engages, principal)
      • MANPADS (MANPAD) (×4, reload 2.5 s, auto-engages, off by default)
    • new appearance
    • speed = 375
    • size = 0.06
    • turnspeed = 27
    • range = 2 500
    • power = 1.75

Stealth Bombers (Generation_5_Bomber)

The element of surprise has always been a deciding factor in the success of an air raid. Although advanced radar and anti-air defences and interceptors made enemy airspace perilous to earlier bombers, the use of low-observable technology like radar-absorbing materials and complex low RCS designs lead to the first generation of stealth bombers. These bombers are much more difficult to detect and engage than their earlier counterparts, allowing them to easily bypass enemy defences through passive stealth rather than having to perilously rely on speed, complicated maneuvering and low-altitude flying.
Applies stealth technology to long-range bombers, making them much harder to detect and engage.

Level 6, cost 30, NoAutoUnlockTillLevel 8

Requires: Late Supersonic Bombers, 4.5+ Generation Aircraft, Stealth Technology.

Leads to: Advanced Stealth Bombers.

Improves:

  • Strategic Bomber:
    • new appearance
    • size = 0.07
    • turnspeed = 7
    • range = 16 000
    • power = 2.8

Protects (activates traits):

5th Generation Aircraft (Generation_5_Aircraft)

The defining feature of fifth-generation fighters was their transition to stealth. Although stealth technology was used in earlier planes, they were bombers which were unwieldy to fly and had vastly different flight characteristics. Creating an aircraft capable of supersonic flight, high-G maneuvers and air-to-air combat while also retaining stealth features is a considerable challenge, as the balance between stealth and performance tends to counteract itself. Internal weapon bays, specialized coatings, finely-crafted radar-distorting airframes and extremely high-performing equipment are all crucial for stealth fighters to operate, which has made them extremely expensive and difficult to develop and manufacture.
Applies stealth technology to combat aircraft, making them much more difficult to find and engage. Also improves their other characteristics like range, survivability and weaponry.

Level 7, cost 60, NoAutoUnlockTillLevel 8

Requires: 4.5+ Generation Aircraft, Stealth Technology.

Leads to: Advanced Stealth Bombers, 6th Generation Aircraft.

Improves:

  • Fighter:
    • new appearance
    • size = 0.02
    • speed = 1 150
    • turnspeed = 18
    • range = 4 250
    • power = 1.6
    • weapon config “Air-To-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 1.7 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • sensors become:
  • Multirole Attacker:
    • new appearance
    • size = 0.02
    • speed = 1 150
    • turnspeed = 16
    • range = 4 000
    • power = 1.6
    • weapon config “Air-to-Air” becomes:
      • AAM (AAM) (×8, salvo 2, reload 2 s, auto-engages, principal)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Bombs” becomes:
      • Bombs (Free fall bomb) (×8, reload 0.3 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Rockets” becomes:
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “AGM” becomes:
      • AGM (AGM) (×6, salvo 2, reload 1.5 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “ALCM” becomes:
      • ALCM (ALCM) (×1, reload 3.3 s, auto-engages, principal)
      • AAM (AAM) (×2, reload 2 s, auto-engages)
      • Autocannon (Plane Gun) (unlimited, reload 0.3 s, auto-engages)
    • weapon config “Nuclear ALCM” becomes:
    • weapon config “Pure Fusion ALCM” becomes:
  • Interceptor:
    • weapon config “Air to Air” becomes:
      • LAAM (LAAM) (×6, salvo 2, reload 3 s, auto-engages)
    • new appearance
    • size = 0.035
    • speed = 3 000
    • turnspeed = 36
    • range = 12 000
    • power = 1.2
  • EW Aircraft:
    • new appearance
    • size = 0.02
    • speed = 1 150
    • turnspeed = 16
    • range = 4 000
    • power = 1.85
    • weapon config “Electronic Attack” becomes:

Protects (activates traits):

Advanced Stealth Bombers (Generation_6_Bomber)

Stealth bombers can be developed even further thanks to advancements in aircraft design and material science. Improved radar-absorbing materials and advanced engines will allow late-generation stealth aircraft to carry their payloads over longer distances faster, and with less risk of being detected and shot down. Advanced stealth bombers are not invincible, especially if they can be found, but they can pose a serious threat to any opponent without an ironclad air defence network.
Increases the stealth capabilities and survivability of long-range bombers, making them much harder to detect and shoot down. Also increases their maximum flight range.

Level 8, cost 30, NoAutoUnlockTillLevel 9

Requires: Stealth Bombers, 5th Generation Aircraft, Advanced Stealth.

Leads to: Sub-Orbital Bombers.

Improves:

  • Strategic Bomber:
    • new appearance
    • size = 0.06
    • turnspeed = 8
    • range = 24 000
    • power = 3

Protects (activates traits):

Sub-Orbital Bombers (Generation_7_Bomber)

When the space shuttle was first unveiled, there were genuine fears that its true purpose was to drop nuclear bombs from space where it would be immune to air defences. Though this clearly wasn't the case, the original philosophy of high-speed bombers being taken to its logical conclusion could lead to something similar. The advent of extremely high-performing aircraft capable of high-supersonic or hypersonic flight at very high altitudes could offer a means to deploy nuclear weapons while being extremely difficult to stop, offering a compromise between the strategic flexibility of a bomber and the speed and responsiveness of a ballistic missile.
Upgrades high-speed bombers to a much faster, longer-ranged variant that operates at higher elevations, and is very difficult to shoot down.

Level 9, cost 20, NoAutoUnlockTillLevel 99

Requires: Advanced Stealth Bombers, 6th Generation Aircraft.

Improves:

  • High-Speed Bomber:
    • new appearance
    • speed = 3 000
    • size = 0.08
    • turnspeed = 9
    • range = 24 000
    • power = 1.2
    • maxelevation = 60

Blended Wing Airframes (Heavy_Airframe_3)

New blended-wing heavy aircraft designs aim to maximize the useful volume of an aircraft’s footprint by having the wings and body blended, so that the wings effectively become part of the fuselage. Blended wing aircraft offer an advantage in that they can potentially carry more fuel or cargo while having the same relative dimensions. This translates to increased range and endurance when applied to large military aircraft, as well as the potential to make them smaller and more survivable without detracting from their capabilities.
Further increases the range, speed and survivability of heavy aircraft.

Level 9, cost 25, NoAutoUnlockTillLevel 10

Requires: High Efficiency Heavy Airframes.

Improves:

  • AWACS:
    • new appearance
    • speed = 900
    • size = 0.06
    • turnspeed = 7.8
    • range = 20 000
    • power = 2.2
  • Carrier AWACS:
    • new appearance
    • speed = 600
    • turnspeed = 4.8
    • range = 6 000
    • power = 2
  • Special Mission Aircraft:
    • new appearance
    • speed = 900
    • size = 0.15
    • turnspeed = 11.5
    • range = 18 000
    • power = 1.5
  • Air Transport:
    • new appearance
    • speed = 900
    • size = 0.15
    • turnspeed = 9
    • range = 18 000
    • power = 5

Unconventional Rotorcraft (Helicopter_5)

There are innate limitations on what a helicopter is capable of. Improving their engine power indefinitely isn’t a viable solution since the tips of the rotor blades can reach the speed of sound which creates dramatic complications. In order to increase the top speeds and performance of helicopters, the next step was to transform them into something entirely different. Tiltrotor aircraft can angle their rotors to provide vertical or forward thrust, allowing them to effectively change from a helicopter to a fixed-wing aircraft in mid-flight, which dramatically increases their top speed and range. This comes with certain trade-offs like increased maintenance and training requirements, as well as certain technical challenges specific to tiltrotors. However, the vast increase in speed and range over helicopters and the ability to hover and land where fixed-wing aircraft can’t, makes them much more suitable for conducting rapid, long-distance deployments than their conventional counterparts.
Dramatically increases the range and speed of helicopters, and improves their survivability.

Level 9, cost 35, NoAutoUnlockTillLevel 99

Requires: Advanced Helicopters.

Improves:

  • Naval Helicopter:
    • new appearance
    • speed = 500
    • size = 0.075
    • turnspeed = 7.5
    • range = 4 500
    • power = 1.6
  • Spec-Ops Helicopter:
    • new appearance
    • speed = 500
    • size = 0.06
    • turnspeed = 25
    • range = 6 500
    • power = 1.6
  • Attack Helicopter:
    • weapon config “Rocket Pod” becomes:
      • Chaingun (Chaingun) (×25, salvo 5, reload 0.1 s, auto-engages)
      • Rocket Pod (Rocket Pod) (×16, salvo 8, reload 0.2 s, auto-engages)
      • MANPADS (MANPAD) (×4, reload 2 s, auto-engages, off by default)
    • weapon config “ATGM” becomes:
      • Helicopter ATGM (Helicopter ATGM) (×8, salvo 4, reload 0.5 s, auto-engages, principal)
      • MANPADS (MANPAD) (×4, reload 2 s, auto-engages, off by default)
    • new appearance
    • speed = 550
    • size = 0.055
    • turnspeed = 30
    • range = 4 500
    • power = 2

6th Generation Aircraft (Generation_6_Aircraft)

Although the 6th generation of jet aircraft is not yet clearly defined, some common characteristics of the definition include improved stealth over the 5th generation, variable cycle engines offering higher cruise speeds and better maximum thrust, advanced sensor fusion and networking, and the ability to operate slaved drones and UAVs. Creating an airframe with all of these capabilities is an extremely challenging technical task, but the end result will be a generation of aircraft that is much more survivable and capable than any before it.
Increases the stealth capabilities of combat aircraft. Replaces aircraft autocannons with laser weapons. Also improves the other characteristics of the aircraft and their weapon loadouts.

Level 9, cost 60, NoAutoUnlockTillLevel 99

Requires: 5th Generation Aircraft, Advanced Stealth.

Leads to: Sub-Orbital Bombers.

Improves:

Protects (activates traits):

Guided Torpedoes (Guided_Torpedoes)

Early torpedoes were straight-running and needed to lead their targets, which meant they required complex calculations, prior planning and a bit of luck to be used effectively. By fitting torpedoes with a guidance system that homes in on acoustic signatures or ship wakes, the probability of it finding, hitting and killing its target increases dramatically. Unsurprisingly, straight-running torpedoes were phased out shortly after guided torpedoes arrived, and depth charges were superseded by lightweight air-droppable torpedoes that filled the same role, but with the added benefit of chasing down their targets.
Greatly improves the accuracy and slightly increases the range of torpedoes.

Level 1, cost 10, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Improved Underwater Weapons.

Unlocks:

Replaces (no longer available after this research): Depth Charge.

Improves:

  • Torpedo:
    • new appearance
    • precision ×0.75
    • range = 220

Nuclear Submarines (Nuclear_Submarine)

The concept of nuclear propulsion was especially attractive to submarines, as it effectively allows them to operate with unlimited range. Being able to stay underwater for extended periods of time while also never having to return to port or visit an oiler ship to refuel meant that suddenly, submarines could stay hidden at sea for months at a time and travel almost anywhere they wanted to. The strategic potential for ships that can lurk underwater almost indefinitely was quickly realized and nuclear power quickly came to dominate the realm of high performance submarines.
Increases the speed and capabilities of all attack submarines and SSGNs.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Basic SSBN, Improved Submarines.

Improves:

  • Attack Submarine (Submarine):
    • weapon config “Conventional” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 7 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 7 s, auto-engages)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons also researched, weapon config “Nuclear Armed” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 7 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 7 s, auto-engages)
      • Nuclear Torpedo (Nuclear Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons, Pure Fusion Weapons also researched, weapon config “Fusion Torpedo” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 7 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 7 s, auto-engages)
      • Fusion Torpedo (Fusion Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • new appearance
    • size = 0.19
    • speed = 45
    • power = 5.5
  • SSGN (SSGN):
    • weapon config “SSGN” becomes:
      • SSM (SSM) (unlimited, salvo 2, reload 8 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 8 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×1 000, reload 8 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×1 000, reload 8 s, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
    • new appearance
    • size = 0.21
    • speed = 40
    • power = 6.25

Protects (activates traits):

SSGN (Cruise_Missile_Submarine)

Cruise missile submarines, or SSGs and SSGNs, are a derivative of traditional attack submarines. To compare the two, attack submarines tend to rely on their stealth and speed to defeat enemy ships using torpedoes, and can use cruise missiles to complement their anti-ship abilities or in a supplementary land attack role. SSGNs, on the other hand, are larger, slower and louder, but also come equipped with a substantial cruise missile payload, giving them the ability to devastate inland targets and destroy ships from stand-off distances, while still benefiting from the additional concealment that submarines enjoy. SSGNs can fire tactical nuclear weapons and are faster than SSBNs, but lack the ability to launch the full-scale SLBMs used to destroy cities.
Unlocks SSGNs, which launch large numbers of conventional or nuclear cruise missiles.

Level 1, cost 30, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Basic SSBN.

Unlocks:

Improved Sonar (Sonar_Mk2)

Sonar (SOnic Navigation and Ranging) is a method of detecting objects by reflecting sound waves and analysing their returns. Sonar plays a crucial role in submarine warfare as it is the most practical way to detect objects underwater, and is both the best way to find submarines, and the best way for submarines to find other warships. Advancements in transducer technology and the invention of computerized signal processing allow sonar systems to detect quieter sounds from further away and better discriminate between genuine contacts and ambient noise. Both of these factors serve to improve the effectiveness and accuracy of sonar systems.
Sonar is crucial as it is necessary to locate and attack submerged enemy submarines, and it is also the only means your own submarines will have of finding other submarines and warships from a distance. The ability to use and counter submarines effectively is very dependent on sonar as a result.
Increases the detection range of sonars.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Improved Underwater Weapons, Enhanced Sonar.

Improves:

Missile-Armed Warships (Missile_Warships)

Because of their tendency to attack large, high-priority targets, guided missiles are well-suited to the combat duties of surface warships. Once they proliferated after WWII, guided missiles rapidly replaced heavy guns on almost all newly built surface combatants. As a result, the overall design of warships began to focus more on mobility and sensors and less on heavy weapons and armour, as the new guided missile threat shifted the balance of power on the seas.
Allows cruisers and destroyers to use SAMs, CIWS, anti-ship missiles and anti-submarine rockets, if they are unlocked. Cruisers also gain access to nuclear cruise missiles, while destroyers gain conventional cruise missiles.
Increases the speed, survivability and fire rates of surface ships.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Improved Warships.

Unlocks:

Improves:

  • Carrier:
    • new appearance
    • size = 0.38
    • speed = 40
    • turnspeed = 5.5
    • power = 45
  • Destroyer:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, reload 2 s, auto-engages)
      • SSM (SSM) (unlimited, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 6 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 3.3 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 3.3 s, auto-engages, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • ASROC (ASROC) (unlimited, reload 4 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.3 s, auto-engages, off by default)
    • new appearance
    • size = 0.225
    • speed = 50
    • turnspeed = 5.5
    • power = 13.5
  • Cruiser:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, salvo 2, reload 2 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
      • SSM (SSM) (unlimited, reload 5 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.4 s, auto-engages, off by default)
      • CIWS (CIWS) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 5 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 5 s, auto-engages, off by default)
      • ASROC (ASROC) (unlimited, reload 6.7 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×10 000, reload 13.3 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×10 000, reload 13.3 s, off by default)
    • new appearance
    • size = 0.275
    • speed = 45
    • turnspeed = 5.5
    • power = 28
  • Landing Ship:
    • size = 0.38
    • speed = 45
    • turnspeed = 5.5
  • Resupply Ship:
    • size = 0.24
    • speed = 40
    • turnspeed = 5.5
    • power = 6.5

Basic SSBN (SSBN)

After nuclear weapons and ballistic missiles became a reality, it didn’t take long for the potential of nuclear-armed submarines to be realized. An SSBN, also known as a ‘boomer’ is a nuclear-powered submarine armed with a complement of nuclear ballistic missiles. Since nuclear submarines can stay underwater at sea for months at a time and are very difficult to find and track, SSBNs are ideal for surviving a first strike and delivering surprise attacks, making them a crucial part of many retaliation-strike strategies. Early boomers were slow, loud, and could only sluggishly fire their weapons while surfaced, but having an invisible nuclear threat ready to strike at all times is an undeniable asset.
Unlocks SSBNs, which fire long-range nuclear-armed ballistic missiles.

Level 2, cost 25, NoAutoUnlockTillLevel 2

Requires: Nuclear Submarines, SSGN, Submarine Launched Ballistic Missile.

Leads to: Improved SSBN.

Unlocks:

Improves:

Improved Underwater Weapons (Improved_Underwater_Weapons)

In order to counter the growing threat posed by nuclear submarines, new weapons were created to destroy them from long range. For example, Anti-Submarine Rockets travel through the air over long distances and then deploy homing torpedoes upon entering the water, while nuclear torpedoes destroy ships and submarines by crushing their hulls with intense underwater shockwaves. Of course, existing designs such as conventional and airdropped torpedoes have remained in use, but they have enjoyed incremental improvements such as upgraded motors and acoustic homing. These improved weapons are powerful tools for controlling the sea, but for them to be effective, it's important to have sonar equipment that can locate the enemy in the first place!
Adds ASROCs to Cruisers and Destroyers. Unlocks Nuclear torpedoes, which can only be fired by regular attack submarines.
Improves the speed and range of standard torpedoes.

Level 3, cost 25, NoAutoUnlockTillLevel 4

Requires: Guided Torpedoes, Improved Sonar.

Leads to: Enhanced Underwater Weapons.

Unlocks:

Improves:

Improved Warships (Improved_Warships)

Making the transition from heavy guns to guided missiles came with some growing pains. With the increasing accuracy and lethality of guided anti-ship missiles, it became increasingly apparent that heavy armour wasn’t going to be enough to keep ships from sinking under enemy fire, and was in fact starting to become a hindrance. Instead, the focus began to shift towards superior firepower and sensors to gain an offensive edge, as well as active protection systems like CIWS to stop enemy missiles from hitting their mark. Reduced armour loads and increased engine power made ships faster and more responsive as well. War on the high seas would continue to get smarter and smarter.
Improves the weapon loadouts of cruisers and destroyers.
Increases the speed, survivability and fire rates of surface ships.

Level 3, cost 30, NoAutoUnlockTillLevel 3

Requires: Missile-Armed Warships.

Leads to: Modernized Ship Hulls.

Improves:

  • Carrier:
    • new appearance
    • size = 0.36
    • speed = 45
    • turnspeed = 6
    • power = 50
  • Destroyer:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, reload 2 s, auto-engages)
      • SSM (SSM) (unlimited, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 4 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 2.7 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 2.7 s, auto-engages, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • ASROC (ASROC) (unlimited, reload 3 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
    • new appearance
    • size = 0.2
    • speed = 55
    • turnspeed = 6
    • power = 15
  • Cruiser:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, salvo 2, reload 2 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 5 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 5 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 4 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 4 s, auto-engages, off by default)
      • ASROC (ASROC) (unlimited, reload 6 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×10 000, reload 12 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×10 000, reload 12 s, off by default)
    • new appearance
    • size = 0.25
    • speed = 50
    • turnspeed = 6
    • power = 32
  • Landing Ship:
    • size = 0.36
    • speed = 50
    • turnspeed = 6
    • power = 35
  • Resupply Ship:
    • size = 0.23
    • speed = 45
    • turnspeed = 6
    • power = 7

Improved Submarines (Improved_Submarines)

As naval warfare became smarter and smarter, submarines had to adapt to maintain their advantages. Improved engines and quieting techniques would make them harder to pick up on sonar, while improved fire control systems would allow them to field and operate more weapons at once.
Attack submarines and SSGNs will be faster and able to get closer to enemy units before being detected. Increases the rate of fire for submarine weapons.

Level 3, cost 45, NoAutoUnlockTillLevel 4

Requires: Nuclear Submarines.

Leads to: Improved SSBN, Submarine Midlife Upgrades.

Improves:

  • Attack Submarine (Submarine):
    • weapon config “Conventional” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4.5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 6 s, auto-engages)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons also researched, weapon config “Nuclear Armed” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4.5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 6 s, auto-engages)
      • Nuclear Torpedo (Nuclear Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons, Pure Fusion Weapons also researched, weapon config “Fusion Torpedo” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4.5 s, auto-engages)
      • SSM (SSM) (unlimited, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, reload 6 s, auto-engages)
      • Fusion Torpedo (Fusion Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • new appearance
    • size = 0.18
    • speed = 50
    • power = 6
  • SSGN (SSGN):
    • weapon config “SSGN” becomes:
      • SSM (SSM) (unlimited, salvo 4, reload 8 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 4, reload 8 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×1 000, reload 8 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×1 000, reload 8 s, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
    • new appearance
    • size = 0.2
    • speed = 45
    • power = 6.5

Protects (activates traits):

Enhanced Sonar (Sonar_Mk3)

Novel developments in the field of sonar, such as the reintroduction of towed arrays and the miniaturization of certain types of equipment such as sonobuoys, allow units that rely on sonar to use it more effectively. These new designs and innovations solve some of sonar's previous shortcomings, which in turn increases the likelihood of detecting and identifying enemy contacts.
Further increases the detection range of sonars.

Level 4, cost 20, NoAutoUnlockTillLevel 5

Requires: Improved Sonar.

Leads to: Enhanced Underwater Weapons, Advanced Sonar.

Improves:

Improved SSBN (Improved_SSBN)

As SSBNs cemented themselves as a crucial component of a credible second-strike capability, it became necessary to improve their ability to stay undetected in the face of increasingly effective sonar systems and anti-submarine warfare technology. Their destructive capabilities would also have to improve, as their ability to provide a credible and grave threat is just as important as their survivability when it comes to providing nuclear deterrence. Upgraded weapon bays and launch systems will allow these SSBNs to carry more missiles and fire them faster, while improvements to the overall design and power and propulsion system allow for quieter running and deeper operating depths, making them harder to locate, and by extension, destroy.
Increases the speed and stealth of SSBNs.
Allow SSBNs to carry more SLBMs, and fire 2 per salvo.

Level 4, cost 30, NoAutoUnlockTillLevel 6

Requires: Basic SSBN, Improved Submarines.

Leads to: Advanced SSBN.

Improves:

  • SSBN (SSBN):
    • weapon config “100kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 100 Kiloton SLBM (100kt_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “250kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 250 Kiloton SLBM (250kt_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “500kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500 Kiloton SLBM (500kt_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “1M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • Megaton SLBM (1M_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “5M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 5 Megaton SLBM (5M_Fusion_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “500kt Cobalt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Cobalt SLBM (500kt_Cobalt_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “500kt Enhanced Salted SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Salted SLBM (500kt_Salt_SLBM) (×16, salvo 2, reload 16 s, principal)
    • weapon config “500kt EMP SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt EMP SLBM (500kt_SLBM_EMP) (×16, salvo 2, reload 16 s, principal)
    • weapon config “500kt Super EMP SLBM” becomes:
    • weapon config “3x100kt SLBM” becomes:
    • weapon config “3x250kt SLBM” becomes:
    • weapon config “6x250kt SLBM” becomes:
    • weapon config “6x500kt SLBM” becomes:
    • weapon config “8x500kt SLBM” becomes:
    • weapon config “8x1M SLBM” becomes:
    • new appearance
    • size = 0.225
    • speed = 45
    • power = 8.5

Protects (activates traits):

Modernized Ship Hulls (Enhanced_Warships)

As time went on, it became unmistakably clear that in the age of guided missiles, the key to survival for surface warships is a combination of active protection, situational awareness, and deadly long-range firepower. Warships would become almost entirely dependent on electronic countermeasures and hard-kill defences like CIWS to survive incoming threats, while air support, long-range sensors and increasingly heavy missile armaments would be the tools of choice to hunt and kill other vessels, as well as support shoreside operations. Armor effectively became an afterthought but ships, especially carriers, would become bigger and heavier, since their physical size didn't affect their odds of being hit as much anymore. The ability to reposition and provide immense firepower became focal points for strategic flexibility, and so ships would become faster and more powerful to deliver devastation from the sea.
Increases the firepower of destroyers and cruisers, and also improves the speed and survivability of all warships.

Level 4, cost 45, NoAutoUnlockTillLevel 4

Requires: Improved Warships.

Leads to: Advanced Warship Armaments.

Improves:

  • Carrier:
    • size = 0.34
    • speed = 50
    • turnspeed = 6.5
    • power = 55
  • Destroyer:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, reload 2 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, salvo 2, reload 2.3 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, salvo 2, reload 2.3 s, auto-engages, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • ASROC (ASROC) (unlimited, salvo 2, reload 3 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
    • new appearance
    • size = 0.18
    • speed = 60
    • turnspeed = 6.5
    • power = 16.5
  • Cruiser:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, salvo 2, reload 2 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 4, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 4, reload 4 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 4 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 4 s, auto-engages, off by default)
      • ASROC (ASROC) (unlimited, reload 6 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×10 000, salvo 2, reload 11 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×10 000, salvo 2, reload 11 s, off by default)
    • new appearance
    • size = 0.225
    • speed = 55
    • turnspeed = 6.5
    • power = 36
  • Landing Ship:
    • size = 0.34
    • speed = 55
    • turnspeed = 6.5
  • Resupply Ship:
    • size = 0.22
    • speed = 50
    • turnspeed = 6.5
    • power = 8

Enhanced Underwater Weapons (Enhanced_Underwater_Weapons)

Improvements in acoustic homing technology allow torpedoes and ASROC systems to successfully engage targets from even further away. The principle of supercavitation, in which an underwater vessel is enclosed in a gas bubble to reduce friction, can be applied to torpedoes to make them travel at extremely high speeds. Although supercavitation is not practical for conventional torpedoes, supercavitating nuclear torpedoes have considerable anti-ship potential.
Increases the range and accuracy of ASROCs.
Increases the range and speed of torpedoes.
Upgrades tactical nuclear torpedoes to a high-speed supercavitating version.

Level 5, cost 30, NoAutoUnlockTillLevel 6

Requires: Improved Underwater Weapons, Enhanced Sonar.

Leads to: Advanced Underwater Weapons.

Improves:

Submarine Midlife Upgrades (Enhanced_Submarines)

Due to their high production costs and long lifespans, it’s often more practical to upgrade existing submarine designs than to create new ones. Modular improvements and additions like anechoic tiles and improved electronics would further improve the capabilities of existing submarines, allowing them to survive and stay hidden under even more intense observation while increasing their offensive capabilities. Improved countermeasures like decoy torpedoes will also allow submarines to avoid enemy weapons more effectively.
Attack submarines and SSGNs will be able to get closer to enemy units before being detected. Increases the rate of fire for submarine weapons.
Attack submarines and SSGNs will be more difficult to hit.

Level 5, cost 45, NoAutoUnlockTillLevel 6

Requires: Improved Submarines.

Leads to: Advanced Submarines.

Improves:

  • Attack Submarine (Submarine):
    • weapon config “Conventional” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons also researched, weapon config “Nuclear Armed” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
      • Nuclear Torpedo (Nuclear Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons, Pure Fusion Weapons also researched, weapon config “Fusion Torpedo” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 2, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 6 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
      • Fusion Torpedo (Fusion Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • size = 0.17
    • speed = 55
  • SSGN (SSGN):
    • weapon config “SSGN” becomes:
      • SSM (SSM) (unlimited, salvo 4, reload 5.3 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 4, reload 5.3 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×1 000, salvo 2, reload 5.3 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×1 000, salvo 2, reload 5.3 s, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
    • size = 0.19

Protects (activates traits):

Advanced Sonar (Sonar_Mk4)

Further advancements in transducer technology, including the use of cutting-edge, highly magnetostrictive materials, allows for the development of extremely sophisticated sound sensors. Continuous improvement in the field of computers and electronics allows for unprecedented effectiveness in isolating targeted sounds, greatly improving the effectiveness of sonar suites.
Further increases the detection range of sonars.

Level 6, cost 30, NoAutoUnlockTillLevel 7

Requires: Enhanced Sonar.

Leads to: Advanced Underwater Weapons, Experimental Sonar.

Improves:

Advanced Submarines (Advanced_Submarines)

Eventually newer submarine designs would need to be created to fill the capability gaps that continuous upgrading couldn’t. These newer designs incorporate highly sophisticated noise reduction, increased engine power and speed, stronger, deeper-diving hulls and redesigned weapon control suites capable of unleashing even more ordnance at once.
Increases the speed, stealth and firepower of attack submarines and SSGNs.

Level 6, cost 60, NoAutoUnlockTillLevel 7

Requires: Submarine Midlife Upgrades.

Leads to: Advanced SSBN, Experimental Submarines.

Improves:

  • Attack Submarine (Submarine):
    • weapon config “Conventional” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 5 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 5 s, auto-engages)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons also researched, weapon config “Nuclear Armed” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 5 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 5 s, auto-engages)
      • Nuclear Torpedo (Nuclear Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons, Pure Fusion Weapons also researched, weapon config “Fusion Torpedo” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 5 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 5 s, auto-engages)
      • Fusion Torpedo (Fusion Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • new appearance
    • size = 0.16
    • speed = 60
    • power = 6.5
  • SSGN (SSGN):
    • weapon config “SSGN” becomes:
      • SSM (SSM) (unlimited, salvo 6, reload 5.3 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 6, reload 5.3 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×1 000, salvo 2, reload 5.3 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×1 000, salvo 2, reload 5.3 s, off by default)
      • Torpedo (Torpedo) (unlimited, salvo 2, auto-engages)
    • new appearance
    • size = 0.18
    • speed = 55
    • power = 7

Protects (activates traits):

Advanced Warship Armaments (Advanced_Warships)

Entirely new ship designs take a considerable amount of time to develop and then build, so in the interim before the first ultra-modern stealth ships came to be, older (but still extremely capable) ship designs would be gradually upgraded and modified to fill any capability gaps. These freshly upgraded ships also had the privilege of being the first ships to wield a suite of emerging new weapons, like railguns, high-powered lasers and anti-ballistic missile systems. Having these new tools at their disposal will allow warships to survive in an increasingly hostile battlespace, as threats like advanced anti-ship missiles and hypersonic weapons begin to proliferate, while also giving them renewed strategic importance as anti-satellite and missile defence platforms in the event of a nuclear war.
Allows destroyers and cruisers to use railguns, laser CIWS, laser AA and terminal ABMs if they are available.
Cruisers also gain the ability to launch basic ASAT weapons.
Increases the speed and survivability of warships.

Level 6, cost 60, NoAutoUnlockTillLevel 7

Requires: Modernized Ship Hulls.

Leads to: Experimental Stealth Warships.

Unlocks:

Replaces (no longer available after this research): Naval Gun, CIWS.

Improves:

  • Carrier:
    • new appearance
    • size = 0.32
    • speed = 60
    • turnspeed = 7
    • power = 60
  • Destroyer:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, reload 2 s, auto-engages)
      • Railgun (Railgun) (unlimited, reload 2 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 6 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Anti-Air Laser (AA Laser) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, salvo 2, reload 2.3 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, salvo 2, reload 2.3 s, auto-engages, off by default)
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • ASROC (ASROC) (unlimited, salvo 2, reload 3 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Laser CIWS (Laser CIWS) (unlimited, reload 0.7 s, auto-engages, off by default)
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 5 s, auto-engages, off by default)
    • size = 0.16
    • speed = 70
    • turnspeed = 7
    • power = 17
  • Cruiser:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, salvo 2, reload 2 s, auto-engages)
      • Railgun (Railgun) (unlimited, salvo 2, reload 2 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 4, reload 4 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 4, reload 4 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Laser CIWS (Laser CIWS) (unlimited, reload 0.7 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 4 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 4 s, auto-engages, off by default)
      • ASROC (ASROC) (unlimited, reload 6 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×10 000, salvo 2, reload 11 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×10 000, salvo 2, reload 11 s, off by default)
      • ASAT (ASAT) (×3, off by default)
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 4 s, auto-engages, off by default)
    • size = 0.2
    • speed = 65
    • turnspeed = 7
    • power = 38
  • Landing Ship:
    • size = 0.32
    • speed = 65
    • turnspeed = 7
    • power = 40
  • Resupply Ship:
    • size = 0.21
    • speed = 60
    • turnspeed = 7
    • power = 9

Advanced Underwater Weapons (Advanced_Underwater_Weapons)

To counteract the growing effectiveness of submarine decoys and new quieting techniques, torpedoes with more effective target acquisition would be needed. Wide-frequency active sonar systems can search for targets more efficiently and are more resistant to countermeasures, allowing them to identify quieter and better-engineered submarines from longer distances and attack more efficiently. The destructive power of torpedoes would also increase, thanks to the development of new warheads that react violently when breached and exposed to water, creating larger explosions and massive thermal effects that can significantly damage ships even without scoring a direct hit.
Increases the range, speed, accuracy and damage of torpedoes.

Level 7, cost 40, NoAutoUnlockTillLevel 8

Requires: Enhanced Underwater Weapons, Advanced Sonar.

Leads to: Experimental Underwater Weapons.

Improves:

Advanced SSBN (Advanced_SSBN)

As nuclear weapon technology evolved, eventually it came to a point where even one SSBN could reliably inflict tens of millions of casualties. The priorities of SSBN designs squarely became centered on ensuring that they could successfully deliver their payload, which meant further increasing their speed and stealth. Redesigned electrically driven propulsion systems would be central to this idea, as they would eliminate the need for noisy machinery and allow for faster, smoother and quieter travel. Although the quantity of weapons will stay on par with the previous generation, or in some cases even be reduced, improved fire control systems and new technology allows these new SSBNs to fire more quickly, reducing the time they spend vulnerable and maximizing how swiftly and fully they can annihilate their targets.
Increases the speed and stealth of SSBNs.
SSBNs now fire up to 4 SLBMs per salvo.

Level 7, cost 45, NoAutoUnlockTillLevel 9

Requires: Improved SSBN, Advanced Submarines.

Leads to: Experimental SSBN.

Improves:

  • SSBN (SSBN):
    • weapon config “100kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 100 Kiloton SLBM (100kt_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “250kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 250 Kiloton SLBM (250kt_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “500kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500 Kiloton SLBM (500kt_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “1M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • Megaton SLBM (1M_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “5M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 5 Megaton SLBM (5M_Fusion_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “500kt Cobalt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Cobalt SLBM (500kt_Cobalt_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “500kt Enhanced Salted SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Salted SLBM (500kt_Salt_SLBM) (×16, salvo 4, reload 16 s, principal)
    • weapon config “500kt EMP SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt EMP SLBM (500kt_SLBM_EMP) (×16, salvo 4, reload 16 s, principal)
    • weapon config “500kt Super EMP SLBM” becomes:
    • weapon config “3x100kt SLBM” becomes:
    • weapon config “3x250kt SLBM” becomes:
    • weapon config “6x250kt SLBM” becomes:
    • weapon config “6x500kt SLBM” becomes:
    • weapon config “8x500kt SLBM” becomes:
    • weapon config “8x1M SLBM” becomes:
    • new appearance
    • size = 0.2
    • speed = 55
    • power = 9

Protects (activates traits):

Experimental Sonar (Sonar_Mk5)

The advent of newly engineered magnetostrictive materials, extremely sophisticated signal processing and advanced electronic miniaturization will make it possible to increase the performance of sonar suites even further. Additionally, the emergence of quantum technologies that can be used to magnetically detect submarines could potentially be used to augment existing sonar and anti-submarine technology to identify and acquire underwater contacts even more efficiently.
Further increases the detection range of sonars.

Level 8, cost 45, NoAutoUnlockTillLevel 10

Requires: Advanced Sonar.

Leads to: Experimental Underwater Weapons.

Improves:

Experimental Stealth Warships (Experimental_Warships)

The latest disclosed plans for new warship designs focus heavily on novel concepts like stealth, advanced hydrodynamics and intensive electricity generation for powering direct energy weapons like lasers. These new breeds of warships are stealthier and smarter than their earlier counterparts, allowing them to fight more tactfully and strategically. Their advanced anti-missile defences and newfound stealth technology will maximize their survivability and ensure they can carry out their missions even in high-threat environments.
Adds stealth characteristics to warships, making them harder to detect with radar, while also increasing their speed and survivability.
Increases the firepower of cruisers and destroyers, and allows cruisers to use Terminal ABM lasers

Level 8, cost 75, NoAutoUnlockTillLevel 9

Requires: Advanced Warship Armaments, Novel Stealth Applications.

Improves:

  • Carrier:
    • new appearance
    • size = 0.3
    • speed = 65
    • turnspeed = 7.5
    • power = 65
  • Destroyer:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, reload 1.7 s, auto-engages)
      • Railgun (Railgun) (unlimited, reload 1.7 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 3 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 5 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Anti-Air Laser (AA Laser) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, salvo 2, reload 2 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, salvo 2, reload 2 s, auto-engages, off by default)
      • Torpedo (Torpedo) (unlimited, salvo 2, auto-engages)
      • ASROC (ASROC) (unlimited, salvo 4, reload 3 s, auto-engages)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Laser CIWS (Laser CIWS) (unlimited, reload 0.7 s, auto-engages, off by default)
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 4 s, auto-engages, off by default)
    • new appearance
    • size = 0.14
    • speed = 75
    • turnspeed = 7.5
    • power = 18
  • Cruiser:
    • weapon config “default” becomes:
      • Naval Gun (Ship Gun) (unlimited, salvo 2, reload 1.7 s, auto-engages)
      • Railgun (Railgun) (unlimited, salvo 2, reload 1.7 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 4, reload 3.3 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 4, reload 3.3 s, auto-engages)
      • AA Gun (AA Gun Old) (unlimited, reload 0.3 s, auto-engages, off by default)
      • Anti-Air Laser (AA Laser) (unlimited, reload 0.3 s, auto-engages, off by default)
      • CIWS (CIWS) (unlimited, reload 0.2 s, auto-engages, off by default)
      • Laser CIWS (Laser CIWS) (unlimited, reload 0.7 s, auto-engages, off by default)
      • Heavy SAM (SAM) (unlimited, reload 4 s, auto-engages, off by default)
      • Heavy Missile Defence SAM (SAM MD) (unlimited, reload 4 s, auto-engages, off by default)
      • ASROC (ASROC) (unlimited, reload 5.3 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×10 000, salvo 2, reload 10 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×10 000, salvo 2, reload 10 s, off by default)
      • ASAT (ASAT) (×3, off by default)
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 3.3 s, auto-engages, off by default)
      • Terminal Defence Laser (Terminal ABM Laser) (unlimited, reload 1 s, auto-engages, off by default)
    • new appearance
    • size = 0.18
    • speed = 70
    • turnspeed = 7.5
    • power = 40
  • Landing Ship:
    • size = 0.3
    • speed = 70
    • turnspeed = 7.5
    • power = 45
  • Resupply Ship:
    • size = 0.2
    • speed = 65
    • turnspeed = 7.5
    • power = 10

Protects (activates traits):

Experimental Underwater Weapons (Experimental_Underwater_Weapons)

The path for upgrading torpedoes in the future is largely centered around improved target acquisition. Submarines are comparably fragile targets and explosions are amplified underwater, so stopping power generally isn't a major issue. Submarines also don't have active protection systems, and aren't particularly well-suited to rapid maneuvering like a jet, for example, so their only dependable defences are their stealth as and a limited suite of sonic countermeasures and decoys. As a result, the greatest challenge with destroying a submarine is actually locating it and having a torpedo acquire it, so further improvements to the data link, acoustic homing and active sonar components of torpedoes take priority.
Increase the precision and range of torpedoes.

Level 9, cost 55, NoAutoUnlockTillLevel 10

Requires: Advanced Underwater Weapons, Experimental Sonar.

Improves:

Experimental SSBN (Experimental_SSBN)

Leveraging highly secretive and advanced submarine technology will make it possible to build SSBNs that are even quieter, faster and more capable than ever before. Stealth and survivability are still at the forefront of their designs, and although earlier SSBNs trended towards miniaturization and reduced firepower, size reductions in other areas and more compact launch systems will make it possible to fit more weapons into a smaller space and fire them more quickly, allowing SSBNs to present an ominous and inescapable danger even in the face of increasingly sophisticated missile defence systems. Theoretically, a sufficiently advanced submarine could launch its entire payload in just minutes, destroy an entire country and then escape back to the depths before anyone could realize what was happening.
Increases the speed and stealth of SSBNs.
Increases the number of SLBMs carried and reduces the time between salvoes.

Level 9, cost 60, NoAutoUnlockTillLevel 10

Requires: Advanced SSBN, Experimental Submarines.

Improves:

  • SSBN (SSBN):
    • weapon config “100kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 100 Kiloton SLBM (100kt_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “250kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 250 Kiloton SLBM (250kt_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “500kt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500 Kiloton SLBM (500kt_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “1M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • Megaton SLBM (1M_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “5M SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 5 Megaton SLBM (5M_Fusion_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “500kt Cobalt SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Cobalt SLBM (500kt_Cobalt_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “500kt Enhanced Salted SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt Salted SLBM (500kt_Salt_SLBM) (×20, salvo 4, reload 10 s, principal)
    • weapon config “500kt EMP SLBM” becomes:
      • Torpedo (Torpedo) (unlimited, auto-engages)
      • 500kt EMP SLBM (500kt_SLBM_EMP) (×20, salvo 4, reload 10 s, principal)
    • weapon config “500kt Super EMP SLBM” becomes:
    • weapon config “3x100kt SLBM” becomes:
    • weapon config “3x250kt SLBM” becomes:
    • weapon config “6x250kt SLBM” becomes:
    • weapon config “6x500kt SLBM” becomes:
    • weapon config “8x500kt SLBM” becomes:
    • weapon config “8x1M SLBM” becomes:
    • new appearance
    • size = 0.175
    • speed = 65
    • power = 10

Protects (activates traits):

Experimental Submarines (Experimental_Submarines)

Nuclear submarine technology is among the most secretive in the world, but the newest incoming generation of submarines is generally expected to further improve their stealth and firepower. Novel and speculative technologies like new propulsion systems, advanced silent reactors and highly anechoic materials that can’t be picked up by magnetic sensors could all hypothetically make submarines even harder to locate, allowing them to bypass even the most advanced anti-submarine defences and unleash payloads with unprecedented speed and lethality.
Increases the speed, stealth and firepower of attack submarines and SSGNs.

Level 9, cost 75, NoAutoUnlockTillLevel 10

Requires: Advanced Submarines.

Leads to: Experimental SSBN.

Improves:

  • Attack Submarine (Submarine):
    • weapon config “Conventional” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 3.3 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 4 s, auto-engages)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons also researched, weapon config “Nuclear Armed” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 3.3 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 4 s, auto-engages)
      • Nuclear Torpedo (Nuclear Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • with Tactical Nuclear Weapons, Improved Underwater Weapons, Pure Fusion Weapons also researched, weapon config “Fusion Torpedo” becomes:
      • Torpedo (Torpedo) (unlimited, salvo 4, reload 3.3 s, auto-engages)
      • SSM (SSM) (unlimited, salvo 2, reload 4 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 2, reload 4 s, auto-engages)
      • Fusion Torpedo (Fusion Torpedo) (×4, reload 13.3 s, auto-engages, off by default, principal)
    • new appearance
    • size = 0.15
    • speed = 70
    • power = 7
  • SSGN (SSGN):
    • weapon config “SSGN” becomes:
      • SSM (SSM) (unlimited, salvo 8, reload 5 s, auto-engages)
      • AShM (Anti Ship Missile) (unlimited, salvo 8, reload 5 s, auto-engages)
      • Nuclear SSM (Nuclear Cruise Missile) (×1 000, salvo 2, reload 5 s, off by default)
      • Fusion SSM (Fusion Cruise Missile) (×1 000, salvo 2, reload 5 s, off by default)
      • Torpedo (Torpedo) (unlimited, salvo 2, auto-engages)
    • new appearance
    • size = 0.17
    • speed = 65
    • power = 7.5

Protects (activates traits):

Smart Weapons

Basic Missile Guidance Systems (Basic_Missile_Guidance)

The very first guided missiles in military use relied on primitive command guidance to hit their targets, which means to say that the missile’s operator had to manually (and difficultly) send commands to the missile and direct it to its target by steering it with a controller. Other forms of guidance like infrared tracking would follow not long afterwards, but with limitations of their own. As electronics became more sophisticated, the effectiveness of guided missiles would improve, but the first generation was not particularly effective. They were, however, a considerable upgrade over unguided munitions.
Effective guidance systems are at the heart of a wide variety of weapon systems, and it will be very difficult to survive without it. Make sure your guidance systems are up to date, or many of your weapons will suffer!
Allows for the development of different guided missiles.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Early CLOS Air-to-Ground Weapons, Early Cruise Missiles, Early Infrared Air-to-Air Missiles, Surface-To-Air Missiles, Improved Missile Guidance, Nuclear Midcourse ABM.

Early CLOS Air-to-Ground Weapons (Air_to_Ground_missile)

Even as aerial warfare stepped into the jet age, dumbfire munitions like unguided bombs, rockets and guns were the only weapons readily available to attack ground targets, and their limited precision meant that pilots either had to accept being inaccurate, or get close to the target and endanger themselves while attempting to maneuver in to attack. The eventual invention of air-to-ground missiles and TV-guided bombs meant that aircraft finally had a means to accurately engage targets on the ground without having to strafe them or drop bombs at short range. Early AGMs and GBUs were generally not particularly effective and often used command-to-line-of-sight (CLOS) guidance, which required the pilot or a weapons officer to manually direct the munition to the target, but the advantages over unguided weapons and the potential for improvement were clear.
Unlocks AGMs for attack aircraft and GBUs for bombers, which are more effective against surface units and especially damaging against armies. Be warned, only sufficiently advanced aircraft will be able to use them!

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: Basic Missile Guidance Systems.

Leads to: Optically Guided AGMs.

Unlocks:

Improves:

Early Cruise Missiles (Cruise_missiles)

During WWII, concepts were developed for gliding bombs that could attack from long range. This concept eventually matured into the first cruise missiles: 'Flying bombs' equipped with engines that were capable of sustained, powered flight over long distances. The first generation of cruise missiles had poor accuracy and were only suitable against large area targets, but they offered much greater range over other weapons, had the potential be launched from a variety of platforms and offered a means of hitting large targets like airports or bases from stand-off distances, which was especially viable if the cruise missiles were nuclear-tipped and accuracy was less of an issue. Much of the technology used in cruise missiles would also converge with anti-ship weapons, and lead to long-range anti-ship missiles.
Unlocks cruise missiles and anti-ship missiles.
Early cruise missiles lack the precision to reliably hit small targets like ships, but are useful against large land targets. Early anti-ship missiles can accurately hit enemy warships but have limited range until they are upgraded.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: Basic Missile Guidance Systems.

Leads to: Coastal Missile Batteries, Precision Cruise Missiles.

Unlocks:

Replaces (no longer available after this research): Nuclear SSM.

Early Infrared Air-to-Air Missiles (Air_to_Air_Missile)

Gun-based weapons were the only practical options for air-to-air combat until the first air-to-air missiles arrived, and their introduction revolutionized aerial combat. Using primitive infrared (colloquially known as heatseeking) guidance, early air-to-air missiles could lock onto the hot exhaust from enemy planes and home in on them and explode. Despite these early missiles having relatively low accuracy, limited seeker ranges and an inability to attack from any direction other than behind, acquiring a missile lock is much easier than following the target and lining up a gun kill, so missiles rapidly came to dominate the air-to-air battlefield.
Unlocks air-to-air missiles, which are a necessity to be effective in aerial combat and a prerequisite to develop interceptor aircraft.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: Basic Missile Guidance Systems.

Leads to: 3rd Generation Aircraft, Interceptor Aircraft, All-Aspect AAMs.

Unlocks:

Improves:

Basic Laser Guidance (Basic_Laser_Guidance)

Early lasers lacked the energy to do any serious damage to anything other than the human eyeball, but they offered a precise way to point out and designate a target. Laser guidance is a method where a target is ‘painted’ with a laser, and a missile equipped with an optical seeker head homes in on the laser marking and crashes into it and destroys the target. Laser guidance is an important component of the terminal guidance systems for a variety of missiles and is common in SACLOS anti-tank weapons. Although these lasers won’t score kills directly, they will also serve as the first step in eventually developing practical defensive and offensive laser weapons.
Increases the accuracy and damage of AGMs and GBUs, and is necessary to develop more advanced missile guidance systems.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Improved Missile Guidance, Advanced Laser Guidance.

Improves:

Coastal Missile Batteries (Coastal_Defence)

Since the earliest days of naval warfare, using land-based projectile weapons against enemy warships has been instrumental in defending coasts and shorelines. Prior to the cold war, the role of coastal defence was performed by immobile, large caliber guns firing heavy shells. However, as naval weaponry advanced and became more accurate and responsive over long distances, stationary guns became vulnerable, ineffective and ultimately obsolete. As a result, they have been supplanted by mobile systems capable of repositioning to avoid enemy fire. The guns themselves have also been replaced in favour of guided anti-ship missiles, which are deadlier, more accurate and more capable of defeating the defences of modern warships.
Unlocks land-based coastal missile batteries, which fire anti-shipping missiles from land.
Partially unlocks light AShMs, for use by naval helicopters and naval monitoring stations.

Level 2, cost 20, NoAutoUnlockTillLevel 99

Requires: Early Cruise Missiles.

Unlocks:

Improves:

Improved Missile Guidance (Improved_Missile_Guidance)

The invention of the first integrated circuits and improvements in electronic miniaturization meant that it would become possible to equip missiles with extremely rudimentary computers, which while lacking, provided enough computing power to operate simple, automatic self-correcting guidance systems. As a result, manually guided missiles became obsolete, and most guided missiles could adopt semi-active or fire-and-forget guidance systems, which were dramatically easier to operate and in turn, almost always more accurate and effective.
Allows for the development of better missile guidance systems, as well as the invention of anti-radiation missiles for electronic-warfare aircraft and ALCMs.

Level 2, cost 30, NoAutoUnlockTillLevel 2

Requires: Basic Missile Guidance Systems, Basic Laser Guidance.

Leads to: Mobile SAM Systems, All-Aspect AAMs, Conventional Midcourse ABM, Nuclear Anti-Satellite Weapons, Optically Guided AGMs, Precision Cruise Missiles, Terminal Ballistic Missile Defences, Enhanced Missile Guidance.

All-Aspect AAMs (AAM_Improved)

Early air-to-air missiles were limited in their capabilities, primarily due to their relatively poor guidance systems. Generally using unsophisticated infrared homing, these missiles had trouble locking onto targets or maintaining locks. By improving the field of view and range of the seeker heads and giving them the sophistication needed to attack a target from any angle instead of just the rear, the probability of an infrared missile successfully tracking and hitting its target increases considerably. The widespread adoption of longer-ranged semi-active radar guided missiles also meant that air-to-air engagements could start and finish from farther away.
Increases the accuracy, speed and range of air-to-air missiles.

Level 3, cost 20, NoAutoUnlockTillLevel 3

Requires: Early Infrared Air-to-Air Missiles, Improved Missile Guidance.

Leads to: F&F Radar-Guided AAMs.

Improves:

  • AAM:
    • new appearance
    • precision ×0.75
    • range = 400
    • speed = 2 250
  • LAAM:
    • new appearance
    • range = 600
    • speed = 3 000
  • Nuclear AAM, Pure-Fusion AAM:
    • precision ×0.75
    • range = 600
    • speed = 2 750

Optically Guided AGMs (Improved_AGM)

Manually guided missiles have obvious shortcomings, and so a fire-and-forget weapon for attack aircraft was desperately sought as a remedy. But the small ground targets that tactical AGMs were tasked against weren't easy to track with radar or infrared guidance, like what other early guided missiles had. Home-on-jam missiles could track radar-emitting targets like radars and SAMs, but they would not work against targets like tanks or other vehicles. It would be necessary to develop optically guided missiles that could identify targets based on their contrast with the ground and also visually identify movement, so contrast-seeking and electro-optical guided missiles were developed for the task. These missiles 'see' in the visible spectrum and pick out their targets based on contrast and changes in light levels, allowing them to seek targets like tanks and enemy installations by 'looking' at them and seeing if they stand out or move. Without the need for manual steering, these new missiles were able to move much faster and carry heavier payloads than their predecessors.
Greatly increases the accuracy and speed of AGMs. Slightly increases their range and damage.
Increases the accuracy and damage of GBUs.
Partially unlocks Anti-Radiation Missiles for EW aircraft, which are very good at destroying radars and SAMs.
Partially unlocks ALCMs, which are used by multirole aircraft and bombers.

Level 3, cost 20, NoAutoUnlockTillLevel 3

Requires: Early CLOS Air-to-Ground Weapons, Improved Missile Guidance.

Leads to: Specialized Precision AGMs.

Unlocks:

Improves:

Precision Cruise Missiles (Improved_cruise_missiles)

The biggest shortcoming with early cruise missiles was their lack of precision. Although they were effective against large targets (for example, terror-bombing cities like their earliest predecessors) they were unable to service anything that required any degree of accuracy. The development of terminal guidance systems and finer control systems would make it possible for cruise missiles to identify their targets and adjust their course to hit them, allowing them to reliably destroy large point targets like ships, bridges and buildings. This development would also lead to early anti-ship missiles being supplanted by specialized cruise missiles, with much better range, as well as the earliest, most rudimentary air-launched cruise missiles.
Greatly increases the accuracy and effectiveness of cruise missiles. Greatly increases the range of anti-ship missiles.
Partially unlocks ALCMs, which are used by multirole aircraft and bombers.

Level 3, cost 20, NoAutoUnlockTillLevel 3

Requires: Early Cruise Missiles, Improved Missile Guidance.

Leads to: Evasive Hybrid Guidance Cruise Missiles.

Unlocks:

Improves:

Advanced Laser Guidance (Advanced_Laser_Guidance)

As lasers and seeker heads became more sophisticated, it became possible for aircraft to designate their own targets using on-board laser targeting pods. The proliferation of laser-guidance also led to laser designators becoming smaller, cheaper and more powerful. Although laser guidance systems aren't effective as weapons on their own, the trend toward more sophisticated and higher energy lasers would slowly pave the way for the first practical direct energy weapons.
Increases the accuracy and damage of AGMs and GBUs, and is necessary to develop high-tech missile guidance systems.

Level 4, cost 15, NoAutoUnlockTillLevel 4

Requires: Basic Laser Guidance.

Leads to: Enhanced Missile Guidance, High-Energy Weapons Platforms, Laser Uranium Enrichment, Seeker Blinding Lasers.

Improves:

Enhanced Missile Guidance (Enhanced_Missile_Guidance)

Increasingly sophisticated electronics would pave the way for more complex and more compact guidance systems. Microprocessor technology would make it possible to fit fairly elaborate guidance computers into guided missiles, and as a result, the sensor power and computing power of these missiles could be increased without making them larger or taking away from their performance. Being able to run more advanced software and having more accurate sensor data meant that fire-and-forget weapons could become commonplace, and precision-guided munitions would come to utterly overmatch their dumb-fire counterparts. Smart weapons would go from being an advantage to a necessity in time.
Allows for the further development of guided missiles.

Level 4, cost 45, NoAutoUnlockTillLevel 4

Requires: Improved Missile Guidance, Advanced Laser Guidance.

Leads to: Improved SAMs, Evasive Hybrid Guidance Cruise Missiles, F&F Radar-Guided AAMs, Hit-To-Kill Midcourse ABM, Hit-To-Kill Terminal ABM, Missile Defence SAMs, Precision ASAT Weapons, Specialized Precision AGMs, Advanced Missile Guidance, Counter-RAM Systems.

Evasive Hybrid Guidance Cruise Missiles (Enhanced_cruise_missiles)

As cruise missiles continued to be upgraded, improvements to their range, speed and accuracy were a given, but one of the most pressing issues of all was their ability to avoid being intercepted by constantly evolving CIWS and anti-missile defences. To counter these new systems, cruise missiles would adopt upgrades like satellite navigation and advanced terrain contour matching (TERCOM) to fly closer to the ground before hitting their targets, or actively maneuvering and attacking from high angles to confuse missile defense systems. By making cruise missiles 'smarter' and more aware of their surroundings, they can bypass missile defences more easily and hit their targets with greater accuracy.
Cruise and anti-ship missiles are now significantly harder to intercept and more accurate. Slightly improves the speed and range of cruise missiles and AShMs.
Increases the range, speed and evasiveness of ALCMs.

Level 5, cost 20, NoAutoUnlockTillLevel 5

Requires: Precision Cruise Missiles, Enhanced Missile Guidance.

Leads to: Advanced Stand-Off Cruise Missiles.

Improves:

  • Coastal Missile Battery:
    • weapon config “Anti-Shipping” becomes:
      • AShM (Anti Ship Missile) (unlimited, salvo 3, reload 5 s, auto-engages)
  • AShM:
    • new appearance
    • precision ×0.8
    • range = 750
    • speed = 1 250
    • canbeintercepted ×0.75
  • SSM:
    • new appearance
    • precision ×0.8
    • range = 800
    • speed = 1 000
    • canbeintercepted ×0.75
  • Nuclear SSM, Fusion SSM:
    • precision ×0.8
    • range = 800
    • speed = 1 000
    • canbeintercepted ×0.3
    • new appearance
  • ALCM, Nuclear ALCM, Pure Fusion ALCM:
    • new appearance
    • range = 900
    • speed = 1 200

F&F Radar-Guided AAMs (AAM_Enhanced)

As radar guidance improved, large, long-range fire-and-forget missiles began to proliferate in the aerial battlespace. Although air-to-air radar guided missiles have existed for a long time, the earlier models were semi-active, which means that the pilot had to keep the nose of their aircraft pointed towards the target in order to illuminate it with radar so the missile could home in on it. Newer models, conversely, have their own on-board radar and can find targets on their own without the launch aircraft’s assistance. Effective long-range fire-and-forget systems meant that pilots could reliably start combat from extreme distances and begin evasive maneuvers well before they entered visual range, and could often score kills without ever actually seeing their target. Of course, shorter-ranged missiles still retained their place, and continuously became more agile and harder to fool, and as a result, deadlier.
Further increase the accuracy, speed and range of air-to-air missiles.

Level 5, cost 20, NoAutoUnlockTillLevel 5

Requires: All-Aspect AAMs, Enhanced Missile Guidance.

Leads to: Off-Boresight Ramjet AAMs.

Improves:

  • AAM:
    • new appearance
    • precision ×0.75
    • range = 500
    • speed = 3 000
  • LAAM:
    • new appearance
    • precision ×0.75
    • range = 800
    • speed = 3 500
  • Nuclear AAM, Pure-Fusion AAM:
    • precision ×0.75
    • range = 800
    • speed = 3 000

Specialized Precision AGMs (Enhanced_AGM)

A wide variety of air-to-ground missiles would emerge, all with different guidance systems built for different purposes. To name a few, heatseeking infrared missiles would become smart enough to be effective against hot targets like active tanks in a fire-and-forget role, while laser guided munitions would be invaluable for precision strikes. As these systems evolved to reliably engage targets with high accuracy, new warheads were developed to maximize their effects for their roles, such as thermobaric weapons, which create an explosive cloud of gas that ignites and produces a huge shockwave, tandem shaped charges, which explode twice in the same spot to defeat reactive armour, and bunker busters, which can penetrate deep into hardened structures before detonating. These specialized weapons and their continuingly increasing precision would serve to raise the accuracy and destructive efficiency of AGMs and GBUs.
Greatly increases the damage and accuracy of AGMs. Slightly increases their range.
Greatly increases the accuracy and damage of GBUs. Also provides a range increase.
Increases the damage and accuracy of ALCMs.

Level 5, cost 20, NoAutoUnlockTillLevel 5

Requires: Optically Guided AGMs, Enhanced Missile Guidance.

Leads to: Autonomous Active Tracking AGMs.

Improves:

  • GBU:
    • new appearance
    • precision ×0.65
    • damage ×1.25
    • range = 150
    • speed = 150
  • AGM:
    • new appearance
    • range = 350
    • precision ×0.75
    • damage ×1.5
  • Helicopter ATGM:
    • new appearance
    • precision ×0.75
    • damage ×1.5
    • range = 275
  • Anti-Radar Missile:
    • new appearance
    • precision ×0.75
    • damage ×1.5
    • range = 600
    • speed = 1 200
  • Light AShM:
    • precision ×0.75
    • damage ×1.5
    • range = 400
  • ALCM, Nuclear ALCM, Pure Fusion ALCM: precision ×0.8

High-Energy Weapons Platforms (High_Energy_Weapons)

Concepts for electrically powered weapons with tremendous energy demands, such as railguns and lasers, would prompt the development of electrical systems capable of supporting them. These systems would face the challenge of generating and controlling an immense amount of electrical power and rapidly releasing it into a weapon system on demand, and would necessitate the development of advanced electrical capacitors and other specialized components. Although these developments may not offer any intrinsic benefit on their own, they pave the way for powerful weapon systems.
This technology is a prerequisite for laser weapons and railguns.

Level 6, cost 15, NoAutoUnlockTillLevel 6

Requires: Advanced Laser Guidance.

Leads to: High-Powered Lasers, Railguns.

Advanced Missile Guidance (Advanced_Missile_Guidance)

While earlier guided missiles had the benefit of, in many cases, being able to be completely ignored after being fired, the following generation would take the step of taking less effort to fire in the first place. Improved target acquisition systems would be developed that could more easily differentiate hostile targets from friendlies, civilians and random clutter, and advanced datalink integration with the launching platforms meant that the missile could be assisted by the launcher to improve its probability of scoring a hit as well. Hard-kill and soft-kill defences were becoming increasingly problematic, so increasingly sophisticated electronic counter-countermeasures would be developed in turn. The result would be a generation of highly versatile and user-friendly missiles.
Allows guided missiles to be developed even further.

Level 6, cost 60, NoAutoUnlockTillLevel 6

Requires: Enhanced Missile Guidance.

Leads to: Advanced Midcourse ABM, Advanced SAMs, Advanced Stand-Off Cruise Missiles, Advanced Terminal ABM, Autonomous Active Tracking AGMs, Off-Boresight Ramjet AAMs, Advanced ASAT Weapons, Experimental Missile Guidance.

Advanced Stand-Off Cruise Missiles (Advanced_cruise_missiles)

The latest models of cruise missiles leverage continuous technological improvements to increase their utility and lethality. Sophisticated engines and aerodynamics allow cruise missiles to travel even farther and faster, while improved guidance and command systems allow them to compete with ever-improving missile defence systems and hit their targets with pinpoint accuracy. Because they can reliably score direct hits on relatively small targets, a renewed emphasis has been given to their destructive power, and specialized conventional warheads have been developed to allow them to penetrate and destroy hardened targets like bunkers. Cruise missiles with these characteristics can generally attack from stand-off distances with impunity, as they're likely to destroy their targets and operate at ranges where retaliation isn't generally a concern, unless of course the enemy is operating similar weapons, or something very escalatory and conspicuous like ballistic missiles.
Increases the range, speed, accuracy, evasiveness and damage of cruise missiles and anti-ship weapons.
Increases the range, speed and evasiveness of ALCMs.

Level 7, cost 20, NoAutoUnlockTillLevel 7

Requires: Evasive Hybrid Guidance Cruise Missiles, Advanced Missile Guidance.

Leads to: Hypersonic Cruise Missiles.

Improves:

  • Coastal Missile Battery:
    • weapon config “Anti-Shipping” becomes:
      • AShM (Anti Ship Missile) (unlimited, salvo 3, reload 4 s, auto-engages)
  • AShM:
    • new appearance
    • precision ×0.75
    • range = 900
    • speed = 1 500
    • canbeintercepted ×0.9
    • damage ×1.25
  • SSM:
    • new appearance
    • precision ×0.75
    • range = 1 000
    • speed = 1 250
    • canbeintercepted ×0.9
    • damage ×1.25
  • Nuclear SSM, Fusion SSM:
    • precision ×0.75
    • range = 1 000
    • speed = 1 250
    • canbeintercepted ×0.9
    • new appearance
  • ALCM, Nuclear ALCM, Pure Fusion ALCM:
    • new appearance
    • range = 1 200
    • speed = 1 500
    • canbeintercepted ×0.8

Autonomous Active Tracking AGMs (Advanced_AGM)

The continuous improvements to tactical missile guidance would eventually lead to a point where even relatively small anti-tank missiles could be fired from long-range and autonomously hunt and kill enemy assets. Highly advanced miniature sensors would allow missiles to find and track targets without the help of their host aircraft, and then sophisticated onboard AI could then determine the nature of the target, whether or not to attack it, and even the best place to hit it to score a kill, similar to multi-million dollar cruise missiles taking on large high-value targets like bunkers, except now on a much smaller and less expensive scale. With this technology, aircraft can strike from stand-off or near-stand-off distances even with relatively small weapons, allowing them to do considerable damage without putting themselves in harm's way. Although earlier AGMs could technically do this to an extent, they lacked the sophistication to do it reliably without risking serious collateral damage or friendly fire.
Significantly increases the range and accuracy of AGMs.
Greatly increases the range of GBUs and improves their accuracy.
Increases the damage and accuracy of ALCMs.

Level 7, cost 20, NoAutoUnlockTillLevel 7

Requires: Specialized Precision AGMs, Advanced Missile Guidance.

Leads to: Neural Network Trained AGMs.

Improves:

  • GBU:
    • new appearance
    • precision ×0.8
    • range = 250
    • speed = 250
    • damage ×1.2
  • AGM:
    • new appearance
    • range = 550
    • precision ×0.5
  • Helicopter ATGM:
    • new appearance
    • precision ×0.5
    • range = 350
  • Anti-Radar Missile:
    • new appearance
    • precision ×0.5
    • range = 750
    • speed = 1 500
    • canbeintercepted ×0.9
  • Light AShM:
    • precision ×0.5
    • range = 700
  • ALCM:
    • damage ×1.25
    • precision ×0.75
  • Nuclear ALCM, Pure Fusion ALCM: precision ×0.75

Off-Boresight Ramjet AAMs (AAM_Advanced)

Information technology and better tracking would continue to make air-to-air missiles more precise and more deadly. High-level integration with the host aircraft and the pilot’s heads-up display system would allow missiles to be fired off-boresight at targets at wide angles far from the front of the aircraft, meaning pilots could often engage a target simply by turning their head to look at it and firing a missile. The flight characteristics of the missiles would also improve, especially with the adoption of ramjet propulsion, which is extremely effective at the high speeds encountered in air-to-air combat. Ramjet missiles generate large amounts of thrust efficiently when travelling at high speeds, allowing them to more rapidly close in on their targets and give them even less time to properly respond, often with deadly results.
Increases the accuracy, speed and range of air-to-air missiles even further.

Level 7, cost 20, NoAutoUnlockTillLevel 7

Requires: F&F Radar-Guided AAMs, Advanced Missile Guidance.

Leads to: Advanced Hybrid Guidance AAMs.

Improves:

  • AAM:
    • new appearance
    • precision ×0.75
    • range = 600
    • speed = 3 750
  • LAAM:
    • new appearance
    • precision ×0.75
    • range = 1 000
    • speed = 4 500
  • Nuclear AAM, Pure-Fusion AAM:
    • precision ×0.75
    • range = 1 000
    • speed = 3 750

Railguns (Railguns)

A railgun uses highly electrified rails to apply electromagnetic force to a heavy metal projectile and accelerate it to incredible speeds, upwards of 10,000 km/h. The sheer kinetic energy of an object travelling at that speed is enough to cause catastrophic damage on impact, so an explosive warhead isn’t needed. Despite facing technical challenges with barrel wear and power consumption, railguns offer advantages in that they’re cheaper to operate than guided missiles and offer greater destructive power and range over conventional ship guns. The extreme speed of the railgun shells also makes them nearly impossible to defend against and makes it much easier to lead and hit a target.
Replaces conventional ship guns with railguns, which are more accurate, longer-ranged and harder hitting. Can only be mounted on sufficiently advanced warships.

Level 7, cost 45, NoAutoUnlockTillLevel 8

Requires: High-Energy Weapons Platforms.

Unlocks:

Replaces (no longer available after this research): Naval Gun.

High-Powered Lasers (High_Powered_Lasers)

Lasers are attractive as potential weapons because laser beams can efficiently deliver destructive energy, travel in a perfectly straight line, and hit their targets as fast as physically possible. However, operating lasers in the atmosphere creates certain technical challenges, as sufficiently powerful lasers ionize the air around them, resulting in a blooming effect which defocuses the laser beam and makes it far less effective. Although this isn't a problem for lasers in space, building a sufficiently powerful laser that can operate efficiently without overheating is another challenge entirely, not to mention the issue of supplying power to it. However, even relatively modest laser weapons have the potential to be used in military applications like short-range missile defence or blinding and thermally damaging enemy satellites.
This level of laser technology will allow for spaceborne lasers capable of destroying missiles and satellites, as well as the development of laser CIWS systems.

Level 7, cost 50, NoAutoUnlockTillLevel 7

Requires: High-Energy Weapons Platforms.

Leads to: Laser Defence Satellites, Laser CIWS, Deadly Laser Weapons.

Unlocks:

Replaces (no longer available after this research): CIWS.

Experimental Missile Guidance (Experimental_Missile_Guidance)

Advancements in machine-learning and artificial intelligence have the potential to dramatically improve the way that missiles recognize and approach their targets, as well as overcome electronic countermeasures and hard-kill systems like CIWS and APS. Iteratively 'training' an AI to identify and recognize targets as well as the best way to attack them, and then applying that training to missile guidance systems, will allow the missiles to be even 'smarter' than ever before. Of course, other improvements like better sensors, motors and control systems, will also be necessary to ensure that the weapons can work to their full potential as well.
Allows for the development of extremely sophisticated guided missiles, including hypersonic models.

Level 8, cost 75, NoAutoUnlockTillLevel 8

Requires: Advanced Missile Guidance.

Leads to: Advanced Hybrid Guidance AAMs, Experimental Midcourse ABM, Hypersonic Cruise Missiles, Hypersonic Hybrid Guidance SAMs, Neural Network Trained AGMs.

Advanced Hybrid Guidance AAMs (AAM_Experimental)

Out of necessity, the guidance system on an air-to-air missile can’t be very big, which puts limits on their sophistication and capabilities. The development of advanced miniaturized sensors and computing components will make it possible to fit more sensors into the head of a missile without degrading its performance in other aspects, allowing for the creation of smarter missiles that rely on multiple forms of guidance to improve their accuracy and resist countermeasures. Combinations of radar, electro-optical and infrared tracking will ensure that AAMs always find their targets, and improved targeting and tracking software will allow them to fuse information from their sensors to form a higher resolution ‘image’ of the target. In essence, missiles with hybrid guidance have an even better idea of where their targets will be, do not suffer from the shortcomings of any one guidance system, and are even harder to fool, making them extremely accurate and likely to score kills. As a benefit of this extra precision, they are also capable of hitting their targets much faster and much harder.
Increase the range of air-to-air missiles, and greatly increases their speed and destructive power.

Level 9, cost 20, NoAutoUnlockTillLevel 9

Requires: Off-Boresight Ramjet AAMs, Experimental Missile Guidance.

Improves:

  • AAM:
    • new appearance
    • range = 800
    • speed = 5 000
    • damage ×1.5
  • LAAM:
    • new appearance
    • range = 1 200
    • speed = 7 000
    • damage ×1.5
  • Nuclear AAM, Pure-Fusion AAM:
    • range = 1 200
    • speed = 6 000

Hypersonic Cruise Missiles (Experimental_cruise_missiles)

Cruise missiles travelling at upwards of 5 times the speed of sound, or at 'hypersonic' speeds, have a number of advantages. They can destroy time-sensitive targets very quickly, they are extremely difficult to shoot down, give little warning of their arrival, and can do serious damage to a target even without exploding. However, designing weapons to travel at hypersonic speeds comes with unique engineering challenges as the intense friction and behavior of the surrounding air creates dramatic complications. There's also the question of how to achieve hypersonic speeds in the first place. Although very expensive and difficult to design and build, hypersonic missiles are extremely dangerous and can effortlessly bypass all but the absolute best missile defence systems, making them brutally effective against priority targets.
Upgrades cruise and anti-ship missiles to hypersonic versions, which are extremely difficult to intercept without lasers and almost impossible to stop when used in salvoes.

Level 9, cost 20, NoAutoUnlockTillLevel 9

Requires: Advanced Stand-Off Cruise Missiles, Hypersonic Maneuvering, Experimental Missile Guidance.

Improves:

  • AShM:
    • new appearance
    • speed = 5 000
    • canbeintercepted ×0.3
    • damage ×1.25
  • SSM:
    • new appearance
    • range = 1 200
    • speed ×4
    • canbeintercepted ×0.3
    • damage ×1.25
  • Nuclear SSM, Fusion SSM:
    • range = 1 200
    • speed ×4
    • canbeintercepted ×0.3
    • new appearance
  • ALCM, Nuclear ALCM, Pure Fusion ALCM:
    • new appearance
    • range ×1.25
    • speed = 5 000
    • canbeintercepted ×0.3
    • damage ×1.125

Neural Network Trained AGMs (Experimental_AGM)

The most pressing challenges faced by advanced AGMs is their initial target acquisition as well as overcoming any defences that the target might have, like electronic countermeasures and soft and hard kill active protection systems. By developing advanced algorithms using machine learning, air-to-ground missiles can be 'taught' how to better recognize enemy targets, evaluate their importance, and choose an attack vector to both maximize the damage done to the target and minimize the risk of being intercepted. Training the missiles appropriately will also allow them to maneuver more precisely and identify targets from further away, increasing their speed and effective range. With these measures in place, air-to-ground missiles will be highly autonomous, making them effectively immune to jamming and very difficult to defeat, while their improved performance in other areas will allow them to reliably attack from extreme distances and strike with stunning speed and precision.
Increases the accuracy, range, damage and speed of AGMs. Reduces their odds of being intercepted.
Increases the accuracy, range and damage of GBUs.
Increases the damage and accuracy of ALCMs.

Level 9, cost 20, NoAutoUnlockTillLevel 9

Requires: Autonomous Active Tracking AGMs, Experimental Missile Guidance.

Improves:

  • GBU:
    • new appearance
    • precision ×0.75
    • damage ×1.25
    • range = 300
    • speed = 300
  • AGM:
    • new appearance
    • precision ×0.75
    • range = 600
    • speed = 1 200
    • damage ×1.25
    • canbeintercepted ×0.9
  • Helicopter ATGM:
    • new appearance
    • precision ×0.75
    • range = 450
    • speed = 1 100
    • damage ×1.25
    • canbeintercepted ×0.9
  • Anti-Radar Missile:
    • new appearance
    • precision ×0.5
    • range = 1 000
    • speed = 2 000
    • damage ×1.25
    • canbeintercepted ×0.9
  • Light AShM:
    • precision ×0.75
    • range = 900
    • speed = 1 350
    • damage ×1.25
    • canbeintercepted ×0.9
  • ALCM:
    • damage ×1.25
    • precision ×0.8
  • Nuclear ALCM, Pure Fusion ALCM: precision ×0.8

Deadly Laser Weapons (Offensive_Laser_Weapons)

Solving the 'blooming' problem posed by high-powered lasers will make it possible to develop extremely high-energy laser weapons that are capable of operating within the Earth's atmosphere and incinerating targets within seconds. Although generating the power necessary to operate such a weapon would relegate it to relatively large platforms like aircraft, warships, specialized heavy vehicles or static facilities, such weapons have considerable potential. Since they can effectively engage anything that enters their line of sight, they are highly effective as area denial and point defence weapons, easily destroying aircraft and missiles that venture too close, and they can also finally replace cannon weapons on aircraft. For the first time, it would be not only possible, but practical to use lasers to kill human beings.
Allows for the development of laser air defences and air-to-air lasers on combat aircraft, as well as other atmosphere-penetrating lasers.

Level 9, cost 65, NoAutoUnlockTillLevel 9

Requires: High-Powered Lasers.

Leads to: Anti-Air Laser Weapons, Counterforce DEW Satellite.

Unlocks:

Improves:

Air and Missile Defence

Surface-To-Air Missiles (Surface_to_air_missile)

As the first guided missiles came into existence, the potential to use them from the ground to destroy aircraft was inevitably realized. A surface-to-air missile, or SAM, is a land or sea-based system that is designed to fire guided missiles at airborne targets and destroy them. Early SAMs existed either as very short-ranged systems that relied on infrared (heatseeking) homing built into the missile itself, or as large, complex, multi-faceted radar-guided systems where a dedicated radar would have to continuously mark the target, and then the radar-guided SAM would home in on the radar signature and destroy it. Early SAMs were big, cumbersome and a little slow to react, but they revolutionized the aerial battlespace and effectively turned high-altitude combat sorties into a death sentence wherever SAMs could be found. While ground-based anti-air weapons were present from the start, the arrival of SAMs in particular would be the catalyst for reshaping the concept of aerial warfare.
Unlocks fixed SAM sites, which are excellent at defeating enemy aircraft that fly nearby. SAMs are also used by missile-armed Cruisers and Destroyers.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: Basic Missile Guidance Systems.

Leads to: Close-In Weapon Systems, Mobile SAM Systems, Nuclear Midcourse ABM, Terminal Ballistic Missile Defences.

Unlocks:

Improves:

Close-In Weapon Systems (Close_In_Weapon_Systems)

A Close-In Weapon System, or CIWS, is a short-ranged point-defense weapon designed to shoot down incoming missiles as a last line of defence. Although CIWS also refers to missile-based systems, the term is usually associated with ship-mounted gun systems, which generally consist of heavy rotary cannons that can fire exploding ammunition at thousands of rounds per minute at incoming threats. The basic principle is simple: if a missile defeats all of a ship’s countermeasures, the last resort is to pulverize it with a massive stream of gunfire and destroy it before it can hit the ship.
Adds CIWS to sufficiently advanced warships and naval monitoring stations, which will attempt to shoot down incoming missiles.

Level 2, cost 20, NoAutoUnlockTillLevel 2

Requires: Surface-To-Air Missiles.

Leads to: Counter-RAM Systems.

Unlocks:

  • Weapon CIWS (CIWS)

Mobile SAM Systems (Mobile_SAM)

Early radar-guided SAMs were big and cumbersome enough that they could not be easily moved and required significant set-up times to be effective, making them impractical for tactical maneuvers and generally limiting them to static defenses or shipborne use, which also made them vulnerable. Improvements in SAM technology would make high-performance SAMs lighter and more efficient, and the development of specialized mobile launchers would allow them to easily travel and still attack targets at a moments notice. Lighter SAMs would also emerge to defend assets where heavy SAMs wouldn't be practical, like ships with limited space for anti-air defences.
Unlocks Mobile Heavy SAMs. Adds Light SAMs to Army Bases, AA Gun Sites and Carriers.

Level 2, cost 30, NoAutoUnlockTillLevel 3

Requires: Surface-To-Air Missiles, Improved Missile Guidance.

Leads to: Improved SAMs.

Unlocks:

Nuclear Midcourse ABM (Nuke_ABM)

The advent of ballistic missiles presented a very obvious threat with no clear answer. Ballistic missiles travel at extreme speeds and are difficult to detect without specialized equipment, giving little time to respond to one. Since preemptively destroying the enemy’s ability to launch missiles is not always practical, it was clear there needed to be a means of destroying the missiles in-flight. Long-range systems would be developed to intercept incoming missiles in the midcourse stage of their flight in outer-space. Because of the inherent difficulty of engaging a small, extremely fast object at an extreme range and altitude, the lack of precision in these early systems meant that they had to be armed with nuclear warheads to be effective. Early ABM designs relied on a neutron-kill system, where the neutron radiation released by a nuclear explosion would contaminate and nullify incoming nuclear warheads.
Unlocks (nuclear) Midcourse ABM systems. Basic Neutron-Kill ABMs are liable to contaminate the environment with radioactive fallout, but can be produced in large numbers. Higher-yield ABMs can reliably destroy groups of missiles, but are expensive to produce and create greater collateral damage and pollution. Both systems have a minimum firing range, and should be paired with terminal ABMs for layered protection.
Take note, until you develop conventional ABMs, you'll also need tactical nuclear weapons to make use of this technology!

Level 2, cost 45, NoAutoUnlockTillLevel 4

Requires: Basic Missile Guidance Systems, Surface-To-Air Missiles.

Leads to: Conventional Midcourse ABM.

Unlocks:

Improves:

Terminal Ballistic Missile Defences (Terminal_BM_Defence)

A terminal anti-ballistic missile system is a defencive weapon designed to intercept and destroy incoming ballistic warheads in the last phase of their trajectory, just minutes or seconds before they hit their targets. In order to be effective, terminal ABM systems need a high-degree of precision, advance warning, and incredible acceleration characteristics to intercept and destroy their targets before they can hit. Operating at relatively short ranges gives terminal defence systems a limited window to operate, making them best used as a last-resort to protect priority point targets like major cities or military installations. Because of their short, in-atmosphere operating ranges, they can discern between decoys (which are less dense and fall more slowly in air) and genuine targets. They're very effective within their range, but can't defeat multiple warheads at once, and should be used along with midcourse ABM systems for maximum effectiveness. They'll also require some form of missile detection to operate as well!
Unlocks mobile Terminal ABM sites, and adds terminal ABMs to advanced destroyers and cruisers. Terminal ABMs are not affected by decoy warheads.

Level 3, cost 40, NoAutoUnlockTillLevel 5

Requires: Surface-To-Air Missiles, Improved Missile Guidance.

Leads to: Hit-To-Kill Terminal ABM.

Unlocks:

Conventional Midcourse ABM (anti_ballistic_missile)

As missile guidance became more sophisticated, it became possible to develop non-nuclear midcourse interceptors armed with conventional explosives, rather than relying on the destructive power or radiation released by a nuclear warhead. Conventional midcourse interceptors can be produced en masse and do not contaminate the area they explode over, making them generally more flexible than nuclear ABMs, but less effective against massed warheads than high-yield ABMs. Although conventional ABMs come with fewer caveats than their nuclear counterparts, they won't provide the same protection as a high-yield ABM, and the most you should expect them to do is buy you some time before they're overwhelmed!
Unlocks conventional midcourse ABMs, which replace neutron-kill ABMs and do not require production or produce fallout.

Level 3, cost 60, NoAutoUnlockTillLevel 4

Requires: Improved Missile Guidance, Nuclear Midcourse ABM.

Leads to: Hit-To-Kill Midcourse ABM.

Unlocks:

Improves:

Improved SAMs (SAM_Mk2)

The first readily mobile SAMs offered a huge leap forward in tactical flexibility, and their development radically changed the way combat aircraft operate when missile-based air defences are present. Low flight-paths and nap-of-the-Earth flying became common tactics to avoid SAM fire, so the following generation of SAMs would have to be faster and more responsive to hit fast, low-flying aircraft. Improved rocket fuel compositions and better targeting and guidance systems would provide the extra speed and accuracy needed to defeat enemy aircraft in a shorter engagement window, with the added benefit of making long-range engagements more feasible as well.
Increases the speed, range and accuracy of SAMs.

Level 4, cost 20, NoAutoUnlockTillLevel 5

Requires: Mobile SAM Systems, Enhanced Missile Guidance.

Leads to: Missile Defence SAMs.

Improves:

Hit-To-Kill Terminal ABM (Terminal_BM_Defence_Mk2)

Early terminal ballistic missile defences relied on proximity-fused explosive warheads to destroy their targets, but as guidance systems evolved, eventually it would become possible to develop hit-to-kill systems, which directly impact the incoming warhead and more reliably destroy it with kinetic energy. This new capability, along with other general tracking, guidance and control upgrades, would make terminal ABM systems more effective.
Increases the performance of Terminal ABM systems and improves their interception chance.

Level 5, cost 45, NoAutoUnlockTillLevel 7

Requires: Terminal Ballistic Missile Defences, Enhanced Missile Guidance.

Leads to: Advanced Terminal ABM.

Improves:

  • Terminal ABM Site:
    • weapon config “default” becomes:
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 2.2 s, auto-engages)
    • new appearance
  • Terminal ABM:
    • range = 350
    • speed = 9 250
    • maxelevation = 225
    • new appearance

Protects (activates traits):

Missile Defence SAMs (Tac_Missile_Defence)

Although they're usually considerably smaller, missiles in flight have a variety of similarities to aircraft. They're often powered and capable of maneuvering, have a heat signature, can be detected by radar, and travel through the air. Thanks to these similarities, sufficiently advanced SAM systems can target and destroy missiles in mid-air before they can hit their targets. As offensive missile technology advanced and attacking from stand-off distances became more and more viable as a tactic, it would become just as important for SAMs to be able to destroy incoming missiles as well as aircraft.
Replaces light and heavy SAMs with versions capable of targeting and destroying incoming missiles at low altitudes. They will not be effective against incoming ballistic missiles.

Level 5, cost 45, NoAutoUnlockTillLevel 6

Requires: Enhanced Missile Guidance, Improved SAMs.

Leads to: Advanced SAMs.

Unlocks:

Replaces (no longer available after this research): Heavy SAM, Light SAM.

Hit-To-Kill Midcourse ABM (ABM_Mk2)

Early conventional ABMs were seriously lacking in their capabilities given what was at stake, and although, realistically, the idea of any ABM system successfully repelling a mass missile attack is wishful thinking at best, better interceptors would be needed if midcourse ABMs could be relied on without being nuclear-armed. Eventually, once missile guidance systems and tracking radars became advanced enough, hit-to-kill midcourse interceptors could be developed. Rather than relying on conventional explosives or the overwhelming force of a nuclear blast, this generation of interceptors would directly smash into the incoming warhead (which is already moving towards the ground at upwards of Mach 20) and cause it to violently break apart on impact without detonating properly. Although kinetic interceptors will reliably score kills if they can connect, given the incredible speeds involved and the small size of the targets, scoring a direct hit is a daunting and very expensive challenge.
Increases the maximum engagement range and effectiveness of midcourse interceptors.

Level 5, cost 60, NoAutoUnlockTillLevel 7

Requires: Conventional Midcourse ABM, Enhanced Missile Guidance.

Leads to: Advanced Midcourse ABM.

Improves:

Protects (activates traits):

Counter-RAM Systems (Counter_Rocket_Artillery_Mortar)

Originally, CIWS was relegated to warships as that was where it was the most practical. Warships are often threatened by cruise and anti-ship missiles, which are relatively large and easy to hit, and warships also innately have the tracking systems, electrical power and other provisions needed to operate CIWS effectively. However, CIWS would eventually expand beyond naval use, as advancements in targeting and radar systems would make it possible to intercept smaller targets like incoming rockets, artillery and mortars. As it also became more logistically feasible to set up the system on land to defend forward military bases, the concept of Counter Rocket Artillery and Mortar, or C-RAM, was born.
Adds C-RAM to large airbases, army divisions, army bases, combat engineers and FOBs. C-RAM shoots down incoming projectiles similarly to a CIWS system.

Level 6, cost 20, NoAutoUnlockTillLevel 7

Requires: Close-In Weapon Systems, Enhanced Missile Guidance.

Leads to: Laser CIWS.

Unlocks:

Advanced SAMs (SAM_Mk3)

Although aircraft generally would not get much faster or more maneuverable after the first 4th generation fighters emerged, they became increasingly difficult to hit thanks to constantly evolving missile warning systems and electronic countermeasures. Because of this, one of the most pressing issues for new SAM systems was the ability to overcome the effects of defencive ECM and jamming, which meant their guidance systems would need better target resolution and better predictive algorithms to determine the velocity of their target and the flight corrections needed to hit it. Naturally though, improved flight speed and engagement ranges were also pursued to counterbalance the emergence of stand-off munitions and increasingly potent anti-radiation missiles.
Increases the damage, speed, range and accuracy of SAMs.

Level 7, cost 20, NoAutoUnlockTillLevel 8

Requires: Missile Defence SAMs, Advanced Missile Guidance.

Leads to: Hypersonic Hybrid Guidance SAMs.

Improves:

Advanced Midcourse ABM (ABM_Mk3)

The effectiveness of midcourse ABMs is heavily reliant on accurately tracking and predicting the course of the target projectile, and better guidance and tracking systems are needed to get midcourse ABM systems to a point where a single interceptor could reliably attack and engage an incoming warhead. Although accuracy was always the limiting factor for midcourse ABM performance, improved booster and steering systems would also be necessary to give the interceptors the range and finesse they needed to reliably make the flight adjustments to get on a collision course with their targets.
Further increases the maximum engagement range and effectiveness of midcourse interceptors.

Level 7, cost 60, NoAutoUnlockTillLevel 9

Requires: Hit-To-Kill Midcourse ABM, Advanced Missile Guidance.

Leads to: Experimental Midcourse ABM.

Improves:

Protects (activates traits):

Advanced Terminal ABM (Terminal_BM_Defence_Mk3)

Terminal ABM systems would need a continuous stream of improvements to provide a credible defence against increasingly sophisticated ballistic and cruise missile threats. The potential threat posed by hypersonic missiles and hypersonic glide vehicles in particular would spur terminal ABM systems to be more responsive and capable, as these new dynamic threats would only offer minutes of warning, meaning that intercepting an unpredictable maneuvering target would have to be achievable with only dozens of seconds to react.
Further increases the performance and interception rates of terminal ABM systems.

Level 7, cost 60, NoAutoUnlockTillLevel 9

Requires: Hit-To-Kill Terminal ABM, Advanced Missile Guidance.

Leads to: Terminal Defence Lasers.

Improves:

  • Terminal ABM Site:
    • weapon config “default” becomes:
      • Terminal ABM (Terminal ABM) (unlimited, salvo 2, reload 1.5 s, auto-engages)
  • Terminal ABM:
    • range = 400
    • speed = 9 500
    • maxelevation = 250
    • new appearance

Protects (activates traits):

Laser CIWS (Laser_CIWS)

A Laser CIWS, true to its name, is a CIWS system that uses a high-energy laser to shoot down incoming threats. Lasers are well-suited to the CIWS role, as they are effective at short range, travel at the speed of light and therefore have no lead time, and are powerful enough to quickly disable or destroy missiles. The main challenges with developing a laser CIWS system are building a laser powerful enough to reliably destroy its targets, and providing enough power to the laser for it to be effective. As a result, only newer, more advanced warships are capable of fielding laser CIWS systems.
Replaces conventional CIWS with laser CIWS on advanced warships.

Level 8, cost 40, NoAutoUnlockTillLevel 9

Requires: Counter-RAM Systems, High-Powered Lasers.

Leads to: Anti-Air Laser Weapons.

Unlocks:

Replaces (no longer available after this research): CIWS.

Hypersonic Hybrid Guidance SAMs (SAM_Mk4)

The next generation of surface-to-air missiles will have to contend with long-range cruise missiles and the heavy proliferation of stealth aircraft and weapons, as well as a variety of unmanned aerial vehicles and advanced munitions. Given the extremely threatening environment that they will have to operate in, these new SAMs will need a variety of upgrades in order to stay competitive. Hybrid guidance systems featuring wide-spectrum active radar in tandem with optical, thermal or other forms of tracking will allow these SAMs to acquire and attack targets, including stealth ones, from farther away and with greater accuracy. The flight performance of the missiles themselves will also have to improve dramatically, in order to defeat threats like hypersonic weapons, aircraft carrying massed stand-off munitions, and high-altitude systems like reconnaissance UAVs. As a result, SAMs will have to be able to strike much, much faster and travel over longer distances.
Increases the damage, accuracy and range of SAMs, and greatly increases their flight speed.

Level 9, cost 20, NoAutoUnlockTillLevel 10

Requires: Advanced SAMs, Hypersonic Maneuvering, Experimental Missile Guidance.

Improves:

Anti-Air Laser Weapons (AA_Laser)

Lasers have significant potential as short-range anti-air weapons. Aircraft tend to be relatively soft targets with limited options for concealment, which in theory should make them easy targets for direct line-of-sight weapons like guns. However, guns have limited effectiveness because they have to lead their targets, and aircraft generally move very quickly, making them difficult to hit without using huge volumes of gunfire. Lasers on the other hand, reach their targets instantly, meaning they can reliably hit anything within their field of view. The lightweight construction of aircraft means that a sufficiently powerful laser should have no problems damaging or destroying one if it comes within visual range.
Replaces autocannons on 6th generation planes with lasers, which can target other aircraft.
Adds anti-air lasers to army bases, AA Guns and advanced destroyers and cruisers.

Level 9, cost 45, NoAutoUnlockTillLevel 10

Requires: Laser CIWS, Deadly Laser Weapons.

Leads to: Terminal Defence Lasers.

Unlocks:

Improves:

Terminal Defence Lasers (Terminal_Defence_Laser)

Extremely high-powered lasers that are capable of targeting incoming ballistic warheads can be used as the ultimate last-line of defence. The advantages of lasers make them extremely effective at destroying individual warheads, making them one of the few suitable defences against the emerging threats posed by hypersonic weapons. That being said, their comparatively limited range compared to missile based systems only gives them a small window of opportunity to intercept their targets, meaning they fare poorly against massed warheads. Still, their ability to reliably defend against any single warhead, namely heavy and hypersonic weapons, can make them an instrumental part of any missile defence network.
Unlocks Laser ABM trucks and complexes, which have limited range but can reliably destroy any type of missile, as long as the system isn’t overwhelmed by raw numbers. The fixed site is more effective and can destroy enemy satellites.

Level 9, cost 45, NoAutoUnlockTillLevel 99

Requires: Advanced Terminal ABM, Anti-Air Laser Weapons.

Unlocks:

Experimental Midcourse ABM (ABM_Mk4)

ABM systems are mathematically outmatched by MIRVs, as an ABM can only engage one warhead, while MIRVs can deploy multiple warheads and decoys at once. As ABM technology improves, it may be possible to have the launch vehicle release several kill vehicles at once which can be tasked to different targets, effectively allowing a single ABM to intercept multiple threats and defeat MIRVs. Concurrently, with the advent of hypersonic glide vehicles, the ability to predict the trajectory of an incoming threat and rapidly modify the course of the kill vehicle is an emerging requirement. Advanced tracking systems, complex probability-based target-motion analysis, and a sophisticated method of rapidly relaying targeting corrections, will all be necessary for ABMs to plot a course and intercept advanced threats. Similarly, vast improvements to the agility and flight characteristics of the interceptors themselves will also be necessary to ensure that they can physically make the maneuvers needed to collide with their targets.
Increases the maximum engagement range and effectiveness of midcourse interceptors even further.
Conventional ABMs will now split and engage up to 3 targets at once.

Level 9, cost 65, NoAutoUnlockTillLevel 10

Requires: Advanced Midcourse ABM, Experimental Missile Guidance.

Improves:

Radar Systems

Pulse Compression Search Radar (LW_Mk2)

Pulse-Compression is a signal processing technique that involves modulating a transmitted radar pulse and then correlating the returned signal with the pulse that was transmitted, allowing radar systems to increase their range resolution or their signal-to-noise ratio by shortening the duration of echoes. Increasing their signal-to-noise ratio and range resolution allows radars to detect returns on objects from further away, increasing the range at which they can detect objects.
Increases the operating range of long-wave search radars.

Level 1, cost 5, NoAutoUnlockTillLevel 2

Requires: Pulse Doppler Radar.

Leads to: Phased Array Search Radar.

Improves:

Pulse Doppler Tracking Radar (SW_Mk2)

The ability for Doppler Radar to track an object's range and velocity is crucial for many tracking and targeting systems. Being able to accurately gauge an object's movement in space makes it considerably easier to keep track of where it is and by extension, target it with weapons and reliably hit it.
Increases the operating range of targeting radars.

Level 1, cost 5, NoAutoUnlockTillLevel 2

Requires: Pulse Doppler Radar.

Leads to: Phased Array Tracking Radar.

Improves:

Object Cataloging Space Radar (Space_radar)

Space-facing radars were originally developed as a scientific endeavor to observe and monitor activity in the world outside of Earth's atmosphere, but after it became apparent that man-made satellites could have military applications (which didn't take very long at all) there was a sudden strategic need for satellite tracking capabilities. Early outer space monitoring worked by identifying orbiting objects, cataloging their characteristics and then modelling their predicted orbits, rather than actively tracking them at all times. As a result, the arrival of new objects or changes in the orbits of cataloged assets might go unnoticed for days, weeks or even months before a change was noted. Despite the shortcomings of this system, being aware of enemy activity in space is a critical strategic need.
Allows for the construction of Space Radars, which can detect enemy satellites.

Level 1, cost 15, NoAutoUnlockTillLevel 2

Requires: Pulse Doppler Radar.

Leads to: Actively Tracked Space Radar, Nuclear Anti-Satellite Weapons, Laser Defence Satellites.

Unlocks:

Over-The-Horizon Warning Radar (Over_horizon_radar)

The blinding speed and extreme firing ranges of ballistic missiles means that giving warning of an incoming attack isn't tenable with conventional radar, which led to the development of Over-The-Horizon (OTH) radars. Usually, radar systems can only detect objects within their line of sight, but the ability to bounce signals off of the ionosphere makes it possible for exceptionally large and powerful radar stations to detect targets from over the horizon, and by extension, give early warning of incoming ballistic missile threats.
Early warning is crucial for missile defence systems to operate, as well as to ensure that friendly nuclear forces have time to respond before they're destroyed. Make sure you have an early warning system active if you want to survive a first strike!

Level 1, cost 20, NoAutoUnlockTillLevel 2

Requires: Pulse Doppler Radar.

Leads to: Advanced Early Warning Radar.

Unlocks:

Pulse Doppler Radar (Radar_Mk2)

A pulse-doppler radar combines pulse and continuous-wave technology to determine the distance, direction and speed of objects. Being able to accurately determine the velocity and distance of an object is useful for developing a viable firing solution and hitting a target. As a result, pulse-doppler radar technology is extremely useful when used in search, tracking and targeting radars, and will make it easier to successfully find, track and hit airborne threats.
Unlocks mobile radar sites. Allows for the development of improved search and targeting radars, as well as space-facing radar and over-the-horizon radar.

Level 1, cost 20, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Object Cataloging Space Radar, Over-The-Horizon Warning Radar, Pulse Compression Search Radar, Pulse Doppler Tracking Radar, Phased Array Radar.

Unlocks:

Improves:

Phased Array Search Radar (LW_Mk3)

Search radars that can actively move their antennae will be more effective at rapidly scanning the battlespace for enemy contacts. Although mechanically rotating is still very effective on small, fast moving radars for wide sweeps, phased array systems are useful for sweeping in multiple planes, or on large radars that are difficult to physically rotate or angle.
Increases the operating range of long-wave search radars.

Level 2, cost 10, NoAutoUnlockTillLevel 3

Requires: Pulse Compression Search Radar, Phased Array Radar.

Leads to: AESA Search Radar.

Improves:

Phased Array Tracking Radar (SW_Mk3)

Implementing phased array technology into a tracking and targeting radar allows for finer beam adjustments without mechanically moving the radar system, and by extension, more consistent tracking with better accuracy. As a result, tracking and targeting radars will be more effective.
Increases the operating range of targeting radars.

Level 2, cost 10, NoAutoUnlockTillLevel 3

Requires: Pulse Doppler Tracking Radar, Phased Array Radar.

Leads to: AESA Targeting Radar.

Improves:

Actively Tracked Space Radar (Space_radar_Mk2)

The shortcomings with early space object cataloging had to be addressed, and as a result, extremely high-frequency radars would be developed to actively track orbiting objects as they passed overhead. The data collected by these radars would then be compiled into a central computer that tracked the locations and orbits of all known spaceborne objects, meaning that space-tracking could now happen in real time and with a much higher degree of diligence. The development of these new space radars themselves would also make it much easier to identify artificial objects in space.
Increases the range of space radars.

Level 2, cost 30, NoAutoUnlockTillLevel 3

Requires: Object Cataloging Space Radar.

Leads to: High-Fidelity ASAT Space Radar.

Improves:

Phased Array Radar (Radar_Mk3)

Phased-Array radars can electronically steer the direction of their radar transmission in order to more efficiently scan and gather information about their targets. Directing the radar beam itself is much quicker than physically moving the radar antenna, which makes it easier to sweep and search for targets. Being able to actively and precisely focus radar on a single target makes it easier to develop firing solutions from further away, and concurrent improvements in computing technology will make it possible to track multiple targets at once with greater precision.
Allows for the development of improved search and targeting radars.

Level 2, cost 35, NoAutoUnlockTillLevel 2

Requires: Pulse Doppler Radar.

Leads to: Phased Array Search Radar, Phased Array Tracking Radar, AESA Radar.

Advanced Early Warning Radar (Over_horizon_radar_Mk2)

Ground-based OTH radars use an extreme amount of power and are expensive to operate, but are still valuable for the sole purpose of detecting incoming ballistic missiles. As airborne radars seen on AEW&C aircraft (better known as AWACS) began to proliferate, the role of long-range missile detection began to shift to them, and the capability to identify and track ballistic missiles from great distances became a major consideration. Advancements in signal processing and electronic miniaturization would increase the potential for OTH radar sites to detect incoming missiles from further away, while also granting dedicated airborne radar systems the ability to partially take over the same responsibility.
Increases the operating range of OTH radar. Allows AWACS to detect ballistic missiles from long range.

Level 3, cost 30, NoAutoUnlockTillLevel 5

Requires: Over-The-Horizon Warning Radar.

Unlocks:

Improves:

AESA Search Radar (LW_Mk4)

Active Electronically Scanned Array (AESA) search radars use an array of individually-directable antennae that can each transmit on a different frequency at once in order to rapidly scan a battlespace for contacts. Because every radar beam can point in a different direction, it's possible to effectively 'look everywhere at once' on a wide range of frequencies, making it much more difficult for any hostile assets to go undetected. As a result, search radars can benefit greatly from AESA technology.
Increases the operating range of long-wave search radars.

Level 5, cost 15, NoAutoUnlockTillLevel 6

Requires: Phased Array Search Radar, AESA Radar.

Leads to: Experimental LW Search Radar.

Improves:

AESA Targeting Radar (SW_Mk4)

Active Electronically Scanned Array (AESA) targeting radars can rapidly change between frequencies and scan on multiple frequencies at once, allowing them to pick up more information on their targets and better discern their range and motion. As a result, AESA targeting radars are extremely effective, and even have the potential to counteract stealth technology to an extent.
Increases the operating range of targeting radars.

Level 5, cost 15, NoAutoUnlockTillLevel 6

Requires: Phased Array Tracking Radar, AESA Radar.

Leads to: Experimental Tracking Radars.

Improves:

High-Fidelity ASAT Space Radar (Space_radar_Mk3)

As space transformed from a peaceful uncontested area into a highly important battlespace, being able to track military satellites became a key concern. New high-definition space radars would be developed specifically to identify enemy space assets and provide targeting data for ASAT weapons, rather than just keeping tabs on their positions and tracking space junk. Although their operation would be similar to previous space-tracking radars, their performance would be increased to ensure that any new unannounced satellites would be detected sooner, and that any maneuvers or orbital changes would be identified more easily.
Further increases the range of space radars.

Level 5, cost 30, NoAutoUnlockTillLevel 6

Requires: Actively Tracked Space Radar.

Leads to: Counter-Stealth Space Radar.

Improves:

AESA Radar (Radar_Mk4)

An Active Electronically Scanned Array (AESA) radar uses phased array technology to direct radar beams electronically, but takes the concept further by individually moving each individual antenna in the array. Having this level of control allows each antenna to broadcast on a different frequency in a different direction, allowing it to gather much more information at once. AESA radar is also less conspicuous because its transmissions are spread over a wider range of frequencies. The multi-frequency capabilities of AESA radar make it very attractive for tracking and targeting radars, as it makes the radar harder to defeat with countermeasures and provides highly accurate targeting information quickly.
Allows for the development of improved search and targeting radars.

Level 5, cost 50, NoAutoUnlockTillLevel 5

Requires: Phased Array Radar.

Leads to: AESA Search Radar, AESA Targeting Radar, Advanced AESA Jammers, Novel Wide-Spectrum Radar Concepts.

Improves:

Experimental LW Search Radar (LW_Mk5)

Next-generation search radars that can scan on a wide range of frequencies and filter out genuine targets in the presence of ambient noise will be crucial in detecting hostile units from further away. Scanning on a wide frequency will ensure that any contacts will generate a radar return in some portion of the spectrum, and improved transmission strength and noise filtering will help ensure that the return is strong enough to be detected.
Increases the operating range of long-wave search radars.

Level 8, cost 20, NoAutoUnlockTillLevel 9

Requires: AESA Search Radar, Novel Wide-Spectrum Radar Concepts.

Leads to: Quantum Radar.

Improves:

Experimental Tracking Radars (SW_Mk5)

Emerging high-power radar technology that can track on a very wide spectrum has the potential to improve the performance of tracking and targeting radars, as transmitting on a variety of frequencies ensures that any significant objects will be detected in one band of the spectrum or another, while improved transmission strength and signal processing algorithms will also help ensure that the radar returns are strong and high-resolution enough to form targeting solutions.
Increases the operating range of targeting radars.

Level 8, cost 20, NoAutoUnlockTillLevel 9

Requires: AESA Targeting Radar, Novel Wide-Spectrum Radar Concepts.

Leads to: Quantum Radar.

Improves:

Novel Wide-Spectrum Radar Concepts (Radar_Mk5)

Cutting-edge radar technology will have to be even more powerful, and capable of transmitting and receiving from a wide range of frequencies in order to defeat the emerging and proliferating threat posed by stealth assets. Improved radar transmitters and signal processors will be needed to saturate a target with radar and then discern between ambient noise and the threat, and then focus in on that threat enough that it can be targeted with weapons. This level of performance will have to be achievable in a system that is small enough to be carried by tactical systems like combat aircraft and mobile SAM complexes, which will prove to be a challenging engineering feat.
Allows for the development of improved search and targeting radars.

Level 8, cost 75, NoAutoUnlockTillLevel 8

Requires: AESA Radar.

Leads to: Experimental LW Search Radar, Experimental Tracking Radars, Quantum Radar.

Counter-Stealth Space Radar (Space_radar_Mk4)

The increasing importance of controlling outer space and the advent of advanced military satellites, including some with stealth characteristics, creates a demand for ever-increasing space-tracking capabilities. Next-generation, high-resolution space radars with massive transmission power and wide-spectrum frequency scanning will be necessary to track stealth satellites, as well as discern between the growing amount of space junk and genuine contacts. Likewise, the computing centers that process all of the incoming data and turn it into actionable intelligence will also have to be well-prepared for the task of actively monitoring the thousands of man-made objects in space.
Further increases the range of space radars. Nullifies the effects of basic stealth technology on enemy satellites.

Level 9, cost 45, NoAutoUnlockTillLevel 10

Requires: High-Fidelity ASAT Space Radar.

Improves:

Quantum Radar (Radar_Mk6)

Quantum radar is a speculative means of remote-sensing that uses quantum entanglement to detect targets. Although the operation of hypothetical quantum radars is quite complex, the general principle is that it uses two quantumly entangled beams of microwave energy to determine the presence of a target. One beam, the 'signal beam' is sent outwards to search for a target while the other 'idler' beam is observed. If the signal beam interacts with a target, then the idler beam will be affected due to the quantum entanglement, and observing changes in the idler beam can be used to determine what the signal beam has interacted with, thus identifying the location and nature of a target. In practical terms, quantum radar is much better at discerning targets from ambient noise than regular radars, making it much harder to jam, and has been cited as a possible means of defeating stealth technology. Because of the technical complexities and challenges with quantum radar, they are only available for high-cost, specialized platforms.
Quantum radar operates similarly to conventional targeting radar. It does not necessarily have a longer range, but it is not affected by stealth technology or jammers.
Adds quantum radar to fixed and mobile radar sites, surface warships, and AWACS.

Level 10, cost 120, NoAutoUnlockTillLevel 99

Requires: Experimental LW Search Radar, Experimental Tracking Radars, Novel Wide-Spectrum Radar Concepts.

Unlocks:

Improves:

Electronic Warfare

Mobile Jammers (Jammers)

Radio jamming is an electronic warfare technique where the operation of a radio transmitter or receiver is deliberately interfered with by an opposing transmitter, also known as a jammer. There are multiple ways to jam a radio (and by extension, radar) system, but the most basic ones involve overwhelming the receiver by broadcasting random noise so that it can’t properly interpret the information it’s meant to, whether that’s radio communications or radar targeting information or something else. The concept of radio and radar jamming can be traced back to the early days of radar, but making a jammer sophisticated enough to be competitive against military hardware, as well as compact and powerful enough to be mobile and effective at ranges that are useful in warfare, requires a fair amount of effort.
Unlocks mobile jammers, which reduces the effective range of enemy radars when they are within range.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: SEAD/EW Aircraft.

Unlocks:

Chaff and Flare Countermeasures (Electronic_Counters_Mk1)

The development of the first homing missiles created an instant demand for protection against them. Given the primitive guidance systems of these new threats, the most practical and readily developable solution to counteract them was to create ways to confuse their guidance systems and make them miss their targets. Radar-reflecting chaff was developed shortly after the proliferation of radar as a means of giving off confusing and misleading radar returns, and was quickly adapted into a countermeasure against radar-seeking missiles once they became prominent. Infrared decoys were also rapidly developed as a way to confuse heatseeking missiles by giving off multiple false heat-signatures. By misleading and confusing the guidance systems of radar and heatseeking weapons, aircraft and surface ships would improve their chances of survival by minimizing their chances of being hit, or causing the weapons to explode at the wrong time or in the wrong place and do minimal damage.
Passively reduces the accuracy and damage done by enemy AShMs, SAMs and AAMs.

Level 2, cost 15, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Active Missile Interference.

Improves:

Protects (activates traits):

SEAD/EW Aircraft (Jammers_Mk2)

SEAD, which stands for Suppression of Enemy Air Defences, is a strategy and activity that seeks to undermine the effectiveness of enemy air defence networks by destroying radars and SAM sites as well as diminishing their ability to operate, both through electronic attack (i.e. jamming) and intimidation. Early attempts at this using aircraft were highly dangerous and often done on an ad-hoc basis, but the development of specialized aircraft and weapons would make it more feasible. Modified fighter and bomber aircraft equipped with electronic warfare suites and long-range anti-radiation missiles, which automatically home in on radar transmissions from SAMs and radar sites, were brought into service as a means of threatening enemy SAM capabilities from the air, making it far easier for friendly aircraft to operate. Needless to say, attacking anti-air sites with aircraft is a very dangerous mission, and EW aircraft are expensive and valuable assets, but effective SEAD operations can make it far easier to secure air superiority.
Unlocks electronic warfare aircraft, which can be launched from carriers and specialized airbases. Electronic warfare aircraft are expensive and vulnerable to enemy fighters, but have strong radars, jamming equipment and missiles specially designed to destroy radars and SAM sites.

Level 2, cost 30, NoAutoUnlockTillLevel 3

Requires: Mobile Jammers.

Leads to: DRFM Jamming Systems, Stealth Technology.

Unlocks:

Improves:

Active Missile Interference (Electronic_Counters_Mk2)

The introduction of more advanced missiles designed to defeat earlier electronic countermeasures like simple chaff and flares necessitated even better protection systems. Using active targeted radar and infrared emitters, it's possible to actively manipulate and confuse the guidance system of an enemy homing missile and mislead it into missing its target. Sudden randomized pulses of energy are sent out and received by the enemy weapon's seeker head, giving it conflicting information about the location and vector of its target which disorients it and may cause it to miss. Enemy missiles that are directly guided by their launcher can also be actively jammed, and if they are unable to receive commands and correct their course, they are very unlikely to hit their mark. Although chaff and flares are still useful, directly and actively attempting to interfere with the guidance system of a weapon is even more likely to fool it and foil an attack.
Passively reduces the accuracy and damage done by enemy AShMs, SAMs and AAMs.

Level 3, cost 20, NoAutoUnlockTillLevel 4

Requires: Chaff and Flare Countermeasures.

Leads to: Advanced Chaff and IR Decoys, Stealth Technology.

Improves:

Protects (activates traits):

Advanced Chaff and IR Decoys (Electronic_Counters_Mk3)

As missile guidance became smarter and smarter, electronic countermeasures would have to become more sophisticated and illusive to successfully confuse enemy missiles and throw them off course. Improvements to the shape and composition of chaff would allow it to linger in the air for longer periods of time and produce greater, more confusing radar returns. Additionally, broadcasting a jamming signal directly into a cloud of chaff can create a large, convincing false target for missiles. New countermeasure patterns and dispersion strategies were also developed to defeat tracking algorithms, by being more random and harder to discern, as well as attempting to fool the guidance system in a number of ways at multiple points along its course. Countermeasures for other types of guidance other than just infrared and radar would also be developed, and would evolve to a point where even relatively small systems could be protected, diminishing the effectiveness of enemy homing missiles as a whole. Although some missiles will still be able to bypass these countermeasures, advanced ECM will greatly improve the survivability of units threatened by guided missiles.
Passively reduces the accuracy and damage done by enemy homing missiles, including those used against armies and combat engineers.

Level 5, cost 25, NoAutoUnlockTillLevel 6

Requires: Active Missile Interference.

Leads to: Seeker Blinding Lasers.

Improves:

Protects (activates traits):

DRFM Jamming Systems (Jammers_Mk3)

Digital Radio Frequency Memory Jamming, or DRFM jamming, is a jamming technique that involves cloning an enemy radar signal in order to mislead the radar transmitting it. In DRFM jamming, the opposing radar sends a radar signal to the jammer, which digitally 'memorizes' that radar signal. With the jammer now having knowledge of the enemy radar signal, it can accurately retransmit that signal back to the enemy and modulate it so that the enemy radar receives false information. Because the transmitted signal closely matches that which the radar put out, the radar can't discern between which information is real and which is the result of jamming, making DRFM jamming harder to recognize and harder to overcome. In essence, DRFM jamming allows jammers to fool enemy radars by broadcasting their own signal back at them, but modifying it slightly in order to mislead them and present them with false targeting information, making it more effective at fooling enemy radar than older techniques.
Increases the effective range of jammers on enemy radar systems.

Level 5, cost 30, NoAutoUnlockTillLevel 6

Requires: SEAD/EW Aircraft.

Leads to: Advanced AESA Jammers.

Improves:

Stealth Technology (Stealth_Technology)

Although the concept of 'stealth' in the traditional sense greatly predates human history, in the recent military context, it refers to a suite of features that render an object or a system difficult to observe or track using conventional methods like radar or thermal imaging. Stealth technology generally relies on radar-absorbing material, a distorting profile that minimizes radar returns and a number of other features designed to stop the object in question from reflecting radar and revealing its position. In military applications, this has obvious benefits as it makes the user much more difficult to find and destroy, and ensures they can keep the element of surprise for much longer.
Basic stealth technology is a prerequisite to build stealth bombers and 5th generation aircraft.

Level 5, cost 40, NoAutoUnlockTillLevel 6

Requires: SEAD/EW Aircraft, Active Missile Interference.

Leads to: Stealth Bombers, 5th Generation Aircraft, Novel Stealth Applications.

Novel Stealth Applications (Novel_Stealth_Applications)

Although it made its debut on combat aircraft, stealth technology has many potential military applications for both offensive and defencive purposes. Stealth technology can be applied to satellites and naval vessels in order to make them harder to detect and engage, which can be a huge advantage in avoiding unwanted encounters or making the first strike, both of which are crucial in the environments they operate in.
Satellites gain stealth characteristics and are now harder to detect. Allows for the development of cutting-edge stealth warships.

Level 7, cost 60

Requires: Stealth Technology.

Leads to: Stealth Weaponry, Advanced Stealth, Experimental Stealth Warships.

Improves:

Stealth Weaponry (Stealth_Weapons)

Stealth technology can be applied to missiles, to give their targets less warning of their approach, and therefore less time to react and take the appropriate action. As a result, stealth munitions are considerably harder to successfully evade or intercept, and may occasionally score kills without being noticed at all until they've already destroyed their target. Compared to other systems, weapons that incorporate stealth tend to be expensive and complex, but can actually be more economical against more defensible targets since they are also considerably more likely to take them by surprise, bypass their missile defences and successfully make contact.
Increases the odds of a variety of missiles successfully hitting their targets, and reduces their odds of being intercepted.

Level 7, cost 60

Requires: Novel Stealth Applications.

Improves:

Advanced AESA Jammers (Jammers_Mk4)

Jamming weapons that use Active Electronically Scanned Array (AESA) transmitters are capable of targeting their jamming more directly than older systems and have the ability to jam on a wider spectrum of frequencies at once, making them more effective at overwhelming enemy radar while diminishing the effectiveness of the enemy's jamming countermeasures. Combined with improved electronics, better jamming techniques and other yet undisclosed technology, next generation jammers will be even more powerful and more capable of attacking a wider spectrum of frequencies at once, making them very difficult to counteract and resist by all but the most advanced and discerning radar systems.
Further increase the effective range of jammers.

Level 8, cost 30, NoAutoUnlockTillLevel 10

Requires: AESA Radar, DRFM Jamming Systems.

Improves:

Seeker Blinding Lasers (Electronic_Counters_Mk4)

Sufficiently powerful lasers are capable of blinding the guidance systems on optically-guided missiles, as well as heating up the electrical components on non-optical weapons to a point where they overheat and stop functioning properly. Lasers that are powerful enough to blind or disable (but not destroy) incoming missiles have the potential to offer a relatively lightweight anti-missile active protection system for small platforms like combat aircraft. Although it's not a perfect defence and these weapons may not be able to always dazzle enemy missiles, a successfully damaged and blinded missile is far, far less likely to score a kill than one that's in working order. Combining active blinding with other passive methods like chaff and flares will make it much harder for incoming missiles to hit their mark, but it doesn't guarantee immunity, especially against multiple sufficiently advanced weapons.
Passively reduces the accuracy and damage done by enemy homing missiles, including those used against armies and combat engineers.

Level 8, cost 35, NoAutoUnlockTillLevel 10

Requires: Advanced Laser Guidance, Advanced Chaff and IR Decoys.

Improves:

Protects (activates traits):

Advanced Stealth (Advanced_Stealth)

Improvements in material science and engineering will make it possible to develop stealth technology even further, and also solve some of the shortcomings and trade-offs that earlier stealth designs had, though the exact details are closely guarded secrets. Systems that can take advantage of these advancements can expect to be even more difficult to detect, and by extension, easier to protect and more dangerous when on the attack.
Improves the stealth characteristics of satellites and experimental warships, and allows for the development of 6th generation aircraft designs.

Level 8, cost 60

Requires: Novel Stealth Applications.

Leads to: Advanced Stealth Bombers, 6th Generation Aircraft.

Improves:

Protects (activates traits):

Satellites and Space Weapons

Launch Warning Satellites (Launch_Warning_Satellite)

Because of their unhindered sightlines and global coverage, satellites naturally became ideal platforms for detecting nuclear explosions and high-altitude missile launches. Using infrared imaging, early warning satellites can detect the thermal signatures of rocket exhaust plumes and then relay the information to a command center. However, their detection range is limited by their infrared optics and they can be targeted by anti-satellite weapons.
Unlocks Launch Warning Satellites, which can detect ballistic missiles over a wide area.

Level 2, cost 30, NoAutoUnlockTillLevel 3

Requires: Spy Satellites.

Leads to: Improved Launch Warning Satellites.

Unlocks:

Spy Satellites (Satellite)

After the first manmade objects left the atmosphere and began to orbit, it wasn’t long before plans to exploit outer space as a strategic asset were realized. Spy satellites were developed to orbit over enemy territory and gather intelligence, initially by taking extremely high-altitude photographs. Early spy satellites produced low-quality photos on film that had to be dropped from space and manually retrieved, making it a cumbersome and extremely expensive process that offered information that was difficult to interpret. Still, spy satellites were invaluable as they could see what nobody else could, and could identify major enemy installations with little risk.
Satellites orbit around the planet in a fixed path and can only be attacked with specialized anti-satellite weapons, making them much less vulnerable but much less controllable than other systems. Early spy satellites will only detect land units, do not have the reaction-time needed to reliably report naval units and will not provide accurate targeting information.
Spy satellites and other space assets will need a Space Center in order to be built, and will also need Satellite Relay Centers to operate effectively.

Level 2, cost 50, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Launch Warning Satellites, Electro-Optical Data-linked Satellites, Nuclear Anti-Satellite Weapons, Orbital Attack Satellites.

Unlocks:

Nuclear Anti-Satellite Weapons (Nuke_ASAT)

Being able to defeat satellites can provide a considerable advantage against a technologically advanced enemy. However, early anti-satellite (ASAT) weapons lacked the precision to have any remote chance of hitting a satellite or detonating close enough to damage one with conventional explosives. As a consequence, early ASAT weapons had to be equipped with nuclear warheads in order to be able to destroy or even damage their targets. Because of the nature of ASAT weapons and their requirement to explode at high altitude, nuclear ASATs are prone to generating EMPs, making them very efficient at disabling enemy satellites but also prone to extreme levels of collateral damage and friendly fire.
Unlocks nuclear silo-launched ASATs, which are best used against enemies that have a clear advantage in their control over space. Nuclear ASATs are liable to generate EMPs and destroy friendly satellites, so use them with discretion!

Level 3, cost 30, NoAutoUnlockTillLevel 4

Requires: Object Cataloging Space Radar, Improved Missile Guidance, Spy Satellites.

Leads to: Precision ASAT Weapons.

Unlocks:

Electro-Optical Data-linked Satellites (Improved_optics)

As space launch capabilities and telecommunications improved, it became possible to design heavier spy satellites capable of actively transmitting data to a control center at a rate with practical applications. At the same time, the advent of electro-optical digital imaging meant that it was possible to send footage digitally as a stream of data, rather than in a physical format like a film canister. Combining these two technologies, spy satellites would be able to take footage of enemy assets and digitally relay it to a receiver, greatly simplifying and streamlining the intelligence gathering process and making it much faster. As a result, spy satellites could provide relevant information on time-sensitive targets like naval assets, and also more-readily survey static assets as well.
Increases the observation range for spy satellites.
Allows spy satellites to identify naval assets.

Level 3, cost 45, NoAutoUnlockTillLevel 4

Requires: Spy Satellites.

Leads to: Real-Time HD Satellites, Laser Defence Satellites, Orbital Attack Satellites, Counterforce DEW Satellite.

Improves:

Improved Launch Warning Satellites (Improved_Launch_Warning_Satellite)

Improved infrared camera systems with increased sensitivity and fields of view, plus more advanced computing systems to match, will result in early warning satellites that can pick up thermal signatures from greater distances and relay the information faster, meaning fewer satellites can provide more coverage, and incoming missile threats are less likely to go unnoticed before it’s too late.
Improves the detection range of launch warning satellites.

Level 4, cost 30, NoAutoUnlockTillLevel 5

Requires: Launch Warning Satellites.

Leads to: Advanced Launch Warning Satellites.

Improves:

Precision ASAT Weapons (ASAT)

Although nuclear-armed ASATs were undoubtedly capable of destroying their targets, their propensity to completely wipe out nearby satellite constellations and electrical power grids was deemed to be a little excessive. As a result, once guided missile technology was sufficiently advanced, new conventional precision ASAT weapons were developed, which could target individual satellites without causing catastrophic collateral damage. Although the residual debris caused by these weapons still poses a risk to other satellites and can potentially start an ablation cascade (i.e. Kessler Syndrome), they are far more discretionary than earlier nuclear-armed designs, generally making them more suitable for most applications.
Unlocks conventional direct-ascent ASATs which are fired from missile silos, AL-ASATs which are fired from interceptors, and co-orbital ASATs, which are launched from silos and converge on their targets slowly over long distances.

Level 5, cost 60, NoAutoUnlockTillLevel 6

Requires: Nuclear Anti-Satellite Weapons, Enhanced Missile Guidance.

Leads to: Space-To-Space Weapons, Advanced ASAT Weapons.

Unlocks:

Improves:

Real-Time HD Satellites (Advanced_Sat_Optics)

High-speed satellite communications are useful for broadcasting television or helping with commercial navigation, and it's little surprise it has military applications as well. Real-time, high-speed satellite communications allow spy satellites to rapidly send encrypted data to their receiving stations, allowing them to broadcast the intelligence they're gathering almost in real-time. As a result, spy satellites can effectively track highly time-sensitive targets like aircraft in flight, and also provide accurate, up-to-date targeting data for certain precision weapons. With the addition of better, higher-resolution cameras capable of picking up ever-finer details, sufficiently advanced spy satellites can monitor huge swathes of the globe, and report their findings almost instantly, provided there's a receiver to listen to them. Software and computing improvements will also streamline the process of sorting through the incoming data and identifying relevant contacts.
Further increases the observation range of spy satellites.
Spy satellites can now track aircraft and large high-altitude missiles.
Spy satellites can now provide targeting data for certain precision weapons.

Level 6, cost 60, NoAutoUnlockTillLevel 8

Requires: Electro-Optical Data-linked Satellites.

Leads to: Ultra-Resolution Streaming Satellites, Infantry Orbital Drop Capsules.

Improves:

Advanced Launch Warning Satellites (Advanced_Launch_Warning_Satellite)

Advanced launch warning satellites can detect relatively minor thermal signatures, analyse their characteristics, determine their distance from the satellite to evaluate their intensity, and use that information to identify missile launches. As a result, even relatively small flare-ups, which may in truth be ballistic missile launches, can be flagged and analysed further, allowing these new satellites to potentially identify airborne ballistic missile threats within seconds of them entering their line-of-sight.
Further improves the detection range of launch warning satellites.

Level 7, cost 45, NoAutoUnlockTillLevel 8

Requires: Improved Launch Warning Satellites.

Improves:

Space-To-Space Weapons (Space_to_Space_Weapons)

The proliferation of weapons in outer-space would naturally reach a logical conclusion where certain space-borne assets would be created with the sole intention of destroying other space-borne assets. Early concepts for armed satellites had basic anti-aircraft guns as a means of defence, but in an era of advanced weaponry and space warfare, high-powered lasers and beyond-line-of-sight ASAT missiles are much more practical and effective. Equipping laser-armed satellites with the systems needed to locate and destroy enemy satellites would make space a much more dangerous environment, and the development of specialized 'hunter-killer' satellites designed to secure space-superiority through active fighting, would only make it even more hostile.
Allows laser defence satellites to attack other satellites.
Unlocks Hunter-Killer Satellites, which have powerful lasers, are designed to better withstand ASAT attacks, and are armed with long-range ASAT missiles.

Level 7, cost 60, NoAutoUnlockTillLevel 99

Requires: Precision ASAT Weapons, Laser Defence Satellites.

Unlocks:

Laser Defence Satellites (Satellite_Defence_Lasers)

Ground-based missile defences have a number of shortcomings, namely their limited range and window to engage incoming missiles, and per unit costs. As a result, eventually new concepts were created for missile defence systems. One such concept was a constellation of satellites armed with high-powered laser weapons, that would shoot down incoming missiles while they were still in space. This hypothetical system had advantages in that it could engage missiles in the midcourse and boost phases of their trajectories, well before they were close to hitting their targets. Because these lasers would operate in space, they would require less energy to be effective since they would not be diminished by the atmosphere. Still, a sufficiently powerful laser weapon would need to exist to reliably disable ballistic warheads. These laser systems also had an advantage in that they could hypothetically counter ASAT missiles as well, or be used to attack enemy satellites, though tracking and targeting those satellites would be another challenge.
Unlocks Laser Defence Satellites, which will shoot down enemy warheads and ASAT weapons in space. The weapons on these satellites can also be repurposed to attack enemy satellites given the appropriate upgrades.

Level 7, cost 90, NoAutoUnlockTillLevel 99

Requires: Object Cataloging Space Radar, Electro-Optical Data-linked Satellites, High-Powered Lasers.

Leads to: Space-To-Space Weapons.

Unlocks:

Advanced ASAT Weapons (Advanced_ASAT)

With the proliferation of ASAT weapons and the continuously growing role that space assets play in both civil and military operations, having access to sophisticated anti-satellite capabilities is becoming more and more desirable as time goes on. It's been suggested that the most advanced ASAT weapons are hypothetically capable of destroying targets as far out as geostationary orbit, which would mean they could hypothetically target military GPS satellites. Regardless of what their hypothetical capabilities are, more advanced ASAT weapons can be expected to perform considerably better than the first conventional examples developed decades earlier, allowing them to more reliably defeat enemy satellites more quickly and from further away, as well as counteract emergent anti-ASAT countermeasures.
Unlocks Satellite-Fired ASATs, which are used by Hunter-Killer Satellites.
Increases the range, accuracy and damage of ASAT missiles and makes them harder to intercept.

Level 8, cost 60, NoAutoUnlockTillLevel 10

Requires: Precision ASAT Weapons, Advanced Missile Guidance.

Unlocks:

Improves:

  • ASAT:
    • range = 4 500
    • canbeintercepted ×0.75
    • precision ×0.5
    • damage ×1.5
  • Air-Launched ASAT:
    • range = 2 500
    • canbeintercepted ×0.75
    • precision ×0.5
    • damage ×1.5
  • Co-Orbital ASAT:
    • speed = 6 500
    • canbeintercepted ×0.75
    • precision ×0.5
    • damage ×1.5

Ultra-Resolution Streaming Satellites (Experimental_Sat_Optics)

Explosive leaps forward in optical, datalink and computing technology will make it possible for the most advanced spy satellites to identify and track dozens or hundreds of significant objects over a huge area and relay their positions to a control center in real time. State of the art optical systems can capture images in extremely high detail over hundreds of kilometers and provide access to a massive wealth of raw visual data. Using highly sophisticated computers with massive amounts of processing power and AI-driven algorithms, that data can quickly be analysed to find enemy units and be turned into actionable intelligence. In essence, these highly advanced satellites and their control centers will be able to actively track objects as small as light cruise missiles over a huge region of the globe in real time, and gather and sort through photos of thousands of square kilometers of land to root out enemy activity wherever it can be located.
Greatly increases the observation range of spy satellites.
Spy satellites can now see small low-altitude missiles.

Level 8, cost 75, NoAutoUnlockTillLevel 10

Requires: Real-Time HD Satellites.

Improves:

Orbital Attack Satellites (Orbital_Attack_Satellite)

Satellites have great potential to be used as weapon platforms. Due to their location in orbit, they are impossible to attack without specialized weaponry and can freely attack targets along their orbital path. Because of their extreme speed and elevation, they can do substantial damage simply by dropping inert kinetic projectiles that crash into the ground with the same destructive force as a very small nuclear weapon. The main engineering challenges posed by such a system would be getting such a heavy payload into orbit, as well as developing a system that could deploy and brake the kinetic payloads precisely enough for them to hit their targets with sufficient accuracy.
Unlocks Kinetic Strike Satellites, which can attack ground targets along their orbital path.

Level 8, cost 135, NoAutoUnlockTillLevel 99

Requires: Spy Satellites, Electro-Optical Data-linked Satellites.

Leads to: Counterforce DEW Satellite.

Unlocks:

Infantry Orbital Drop Capsules (Infantry_Orbital_Drop_Capsules)

Shortly after astronauts safety returned from space in reentry capsules for the first time, military planners were quick to conceptualize a system where military forces could be launched into space and then be rapidly deployed anywhere in the world within hours, by dropping from orbit in a capsule just like astronauts. At conception, this was a flawed and implausible concept as there were major issues with payload capacity, safety (i.e. crashing a pod full of ammunition and explosives into the ground), reentry accuracy, training requirements, and of course, the extreme cost associated with space launches. However, with spaceflight technology becoming cheaper, more accessible and more capable, it may become feasible and practical to deploy elite special forces from orbit. Of course, a reentry capsule careerning into enemy territory from space would be extremely noticable and ruin any element of secrecy, but the flexibility and surprise afforded by being able to deploy special forces anywhere in the world certainly has some strategic merit.
Unlocks Military Space Shuttles, which can deploy special forces over long distances.
Space Shuttles are operated by Space Centers, can only be detected by Space Radars and can only be attacked by ASAT weapons.

Level 10, cost 100, NoAutoUnlockTillLevel 99

Requires: Real-Time HD Satellites.

Unlocks:

Counterforce DEW Satellite (Direct_Energy_Satellite)

A sufficiently powerful laser could hypothetically be used to destroy strategic targets like launch sites, buildings or warships, but a major problem with laser weapons is that they require a line of sight to the target in order to engage it. Putting the system in orbit solves this problem as it now has unhampered sightlines, but penetrating the atmosphere and sufficiently irradiating the target requires a massively powerful laser and a very potent energy source. Nuclear power would be the only viable option to operate such a system, and the laser itself would have to be extremely sophisticated and capable of surviving its own power. As a result, such a system would be prohibitingly expensive to develop, build and launch into orbit, but could theoretically offer unmatched counterforce capabilities, provided it could be kept protected.
Unlocks the counterforce laser satellite, which is extremely expensive but can destroy an unlimited number of ground targets along its orbital path as long as it has targeting data.

Level 10, cost 140, NoAutoUnlockTillLevel 99

Requires: Electro-Optical Data-linked Satellites, Orbital Attack Satellites, Deadly Laser Weapons.

Unlocks:

Domestic Technologies

Basic EMP Shielding (EMP_Defence)

When a nuclear weapon explodes, it creates an electromagnetic pulse, or EMP, which can disrupt electronic equipment. The EMP effects of nuclear weapons were predicted even before the very first tests were performed, and in fact the equipment at those tests were shielded accordingly. Electronics can be shielded from EMPs by either encasing them with a metal electrical shield to absorb the current, or by hardening the individual components in the electronics that are most likely to be damaged. Protecting the most crucial and vulnerable military electronics from EMPs will minimize the downtime spent repairing them and allow many of them to keep operating, albeit at an impaired capacity. Civilian assets, however, will still be extremely vulnerable.
Without this technology, many units will be completely stunned when attacked by an EMP and aircraft will crash instantly. Be sure to invest in this if you ever suspect your enemies will develop EMP weapons!
Reduces the severity and duration of EMP effects on military hardware.

Level 1, cost 10, NoAutoUnlockTillLevel 3

Requires: nothing.

Leads to: Comprehensive EMP Shielding.

Improves:

Protects (activates traits):

Nuclear Survival Plan (Survival_Boost_1)

With the advent of nuclear weapons, the potential for civilian casualties during wartime increased exponentially. Although in fact, the deadliest air raids of WWII inflicted more damage than the first nuclear attacks, an air raid capable of doing such damage requires dozens of bombers carrying hundreds of tonnes of ordnance. Thanks to nuclear weapons, a single plane with a single weapon can kill tens or hundreds of thousands in seconds. Casualty and damage reduction plans would have to be massively reworked to account for the unique threats posed by nuclear weapons.
Slightly reduces the number of deaths in your cities when hit.
Partially unlocks the central command bunker, which allows you to set a DEFCON level and potentially reduce casualties at a GDP penalty.

Level 1, cost 15, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Emergency Broadcast System.

Unlocks:

Protects (activates traits):

Intelligence Organization (Espionage_1)

Espionage and intelligence have always been crucial for the security of a state, especially in times of war. With the advent of nuclear weapons and the ensuing arms race, espionage has become extremely important as a means of protecting sensitive information, gathering intelligence for strategic planning, and stealing cutting edge technology from rivals. The newly emphasized importance of espionage warrants the formation of a dedicated centralized organization, along with the funding and development to ensure their success.
Passively improves the rate at which friendly spies perform espionage.
Allows for the construction of the intelligence center, which increases it further.

Level 1, cost 20, NoAutoUnlockTillLevel 2

Requires: nothing.

Leads to: Nuclear Terrorism, Electronic Spy Gadgets.

Unlocks:

Improves:

Centralized Defence Planning (Defence_Planning)

After two world wars and the threat of a third featuring nuclear weapons, it became starkly apparent that there would need to be an increased effort to project military power. The establishment of defence research panels and a ramp-up of peacetime military production became necessities to keep the pace in the newly started arms race.
Slightly increases the rates of research and production.
Partially unlocks the central command bunker, which allows you to set a DEFCON level and potentially reduce casualties at a GDP penalty.

Level 1, cost 30, NoAutoUnlockTillLevel 1

Requires: nothing.

Leads to: Defence Research Agency, Improved Machine Tools.

Unlocks:

Improves:

  • Cities:
    • production ×1.05
    • science ×1.05

Defence Research Agency (Science_Booster_1)

The formation of an organization dedicated to developing new military technology will help centralize and prioritize research efforts, and as a result, allow for new technologies to be developed more quickly.
Research centers increase the rate at which new technologies can be unlocked. Passively increases research speed.

Level 1, cost 30, NoAutoUnlockTillLevel 2

Requires: Centralized Defence Planning.

Leads to: Complex Research Computers.

Unlocks:

Improves:

Improved Machine Tools (Production_Booster_1)

Focusing the time, effort and planning into developing a robust and productive defence industry will be crucial to ensure a steady supply of weapons and equipment. The industrial capacity of the defence industry can be improved with the development of new manufacturing technology as well as other measures to increase factory output, like heavy powered machine tools, streamlined supply chains and moving assembly lines.
Passively increases production speed.

Level 1, cost 30, NoAutoUnlockTillLevel 2

Requires: Centralized Defence Planning.

Leads to: Computerized Production Operations.

Improves:

Emergency Broadcast System (Survival_Boost_2)

Preparing the civilian populace for the threat of a nuclear attack is instrumental in reducing the number of casualties in the event that the threat becomes realized, as is ensuring that they're aware it's even happening when the time comes. Educating the public on how to protect themselves during an attack and how to prepare for nuclear fallout will reduce the initial number of casualties, and advance emergency planning will provide a timely response to prevent further losses and restore order. The use of an emergency broadcast system will give citizens a degree of prior warning so they can seek shelter, rather than be caught off-guard in the open and make sure they know what they need to do to maximize their chances of surviving. Although losses are inevitable, setting up the infrastructure to broadcast this information and putting it into a format that's easily digestible will help save lives.
Further reduces the number of deaths in your cities when hit.

Level 2, cost 30, NoAutoUnlockTillLevel 99

Requires: Nuclear Survival Plan.

Leads to: Public Fallout Shelters.

Protects (activates traits):

Nuclear Terrorism (Nuclear_Terrorism)

The existence of weapons of mass destruction has serious implications on what kind of damage can be done in a covert attack. While previous acts of sabotage or terrorism were limited to whatever damage could be done with a relatively meager explosive payload and whatever secondary effects it could achieve, the advent of nuclear weapons and other WMDs suddenly meant that a single discreetly delivered weapon could potentially kill thousands. The risk of a nuclear terror attack by a rogue actor is low due to the complications of constructing a functional nuclear weapon without immense funding and resources, but hypothetically, a nuclear-armed state could discreetly deliver a nuclear payload to an enemy target and detonate it. Doing so would not be an easy feat, as the delivery vehicle in question would have to successfully bypass the border into the target country, and then maneuver to a target location without being detected. The vehicle itself would also have to be capable of carrying a nuclear weapon, which tend to be rather heavy and potentially difficult to conceal effectively. The issue of having the delivery team deploy the weapon and escape the blast radius is an entirely different issue, and although arrangements to exfiltrate might be possible, sacrifices will likely be necessary.
Unlocks bomb trucks, which can covertly deliver lightweight nuclear bombs.

Level 2, cost 30, NoAutoUnlockTillLevel 99

Requires: Intelligence Organization.

Leads to: Tractor Trailer Suicide Trucks.

Unlocks:

Comprehensive EMP Shielding (EMP_Defence_Mk2)

Improved EMP shielding techniques, a degree of system redundancy and a greater emphasis on protecting and hardening sensitive components will make it possible to have military assets effectively invulnerable to EMPs, or at least at a state where the effects are negligible or easily dealt with. With this technology, military assets will be very well protected or outright invulnerable against EMP effects. Civilian infrastructure however, will still be largely susceptible and suffer serious productivity losses.
Greatly reduces the severity and duration of EMP effects on military hardware. High-cost systems will not be affected by EMPs at all.

Level 3, cost 20, NoAutoUnlockTillLevel 5

Requires: Basic EMP Shielding.

Leads to: Civil EMP Preparedness.

Protects (activates traits):

Electronic Spy Gadgets (Espionage_2)

The greatest asset a spy can have is their own cunning and guile, but a few extra tools can help shift the balance in their favour as well. Improvements in electronic miniaturization as well as a few novel crafty ideas will allow for the development of some particularly interesting new gadgets. Espionage equipment like plantable microphones and cameras, as well as improved decryption and signal-intelligence tools, will allow spies to gather valuable information more easily and with less risk, improving how efficiently they can operate and deliver results.
Passively improves the rate at which friendly spies perform espionage.

Level 3, cost 35, NoAutoUnlockTillLevel 4

Requires: Intelligence Organization.

Leads to: Globalized Intelligence.

Improves:

Complex Research Computers (Science_Booster_2)

As computers became more sophisticated and practical, the field of research and development would become increasingly dependent on the capabilities they offered to solve complicated mathematical problems and make sense of information and data. Once computers advanced to a certain point, they held a niche role where they weren't easily commercially accessible, but were indispensible in scientific endeavors.
Passively increases research speed.

Level 3, cost 45, NoAutoUnlockTillLevel 5

Requires: Defence Research Agency.

Leads to: Simulated Physics Modelling.

Improves:

Computerized Production Operations (Production_Booster_2)

Using computers to monitor parts of the production processes for military equipment will allow for increased operational efficiency and greater quality control. Computerized operational controls can be used to manage inventory and supply levels, statistically track component performance levels and also aid in handling more mundane tasks like accounting and payroll. Taking these steps will make it possible to upscale the military industrial base and manage it more effectively, and as a result, produce military equipment more cheaply and quickly than before.
Passively increases production speed.

Level 3, cost 45, NoAutoUnlockTillLevel 5

Requires: Improved Machine Tools.

Leads to: Industrial Robotics.

Improves:

Public Fallout Shelters (Survival_Boost_3)

Further preparations can be made in order to protect the public from the effects of nuclear weapons. Emergency preparedness can be heightened further by researching the expected effects of nuclear weapons on cities and educating and preparing the public accordingly, as well as creating in-depth contingency and survival plans based on detailed attack scenarios. Perhaps more importantly though, the widespread construction of accessible fallout shelters in public buildings and spaces will provide many civilians with a means to protect themselves from being killed in the initial attack, as well as the ensuing nuclear fallout.
Further reduces the number of deaths in your cities when hit.

Level 3, cost 45, NoAutoUnlockTillLevel 99

Requires: Emergency Broadcast System.

Leads to: Civilian CBRN Casualty Treatment.

Protects (activates traits):

Tractor Trailer Suicide Trucks (Heavy_SVBIED)

Using even heavier vehicles to covertly deploy nuclear weapons has the obvious benefit that they can deliver larger payloads, but the vehicles in question are much more conspicuous and are more prone to being screened as part of border security measures and traffic and transportation regulations. They also come with the caveat that they are bulkier, slower and harder to maneuver, meaning that if they're spotted or suspicions are raised, they are much harder to conceal and have no chance of escaping a confrontation. Taking the measures necessary and forging the appropriate documents to ensure that such a vehicle can somehow bypass or evade opposing security forces will require some creative innovations. Smuggling a high-yield nuclear weapon into an enemy country is not impossible, but it will take a great deal of effort and planning to successfully devise a way to do it, especially more than once. In no small part because, with the yields of weapons involved, the operators delivering the weapon are unmistakably on a one-way trip.
Unlocks heavy bomb trucks, which can covertly deliver heavy nuclear bombs.

Level 4, cost 30, NoAutoUnlockTillLevel 99

Requires: Nuclear Terrorism.

Unlocks:

Globalized Intelligence (Espionage_3)

Learning to exploit the globalized environment can create openings to gather intelligence or steal sensitive information that may not be apparent otherwise. Augmenting the intelligence apparatus to exploit security vulnerabilities in trade and financial systems can create opportunities to uncover and steal sensitive information, blackmail or extort information out of people of interest and impersonate international contacts. Even if an enemy state is hostile and closed, the increasing internal reliance on domestic telecommunications in industry can be exploited to determine where the enemy state is diverting resources, and potentially provide leads on what to investigate. Globalization is opening doors all over the world, so why not get your spies to hide behind them and listen in?
Passively improves the rate at which friendly spies perform espionage.

Level 4, cost 45, NoAutoUnlockTillLevel 5

Requires: Electronic Spy Gadgets.

Leads to: Cyber Warfare.

Improves:

Civil EMP Preparedness (EMP_Defence_Mk3)

Although individual electrical components are relatively easy to shield, protecting an entire power grid is a far, far more complicated and demanding endeavor. Attempting to shield the entire power grid would be untenable as almost every component, including power lines, can be affected by an EMP and would have to be shielded, which is not practically feasible. Taking measures to shield the most important and difficult-to-replace infrastructure, as well as planning a surplus of replacement parts, will make it easier to restore and repair the electrical grid in the wake of an EMP attack. Although the effects will still be severe, they won’t be felt for as long.
Shortens the duration that cities will be affected by EMPs.

Level 5, cost 60, NoAutoUnlockTillLevel 99

Requires: Comprehensive EMP Shielding.

Leads to: Advanced Civil EMP Shielding.

Protects (activates traits):

Civilian CBRN Casualty Treatment (Survival_Boost_4)

Weapons of mass destruction often produce casualties with injuries that regular medical personnel aren’t equipped to deal with. Although a nuclear blast is very similar to an upscaled conventional explosion, it also produces nuclear fallout and causes radiation poisoning, which is often poorly understood and difficult to treat. Chemical weapon injuries also require very specific treatment and antidotes, and casualties exposed to contagious bioweapons must be treated carefully to protect others from being infected. Making medicine for WMD victims publicly accessible and preparing first-responders and medical care teams with the training and supplies they need to properly treat casualties will help to ensure that more civilians survive and recover from their injuries. Although even optimistically, the healthcare system will be hard-pressed to withstand a major WMD attack, these tools will be invaluable to whatever is left of it after the fact.
Further reduces the number of deaths in your cities when hit.

Level 5, cost 60, NoAutoUnlockTillLevel 99

Requires: Public Fallout Shelters.

Leads to: Web-Based Survival Tools.

Protects (activates traits):

Industrial Robotics (Production_Booster_3)

Automating certain aspects of the production process allows for faster throughput times while also removing the potential for human error. By making developments in the field of automation and robotics, it will be possible to use automated machines to complete many complex processes and significantly increase productivity as a result.
Passively increases production speed.

Level 5, cost 75, NoAutoUnlockTillLevel 7

Requires: Computerized Production Operations.

Leads to: Advanced 3D Printing.

Improves:

Cyber Warfare (Espionage_4)

As the world becomes more digitalized, the potential to use digital technology to inflict harm or steal secrets grows as well. Cyber warfare is the practice of using the digital environment maliciously against an enemy state, using means such as malware attacks or hacking. Agents trained in cyber warfare can disrupt and mislead the operations of enemy spies, and also compromise computer systems in order to steal sensitive information and technology.
Unlocks Cyber Warfare Centers, which can perform anonymous cyber attacks against cities, research and intelligence centers and other cyber warfare centers. Cyber attacks will temporarily disable the espionage contribution of the targeted city, as well as dramatically hurt its GDP. They will also temporarily shut down intelligence and research centers, and can prevent other cyber warfare centers from launching attacks.
Intelligence centers will also be able to execute cyber attacks.
Passively improves the rate at which friendly spies perform espionage.

Level 6, cost 60, NoAutoUnlockTillLevel 8

Requires: Globalized Intelligence.

Leads to: Mass OSINT.

Unlocks:

Improves:

Protects (activates traits):

Simulated Physics Modelling (Science_Booster_3)

Advancements in computer technology allow for better performance and increasingly complex programs, which allow engineers and scientists to model and simulate how the physical world works in real time. Being able to model fluid dynamics, wave reflections and physical forces acting on moving systems makes it much easier to rapidly prototype and fine-tune designs, consequently allowing for new technologies to be researched and developed more quickly.
Passively increases research speed.

Level 6, cost 75, NoAutoUnlockTillLevel 8

Requires: Complex Research Computers.

Leads to: Artificial Intelligence Research Aids.

Improves:

Advanced Civil EMP Shielding (EMP_Defence_Mk4)

The advent of new shielding materials and systems will make it economical and practical to protect more and more devices from EMPs. The adoption of decentralized power generation through the widespread use of emergency generators, solar panels, and other alternative energy sources, will keep more of the electrical grid functioning after an attack and allow it to come back online piece by piece even if major powerplants are affected. This will allow more infrastructure to keep operating and reduce the time needed to fix the damage. Although considerable disruptions will still be inevitable, the civilian economy will be in a much better position to continue operating in the wake of an EMP attack with these measures and technologies in place.
Further shortens the duration of EMP effects on cities. Also lessens the severity of the effects on GDP.

Level 7, cost 75, NoAutoUnlockTillLevel 99

Requires: Civil EMP Preparedness.

Protects (activates traits):

Web-Based Survival Tools (Survival_Boost_5)

Thanks to the internet, it’s possible to transmit information all over the world in a matter of seconds. Exploiting the ubiquity of the internet and mass communication, instructions can easily be transmitted to civilians in the event of an attack which will help to ensure they take appropriate action as well as quell the ensuing panic and chaos. The internet also allows everyone to have an easily accessible repository of information that can help them survive in a nuclear war, which will improve their odds further. It will take time and effort to harden the information infrastructure enough to still be somewhat reliable in the wake of a nuclear attack, as well as leverage it properly to inform the public, but doing so will ensure that everyone has access to the information they need to maximize their chances.
Further reduces the number of deaths in your cities when hit.

Level 7, cost 75, NoAutoUnlockTillLevel 99

Requires: Civilian CBRN Casualty Treatment.

Leads to: Comprehensive Survival Infrastructure.

Protects (activates traits):

Mass OSINT (Espionage_5)

In the age of information, sometimes sensitive information can be found in plain sight, and open-source intelligence, or OSINT, takes advantage of that. Using an array of data-collecting programs and specially trained operatives browsing the internet, information about the enemy can be deduced just by looking around online. Being able to rapidly comb the information space and identify valuable intelligence like geotagged images and document leaks makes it so that even the most mundane and absent-minded slips of operational security can give an intelligence operative something valuable to work with. Something as simple as a photo on social media or a serviceman saying too much in a gaming forum can reveal something that’s meant to be a secret. Learning to exploit and take advantage of that will give intelligence centers an unassuming but surprisingly powerful tool.
Further increases the effectiveness of friendly spies.

Level 8, cost 75, NoAutoUnlockTillLevel 10

Requires: Cyber Warfare.

Improves:

Advanced 3D Printing (Production_Booster_4)

The ability to quickly create simple components using 3D printers is much less logistically taxing and time consuming than relying on complex machining. Adopting and integrating 3D printing for defence manufacturing can save a considerable amount of time and effort when building certain things, and ultimately speeds up the production process. However, in order to do this, considerable effort needs to be made to make 3D printed components robust and viable enough to use, while also cheap and accessible enough to actually be beneficial.
Passively increases production speed.

Level 8, cost 105, NoAutoUnlockTillLevel 10

Requires: Industrial Robotics.

Improves:

Artificial Intelligence Research Aids (Science_Booster_4)

The use of artificial intelligence in research and development allows for improved productivity and for previously unconsidered insights to be gleaned. Concurrently, increased computing power allows for extremely complex simulations and even faster prototyping. As a result, new technologies can be developed even faster than before.
Passively increases research speed.

Level 8, cost 105, NoAutoUnlockTillLevel 10

Requires: Simulated Physics Modelling.

Improves:

Comprehensive Survival Infrastructure (Survival_Boost_6)

The logistics and preparations needed to shelter thousands of people from the effects of nuclear blasts and the ensuing radiation is no easy feat, but it is possible, provided a tremendous amount of funding and support. Massive hardened underground shelters can be constructed for the public and furnished with the facilities needed to support huge groups of survivors, complete with amenities like independent power generation and electricity, clean water, food supplies, sleeping accommodations and sanitation. Building and maintaining these shelters would take a substantial amount of time, planning and resources, but they would provide civilians who are unable to evacuate with the most ironclad chance at survival available. This infrastructure can also be repurposed to aid the civil power in other disasters as well, such as tornadoes, uncontrollable wildfires, and any other situation where thousands of people could find themselves suddenly displaced and in need of shelter and other necessities. Other measures, like hardening infrastructure like bridges and underground transit, and having clear and well-coordinated evacuation, response and contingency plans, will help prepare the civilian population for the absolute worst to come. Millions of deaths are still inevitable, but there are still many that can hope to be spared.
Further reduces the number of deaths in your cities when hit.

Level 9, cost 90, NoAutoUnlockTillLevel 99

Requires: Web-Based Survival Tools.

Protects (activates traits):

Zero-cost technologies

Known automatically once all parents are known (always, if they have no parent). They name units, weapons and sensors, act as unit traits, or link the tree.

ID Display name Parents Role
U_City City — —
U_Carrier Carrier — unit Carrier
U_Submarine Attack Submarine — unit Submarine; unit Submarine_Surfaced
U_Destroyer Destroyer — unit Destroyer
U_Cruiser Cruiser — unit Cruiser
U_Fighter Fighter — unit Fighter
U_Attack Multirole Attacker — unit Attack
U_Bomber Strategic Bomber — unit Bomber
U_High_Speed_Bomber High-Speed Bomber Generation_3_Bomber unit High_Speed_Bomber
U_Airport Air Base — unit Airport
U_Tactical_Airbase Tactical Airbase — unit Tactical_Airbase
U_Specialized_Airport Specialized Airbase — unit Specialized_Airport
M_Free_fall_bomb Bombs — weapon Free fall bomb
M_Ship_Gun Naval Gun — weapon Ship Gun
M_Air_to_air_missile AAM Air_to_Air_Missile weapon AAM
M_Surface_to_surface_missile SSM Cruise_missiles weapon SSM
M_Torpedo Torpedo — weapon Torpedo
M_DepthCharge Depth Charge — weapon DepthCharge
R_Visor R Visor — sensor STD Vision
R_Visor_Air R Visor Air — sensor STD Vision Air
R_Air_Default R Air Default — sensor Air Vision
R_Dummy_Sat_Camera Maximum Optical Range — sensor Satellite Optics Display
R_Dummy_EWS_Camera Maximum Optical Range — sensor Satellite EWS Display
R_Basic_Sat_Camera Satellite Film Camera — sensor Satellite Film Camera
R_Data_Sat_Camera Digital Spy Camera — sensor Datalink Satellite Camera
R_HD_Sat_Camera HD Spy Camera — sensor High-Resolution Satellite Camera
R_Ultra_Sat_Camera Ultra-HD Spy Camera — sensor Ultra-Resolution Satellite Camera
R_Kinetic_Range Kinetic Rod Range — sensor Kinetic Strike Range
R_DEW_Range Maximum Laser Range — sensor DEW Range
R_Short_wave_radar Targeting Radar — sensor STD Short Wave; sensor Fixed Short Wave
U_Short_wave_radar U Short wave radar R_Short_wave_radar —
R_Long_wave_radar Search Radar — sensor STD Long Wave; sensor Fixed Long Wave
U_Long_wave_radar Radar Site R_Long_wave_radar unit Fixed_LW_radar
R_Sonar Sonar — sensor Sonar; sensor AWACS Sonar
Antitorpedo Antitorpedo — trait
Underground Underground — trait
Advanced_Sonar Advanced Sonar — trait
Advanced_MRBM_MIRV Advanced MRBM MIRV MIRV —
No_Weapon No Weapon — —
No_Weapon_Buffer Unit Is Unarmed! — —
BM_Accuracy_Damage_Penalty BM Accuracy Damage Penalty — trait
Naval_Target_Damage_Penalty Naval Target Damage Penalty — trait
M_100kt_nuke_light Light 100 Kiloton Bomb Nuclear_Fission weapon 100kt_nuke_light
M_500kt_nuke_heavy Heavy 500 Kiloton Bomb Nuclear_Fission weapon 500kt nuke_heavy
M_10M_nuke_heavy Heavy 10 Megaton Bomb Thermonuclear_bomb weapon 10M nuke_heavy
M_250kt_nuke_light Light 250 Kiloton Bomb Thermonuclear_bomb weapon 250kt_nuke_light
Thermonuclear_bomb_Buffer_Tech Early Thermonuclear Weapons Thermonuclear_bomb —
M_Nuclear_Cruise_Missile Nuclear SSM Tactical_nukes, Cruise_missiles weapon Nuclear Cruise Missile
M_Fusion_Cruise_Missile Fusion SSM M_Nuclear_Cruise_Missile, Pure_Fusion_Weapon_Buffer_Tech weapon Fusion Cruise Missile
M_SAM_Nuke Nuclear SAM Tactical_nukes, Surface_to_air_missile weapon Nuclear SAM
M_SAM_Fusion Pure Fusion SAM M_SAM_Nuke, Pure_Fusion_Weapon_Buffer_Tech weapon Fusion SAM
M_SRBM SRBM Early_BM weapon SRBM
M_SRBM-N Nuclear SRBM Tactical_nukes, Early_BM weapon SRBM-N
M_SRBM_Fusion Fusion SRBM M_SRBM-N, Pure_Fusion_Weapon_Buffer_Tech weapon Fusion SRBM
M_Nuclear_Artillery Nuclear Artillery Tactical_nukes weapon Nuclear Artillery
M_Fusion_Artillery Fusion Artillery M_Nuclear_Artillery, Pure_Fusion_Weapon_Buffer_Tech weapon Fusion Artillery
M_Air_to_air_missile_Nuke Nuclear AAM Advanced_Tactical_nukes, Interceptor_aircraft, Air_to_Air_Missile weapon Nuclear AAM
M_Air_to_air_missile_Fusion Pure-Fusion AAM M_Air_to_air_missile_Nuke, Pure_Fusion_Weapon_Buffer_Tech weapon Fusion AAM
Mega-warheads_Buffer_Tech Boosted Fission Stages Mega-warheads —
M_500kt_nuke_light Light 500 kiloton Bomb Mega-warheads weapon 500kt nuke_light
M_25M_nuke_heavy Heavy 25 Megaton Bomb Mega-warheads weapon 25M nuke_heavy
Advanced_Multi-Stage_Weapons Buffer Tech Advanced Multi-Stage Weapons Advanced_Multi-Stage_Weapons —
M_50M_nuke_heavy Heavy 50 Megaton Bomb Advanced_Multi-Stage_Weapons weapon 50M nuke_heavy
M_1M_nuke_light Light Megaton Bomb Advanced_Multi-Stage_Weapons weapon 1M nuke_light
M_12x500kt_ICBM 12x500kt Heavy MIRV ICBM Advanced_Multi-Stage_Weapons Buffer Tech, Novel_BM_Heavy weapon 12x500kt ICBM
M_10M_Cobalt_bomb 10 Megaton Cobalt Bomb Cobalt_Bomb weapon Cobalt_Bomb
M_500kt_cobalt_light Light 500kt Cobalt Bomb Cobalt_Bomb weapon 500kt Light Cobalt Bomb
M_500kt_Cobalt_MRBM 500kt Cobalt MRBM Cobalt_Bomb, MRBM_Buffer_Tech weapon 500kt_Cobalt_MRBM
M_500kt_Cobalt_SLBM 500kt Cobalt SLBM Cobalt_Bomb, SLBM_Buffer_Tech weapon 500kt_Cobalt_SLBM
M_10M_Salt_bomb 10 Megaton Salted Bomb Enhanced_Salted_Weapons weapon Salted_Bomb
M_ICBM_10M_Salt 10M Heavy Salted ICBM Enhanced_Salted_Weapons, Launchpad_ICBM_Buffer weapon ICBM (10M Salt)
M_500kt_Salt_light Light 500kt Salted Bomb Enhanced_Salted_Weapons weapon 500kt Light Salt Bomb
M_500kt_Salt_MRBM 500kt Salted MRBM Enhanced_Salted_Weapons, MRBM_Buffer_Tech weapon 500kt_Salt_MRBM
M_500kt_Salt_SLBM 500kt Salted SLBM Enhanced_Salted_Weapons, SLBM_Buffer_Tech weapon 500kt_Salt_SLBM
EMP_Long_Stun_Modifier Specialized EMP Weapons — trait
Specialized_EMP_Buffer Specialized EMP Weapons Specialized_EMP —
M_ICBM_1M_EMP 1M EMP ICBM Specialized_EMP, ICBM_Buffer_Tech weapon ICBM (1M EMP)
M_500kt_SLBM_EMP 500kt EMP SLBM Specialized_EMP, SLBM_Buffer_Tech weapon 500kt_SLBM_EMP
M_500kt_MRBM_EMP 500kt EMP MRBM Specialized_EMP, MRBM_Buffer_Tech weapon 500kt_MRBM_EMP
M_ICBM_1M_EMP_SUPER 1M Super EMP ICBM Super_EMP, ICBM_Buffer_Tech —
M_ICBM_10M_EMP_SUPER 10M Super EMP ICBM Super_EMP, Launchpad_ICBM_Buffer —
M_500kt_SLBM_EMP_SUPER 500kt Super EMP SLBM Super_EMP, SLBM_Buffer_Tech —
M_500kt_MRBM_EMP_SUPER 500kt Super EMP MRBM Super_EMP, MRBM_Buffer_Tech —
M_Satellite_EMP M Satellite EMP Super_EMP —
Pure_Fusion_Weapon_Buffer_Tech Pure Fusion Weapons Pure_Fusion_Weapon —
M_100M_nuke_heavy Heavy 100M Fusion Bomb Pure_Fusion_Weapon weapon 100M nuke_heavy
M_100M_Fusion_ICBM M 100M Fusion ICBM — —
M_5M_nuke_light Light 5M Pure Fusion Bomb Pure_Fusion_Weapon weapon 5M nuke_light
M_12x1M_ICBM 12x1M Pure Fusion MIRV Pure_Fusion_Weapon_Buffer_Tech, Novel_BM_Heavy weapon 12x1M ICBM
M_8x1M_ICBM_Light 8x1M Light Fusion MIRV Pure_Fusion_Weapon_Buffer_Tech, Novel_BM_Heavy weapon 8x1M Light ICBM
Unit_BioChem_Modifier Unit BioChem Modifier — trait
M_Chem_Artillery_1 Mustard Gas Artillery Chemical_Weapons weapon Chemical Artillery
Chemical_Bomb Mustard Gas Bomb Chemical_Weapons weapon Chemical_bomb
M_Chem_SRBM_1 Mustard Gas SRBM Chemical_Weapons, Early_BM weapon Chemical_SRBM
M_Chemical_MRBM_1 Mustard Gas MRBM Chemical_Weapons, MRBM weapon Chemical_MRBM
M_Chem_Artillery_2 Sarin Artillery Chemical_Weapons_Mk2 weapon Improved Chemical Artillery
M_Chem_SRBM_2 Sarin SRBM Chemical_Weapons_Mk2, Early_BM_Buffer weapon Improved_Chemical_SRBM
M_Chemical_MRBM_2 Sarin MRBM Chemical_Weapons_Mk2, MRBM_Buffer_Tech weapon Improved_Chemical_MRBM
Improved_Chemical_Bomb Sarin Bomb Chemical_Weapons_Mk2 weapon Improved_Chemical_bomb
M_Chem_Artillery_3 VX Gas Artillery Chemical_Weapons_Mk3 weapon Advanced Chemical Artillery
M_Chem_SRBM_3 VX Gas SRBM Chemical_Weapons_Mk3, Early_BM_Buffer weapon Advanced_Chemical_SRBM
Advanced_Chemical_Bomb VX Gas Bomb Chemical_Weapons_Mk3 weapon Advanced_Chemical_bomb
M_Chemical_MRBM_3 VX Gas MRBM Chemical_Weapons_Mk3, MRBM_Buffer_Tech weapon Advanced_Chemical_MRBM
Bioweapon_Bomb Rabbit Fever Bomb Biological_Weapons weapon Bioweapon_bomb
Bioweapon_MRBM Rabbit Fever MRBM Biological_Weapons, MRBM weapon Bioweapon_MRBM
Bioweapon_ICBM Rabbit Fever ICBM Biological_Weapons, ICBM weapon Bioweapon_ICBM
Improved_Bioweapon_Bomb Smallpox Bomb Biological_Weapons_Mk2 weapon Improved_Bioweapon_bomb
Improved_Bioweapon_MRBM Smallpox MRBM Biological_Weapons_Mk2, MRBM_Buffer_Tech weapon Improved_Bioweapon_MRBM
Improved_Bioweapon_ICBM Smallpox ICBM Biological_Weapons_Mk2, ICBM_Buffer_Tech weapon Improved_Bioweapon_ICBM
Advanced_Bioweapon_Bomb Ebola Bomb Biological_Weapons_Mk3 weapon Advanced_Bioweapon_bomb
Advanced_Bioweapon_MRBM Ebola MRBM Biological_Weapons_Mk3, MRBM_Buffer_Tech weapon Advanced_Bioweapon_MRBM
Advanced_Bioweapon_ICBM Ebola ICBM Biological_Weapons_Mk3, ICBM_Buffer_Tech weapon Advanced_Bioweapon_ICBM
Experimental_Biochem_Buffer_Tech Experimental Bio/Chemical Weapons Experimental_Biochem —
M_Chem_Artillery_4 Novichok-2000 Artillery Experimental_Biochem weapon Experimental Chemical Artillery
M_Chem_SRBM_4 Novichok-2000 SRBM Experimental_Biochem, Early_BM_Buffer weapon Experimental_Chemical_SRBM
M_Chemical_MRBM_4 Novichok-2000 MRBM Experimental_Biochem, MRBM_Buffer_Tech weapon Experimental_Chemical_MRBM
Engineered_Bioweapon_Bomb EMeVHF-24 Bomb Experimental_Biochem weapon Engineered_Bioweapon_bomb
Engineered_Bioweapon_MRBM EMeVHF-24 MRBM Experimental_Biochem, MRBM_Buffer_Tech weapon Engineered_Bioweapon_MRBM
Engineered_Bioweapon_ICBM EMeVHF-24 ICBM Experimental_Biochem, ICBM_Buffer_Tech weapon Engineered_Bioweapon_ICBM
Experimental_Chemical_Bomb Novichok-2000 Bomb Experimental_Biochem weapon Experimental_Chemical_bomb
M_3x_Bioweapon_MIRV 3xBW Bioweapon MIRV Experimental_Biochem_Buffer_Tech, Improved_MIRV_Buffer weapon Bioweapon_MIRV
M_8x_Bioweapon_MIRV 8xBW Bioweapon MIRV Experimental_Biochem_Buffer_Tech, Novel_BM_Heavy weapon 8x Bioweapon_MIRV
Chem_WARHEAD_1 Mustard Gas Bomblet — weapon Chemical_Warhead_1
Chem_WARHEAD_2 Sarin Bomblet — weapon Chemical_Warhead_2
Chem_WARHEAD_3 VX Gas Bomblet — weapon Chemical_Warhead_3
Chem_WARHEAD_4 Novichok-2000 Bomblet — weapon Chemical_Warhead_4
Bio_WARHEAD Biological Warhead — weapon Biological_Warhead
Generation_3_Aircraft_Buffer 3rd Generation Aircraft Generation_3_Aircraft —
Generation_2_Bomber_Buffer Long-Range Bombers Generation_2_Bomber —
U_Interceptor Interceptor Interceptor_aircraft unit Interceptor
R_Interceptor_Short_Wave SW Targeting Radar — sensor Interceptor Short Wave
M_LAAM LAAM Interceptor_aircraft weapon LAAM
Generation_4_Aircraft_Buffer 4th Generation Aircraft Generation_4_Aircraft —
Plane_Laser_Upgrade Aircraft Laser Generation_6_Aircraft, M_Plane_Laser —
U_Spy_Plane Spy Plane Spy_Plane unit Spy_Plane
R_Spy_Plane_Camera Reconnaissance Camera — sensor Spy Plane Camera
Spy_Plane_Modifier Spy Plane — trait
U_AWACS AWACS AWACS unit AWACS
U_Naval_AWACS Carrier AWACS AWACS unit Naval AWACS
Naval_AWACS_Mod Carrier AWACS — trait
R_AWACS_Air_Detection Air Detection AWACS sensor AWACS Air Detection
R_AWACS_Air_Targeting Air Targeting AWACS sensor AWACS Air Targeting
R_AWACS_Ground_Detection Ground Detection AWACS sensor AWACS Long Wave
R_AWACS_Ground_Targeting Ground Targeting AWACS sensor AWACS Short Wave
U_Navy_Helicopter Naval Helicopter Helicopter_1 unit Navy_Helicopter
R_Navy_AWACS_LW Search Radar — —
R_Navy_AWACS_SW Targeting Radar — —
Helicopter_Modifier Helicopters — trait
U_Attack_Helicopter Attack Helicopter Helicopter_2 unit Attack_Helicopter
M_Chaingun Chaingun — weapon Chaingun
M_Heli_ATGM Helicopter ATGM Helicopter_2, Air_to_Ground_missile weapon Helicopter ATGM
M_Plane_Gun Autocannon — weapon Plane Gun
M_Plane_Laser Aircraft Laser Offensive_Laser_Weapons, AA_Laser weapon Plane Laser
M_Rocket_Pod Rocket Pod — weapon Rocket Pod
U_Improvised_Airbase Makeshift Airbase Improvised_Airbase unit Improvised_Airbase
U_Army_Base Army Base — unit Army_Base
U_FOB Forward Operating Base — unit Forward_Operating_Base
Static_Defender_Bonus Static Defender Bonus — trait
U_Air_Transport Air Transport — unit Air_Transport
U_SOF_Aircraft Special Mission Aircraft — unit SOF_Aircraft
U_Landing_Ship Landing Ship — unit Landing_Ship
R_Occupation_Zone_Finder R Occupation Zone Finder — sensor Occupation Zone Finder
U_Resupply_Ship Resupply Ship — unit Resupply_Ship
R_Resupply Resupply Range — sensor Resupply Range
R_Resupply_FOB Resupply Range — sensor Resupply Range FOB
U_Army Army Division — unit Army_Division; unit Army_Mobile_Mode; unit Army_Entrenched
U_Combat_Engineers Combat Engineers — unit Combat_Engineers
M_Land_Force_ARMY Combined Arms — weapon Land Forces; weapon Land Forces Mobile
M_Massacre Massacre Civilians — weapon Massacre Civilians
CBRN_Defence_0 Basic CBRN Defence — trait
Army_Mech_Mk2_Buffer Early Infantry Fighting Vehicles Army_Mech_Mk2 —
Army_Mech_Mk3_Buffer Modernized Armoured Vehicles Army_Mech_Mk3 —
Army_Mech_Mk4_Buffer Armoured Mid-life Upgrades Army_Mech_Mk4 —
Army_Mech_Mk5_Buffer Novel Fighting Vehicle Concepts Army_Mech_Mk5 —
R_Reconnaissance Ground Reconnaissance — sensor Reconnaissance
Portable_Electronic_Optics_EntMod Portable Electronic Optics Portable_Electronic_Optics trait
Tactical_Optics_EntMod Early Tactical Optics Tactical_Optics trait
Advanced_Tactical_Optics_EntMod Advanced Tactical Optics Advanced_Tactical_Optics trait
Light_Unmanned_Vehicles_EntMod Light Unmanned Vehicles Light_Unmanned_Vehicles trait
Robotic_Infantry_EntMod Robotic Infantry Aids Robotic_Infantry trait
Bomb_Truck Bomb Truck — trait
U_Bomb_Truck Bomb Truck Nuclear_Terrorism unit Bomb_Truck
U_Bomb_Truck_Heavy Heavy Bomb Truck Heavy_SVBIED unit Heavy_Bomb_Truck
Covert_Unit Covert Unit — trait
U_Spec_Ops Spec-Ops Team — unit Spec_Ops_Team
U_Spec-Ops_Helicopter Spec-Ops Helicopter Helicopter_1 unit Spec_Ops_Helicopter
U_Security_Checkpoint Security Checkpoint — unit Security_Checkpoint
M_Small_Arms Small Arms — weapon Small Arms
M_Body_Armor Body Armour — weapon Body Armor
M_Optics Optics — weapon Optics
M_Demolition_Charge Demolition Charge — weapon Demolition Charge
R_Counterspy Special Reconnaissance — sensor Counter-spy
M_Car_Bomb Car Bomb — weapon Car Bomb
Early_BM Early Ballistic Missiles — —
Early_BM_Buffer Early Ballistic Missiles Early_BM —
U_SRBM_Site Ballistic Missile Site Early_BM unit SRBM_Site
MRBM_Buffer_Tech Medium-Range Ballistic Missile MRBM —
SLBM_Buffer_Tech Submarine Launched Ballistic Missile SLBM —
U_Mobile_MRBM MRBM TEL Vehicle MRBM, Mobile_MRBM unit Mobile_MRBM
U_Mobile_SRBM SRBM TEL Vehicle Mobile_MRBM unit Mobile_SRBM
U_Mobile_ICBM ICBM TEL Vehicle Mobile_ICBM, ICBM_Buffer_Tech unit Mobile_ICBM
M_MRBM Conventional MRBM MRBM weapon Conventional MRBM
M_100kt_MRBM 100 Kiloton MRBM Nuclear_Fission, MRBM weapon 100kt_MRBM
M_250kt_MRBM 250 Kiloton MRBM Thermonuclear_bomb, MRBM_Buffer_Tech weapon 250kt_MRBM
M_3x100kt_MRBM 3x100kt MIRV MRBM Thermonuclear_bomb_Buffer_Tech, MRBM_Buffer_Tech, MIRV weapon 3x100kt_MRBM
M_3x250kt_MRBM 3x250kt MIRV MRBM Mega-warheads_Buffer_Tech, MRBM_Buffer_Tech, MIRV_Buffer_Tech weapon 3x250kt_MRBM
M_500kt_MRBM 500 Kiloton MRBM Mega-warheads, MRBM_Buffer_Tech weapon 500kt_MRBM
M_1M_MRBM Megaton MRBM Advanced_Multi-Stage_Weapons, MRBM_Buffer_Tech weapon 1M_MRBM
M_6x250kt_MRBM 6x250kt MIRV MRBM Mega-warheads_Buffer_Tech, MRBM_Buffer_Tech, Improved_MIRV weapon 6x250kt_MRBM
M_6x500kt_MRBM 6x500kt MIRV MRBM Advanced_Multi-Stage_Weapons Buffer Tech, MRBM_Buffer_Tech, Improved_MIRV_Buffer weapon 6x500kt_MRBM
M_8x500kt_MRBM 8x500kt MIRV MRBM Advanced_Multi-Stage_Weapons Buffer Tech, MRBM_Buffer_Tech, Novel_BM_Light weapon 8x500kt_MRBM
M_5M_MRBM 5 Megaton MRBM Pure_Fusion_Weapon, MRBM_Buffer_Tech weapon 5M_MRBM
M_8x1MT_MRBM 8x1MT Pure Fusion MIRV MRBM Pure_Fusion_Weapon_Buffer_Tech, MRBM_Buffer_Tech, Novel_BM_Light weapon 8x1MT_MRBM
Launchpad_ICBM_Buffer Launchpad ICBM Launchpad_ICBM —
U_Launchpad_ICBM ICBM Launchpad Launchpad_ICBM unit ICBM_Launchpad
ICBM_Buffer_Tech Compact ICBM ICBM —
M_ICBM_250kt_Light 250 Kiloton Light ICBM Nuclear_Fission, ICBM weapon ICBM (250kt Light)
M_ICBM_500kt_Heavy 500 Kiloton Heavy ICBM Nuclear_Fission, Launchpad_ICBM weapon ICBM (500kt Heavy)
M_ICBM_500kt_Light 500 Kiloton Light ICBM Thermonuclear_bomb, ICBM_Buffer_Tech weapon ICBM (500kt Light)
M_ICBM_5M_Heavy 5 Megaton ICBM Thermonuclear_bomb, Launchpad_ICBM_Buffer weapon ICBM (5M Heavy)
M_ICBM_1M_Light Megaton Light ICBM Mega-warheads, ICBM_Buffer_Tech weapon ICBM (1M Light)
M_ICBM_10M_Heavy 10 Megaton ICBM Mega-warheads, Launchpad_ICBM_Buffer weapon ICBM (10M)
M_ICBM_5M_Light 5 Megaton Light ICBM Advanced_Multi-Stage_Weapons, ICBM_Buffer_Tech weapon ICBM (5M Light)
M_ICBM_25M_Heavy 25 Megaton ICBM Advanced_Multi-Stage_Weapons, Launchpad_ICBM_Buffer weapon ICBM (25M)
M_ICBM_10M_Fusion 10M Pure Fusion ICBM Pure_Fusion_Weapon, ICBM_Buffer_Tech weapon ICBM (10M Fusion Light)
M_ICBM_50M_Fusion 50 Megaton Pure Fusion ICBM Pure_Fusion_Weapon, Launchpad_ICBM_Buffer weapon ICBM (50M Fusion)
M_ICBM_1M_Cobalt 1M Light Cobalt ICBM Cobalt_Bomb, ICBM_Buffer_Tech weapon ICBM (1M Cobalt)
M_ICBM_10M_Cobalt 10M Heavy Cobalt ICBM Cobalt_Bomb, Launchpad_ICBM_Buffer weapon ICBM (10M Cobalt)
M_ICBM_1M_Salt 1M Light Salted ICBM Enhanced_Salted_Weapons, ICBM_Buffer_Tech weapon ICBM (1M Salt)
M_1M_ICBM_WARHEAD 1M ICBM Warhead — —
M_100K_WARHEAD_MRBM 100kt Warhead — weapon 100kt MRBM MIRV warhead
M_250K_WARHEAD_MRBM 250kt Warhead — weapon 250kt MRBM MIRV warhead
M_500K_WARHEAD_MRBM 500kt Warhead — weapon 500kt MRBM MIRV warhead
M_250K_WARHEAD_ICBM 250kt ICBM Warhead — weapon 250kt ICBM MIRV warhead
M_500K_WARHEAD_ICBM 500kt ICBM Warhead — weapon 500kt ICBM MIRV warhead
M_1M_WARHEAD_FUSION 1M Pure Fusion Warhead — weapon 1M warhead fusion
M_WARHEAD_FALSE Decoy Warhead False_warheads weapon False ICBM Warhead
U_Missile_Silo Missile Silo ICBM unit Missile_Silo
Heavy_Missiles_Buffer High-Power Rocket Designs Heavy_Missiles —
M_ICBM_10M M ICBM 10M — —
M_ICBM_25M M ICBM 25M — —
M_500kt_HGV 500 Kiloton HGV — weapon 500kt HGV
M_5M_HGV 5 Megaton HGV — weapon 5M HGV
M_10M_HGV 10 Megaton HGV — weapon 10M HGV
M_25M_HGV 25 Megaton HGV — weapon 25M HGV
M_50M_HGV 50 Megaton Pure Fusion HGV — weapon 50M Pure Fusion HGV
M_10M_Cobalt_HGV 10 Megaton Cobalt HGV — weapon 10M Cobalt HGV
M_10M_Salt_HGV 10 Megaton Enhanced Salted HGV — weapon 10M Salt HGV
Improved_Inertial_Guidance_Buffer Improved Inertial Guidance Improved_Inertial_Guidance —
Solid_Fuel_Rockets_Buffer Solid Fuel Rocket Systems Solid_Fuel_Rockets —
MARV_Buffer MARV MARV —
Advanced_Inertial_Guidance_Buffer Advanced Inertial Guidance Advanced_Inertial_Guidance —
Hypersonic_Maneuvering_Buffer Hypersonic Maneuvering Hypersonic_Maneuvering —
MIRV_Buffer_Tech MIRV MIRV —
M_3x250kt_ICBM 3x250kt Heavy MIRV ICBM Thermonuclear_bomb_Buffer_Tech, Launchpad_ICBM_Buffer, MIRV weapon 3x250kt ICBM
M_3x500kt_ICBM 3x500kt Heavy MIRV ICBM Mega-warheads_Buffer_Tech, Launchpad_ICBM_Buffer, MIRV_Buffer_Tech weapon 3x500kt ICBM
M_6x500kt_ICBM 6x500kt Heavy MIRV ICBM Mega-warheads_Buffer_Tech, Improved_MIRV weapon 6x500kt ICBM
M_6x1M_ICBM 6x1M Heavy MIRV ICBM Advanced_Multi-Stage_Weapons Buffer Tech, Improved_MIRV_Buffer weapon 6x1M ICBM
M_3x250kt_ICBM_Light 3x250kt Light MIRV ICBM Mega-warheads_Buffer_Tech, Improved_MIRV weapon 3x250kt Light ICBM
M_3x500kt_ICBM_Light 3x500kt Light MIRV ICBM Advanced_Multi-Stage_Weapons Buffer Tech, Improved_MIRV_Buffer weapon 3x500kt Light ICBM
M_8x500kt_ICBM_Light 8x500kt Light MIRV ICBM Advanced_Multi-Stage_Weapons Buffer Tech, Novel_BM_Heavy weapon 8x500kt Light ICBM
False_warheads_Buffer Penetration Aids False_warheads —
Improved_MIRV_Buffer Enhanced MIRVs Improved_MIRV —
Debuffed_Sonar Debuffed Sonar — trait
Mega_Sonar Mega Sonar — trait
Submarine_Stealth Submarine Stealth — trait
Submarine_Stealth_Weak Submarine Stealth Weak — trait
Sonar_Quieting_SSN_1 Sonar Quieting SSN 1 Nuclear_Submarine trait
Sonar_Quieting_SSGN_1 Sonar Quieting SSGN 1 Nuclear_Submarine trait
U_SSGN_Submarine SSGN Cruise_Missile_Submarine, Cruise_missiles unit SSGN; unit SSGN_Surfaced
Sonar_Quieting_SSN_2 Sonar Quieting SSN 2 Improved_Submarines trait
Sonar_Quieting_SSGN_2 Sonar Quieting SSGN 2 Improved_Submarines trait
Sonar_Quieting_SSN_3 Sonar Quieting SSN 3 Enhanced_Submarines trait
Sonar_Quieting_SSGN_3 Sonar Quieting SSGN 3 Enhanced_Submarines trait
Sonar_Quieting_SSN_4 Sonar Quieting SSN 4 Advanced_Submarines trait
Sonar_Quieting_SSGN_4 Sonar Quieting SSGN 4 Advanced_Submarines trait
Sonar_Quieting_SSN_5 Sonar Quieting SSN 5 Experimental_Submarines trait
Sonar_Quieting_SSGN_5 Sonar Quieting SSGN 5 Experimental_Submarines trait
SSBN_Buffer_Tech Basic SSBN SSBN —
Sonar_Quieting_SSBN_1 Sonar Quieting SSBN 1 — trait
Sonar_Quieting_SSBN_2 Sonar Quieting SSBN 2 Improved_SSBN trait
Sonar_Quieting_SSBN_3 Sonar Quieting SSBN 3 Advanced_SSBN trait
Sonar_Quieting_SSBN_4 Sonar Quieting SSBN 4 Experimental_SSBN trait
U_SSBN SSBN SSBN unit SSBN; unit SSBN_Surfaced
M_100kt_SLBM 100 Kiloton SLBM Nuclear_Fission, SLBM, SSBN weapon 100kt_SLBM
M_250kt_SLBM 250 Kiloton SLBM Thermonuclear_bomb, SLBM_Buffer_Tech, SSBN_Buffer_Tech weapon 250kt_SLBM
M_500kt_SLBM 500 Kiloton SLBM Mega-warheads, SLBM_Buffer_Tech, SSBN_Buffer_Tech weapon 500kt_SLBM
M_1M_SLBM Megaton SLBM Advanced_Multi-Stage_Weapons, SLBM_Buffer_Tech, SSBN_Buffer_Tech weapon 1M_SLBM
M_5M_Fusion_SLBM 5 Megaton SLBM Pure_Fusion_Weapon, SLBM_Buffer_Tech, SSBN_Buffer_Tech weapon 5M_Fusion_SLBM
M_3x100kt_SLBM 3x100kt MIRV SLBM Thermonuclear_bomb_Buffer_Tech, SLBM_Buffer_Tech, MIRV, SSBN_Buffer_Tech weapon 3x100kt_SLBM
M_3x250kt_SLBM 3x250kt MIRV SLBM Mega-warheads_Buffer_Tech, SLBM_Buffer_Tech, MIRV_Buffer_Tech, SSBN_Buffer_Tech weapon 3x250kt_SLBM
M_6x250kt_SLBM 6x250kt MIRV SLBM Mega-warheads_Buffer_Tech, SLBM_Buffer_Tech, Improved_MIRV, SSBN_Buffer_Tech weapon 6x250kt_SLBM
M_6x500kt_SLBM 6x500kt MIRV SLBM Advanced_Multi-Stage_Weapons Buffer Tech, SLBM_Buffer_Tech, Improved_MIRV_Buffer, SSBN_Buffer_Tech weapon 6x500kt_SLBM
M_8x500kt_SLBM 8x500kt MIRV SLBM Advanced_Multi-Stage_Weapons Buffer Tech, SLBM_Buffer_Tech, Novel_BM_Light, SSBN_Buffer_Tech weapon 8x500kt_SLBM
M_8x1M_Fusion_SLBM 8x1M Pure Fusion MIRV SLBM Pure_Fusion_Weapon_Buffer_Tech, SLBM_Buffer_Tech, Novel_BM_Light, SSBN_Buffer_Tech weapon 8x1M_Fusion_SLBM
U_Naval_Radar_Station Naval Monitoring Station — unit Naval_Monitoring_Station
Torpedo_Net_Mod Torpedo Net Mod — trait
R_Periscope Periscope — sensor Periscope
R_Submarine_Radar_Mast R Submarine Radar Mast — sensor Submarine Radar Mast
M_Airdropped_Torpedo Airdropped Torpedo Guided_Torpedoes weapon Air-Dropped Torpedo
M_ASROC ASROC Missile_Warships, Improved_Underwater_Weapons weapon ASROC
M_Nuclear_Torpedo_Tac Nuclear Torpedo Tactical_nukes, Improved_Underwater_Weapons weapon Nuclear Torpedo
Attack_Sub_Nuke_2 Nuclear Torpedo Nuclear_Submarine, M_Nuclear_Torpedo_Tac —
Attack_Sub_Nuke_3 Nuclear Torpedo Improved_Submarines, M_Nuclear_Torpedo_Tac —
Attack_Sub_Nuke_4 Nuclear Torpedo Enhanced_Submarines, M_Nuclear_Torpedo_Tac —
Attack_Sub_Nuke_5 Nuclear Torpedo Advanced_Submarines, M_Nuclear_Torpedo_Tac —
Attack_Sub_Nuke_6 Nuclear Torpedo Experimental_Submarines, M_Nuclear_Torpedo_Tac —
M_Fusion_Torpedo_Tac Fusion Torpedo Pure_Fusion_Weapon_Buffer_Tech, M_Nuclear_Torpedo_Tac weapon Fusion Torpedo
Attack_Sub_Fusion_2 Nuclear Torpedo Nuclear_Submarine, M_Fusion_Torpedo_Tac —
Attack_Sub_Fusion_3 Nuclear Torpedo Improved_Submarines, M_Fusion_Torpedo_Tac —
Attack_Sub_Fusion_4 Nuclear Torpedo Enhanced_Submarines, M_Fusion_Torpedo_Tac —
Attack_Sub_Fusion_5 Nuclear Torpedo Advanced_Submarines, M_Fusion_Torpedo_Tac —
Attack_Sub_Fusion_6 Nuclear Torpedo Experimental_Submarines, M_Fusion_Torpedo_Tac —
M_Nuclear_Torpedo_Heavy 50MT Nuclear Torpedo Advanced_Multi-Stage_Weapons Buffer Tech —
M_Nuclear_Torpedo_Fusion 100MT Fusion Torpedo Pure_Fusion_Weapon_Buffer_Tech —
Basic_Missile_Guidance_Buffer Basic Missile Guidance Buffer Basic_Missile_Guidance —
Improved_Missile_Guidance_Buffer Improved Missile Guidance Improved_Missile_Guidance —
Enhanced_Missile_Guidance_Buffer Enhanced Missile Guidance Enhanced_Missile_Guidance —
Advanced_Missile_Guidance_Buffer Advanced Missile Guidance Advanced_Missile_Guidance —
Experimental_Missile_Guidance_Buffer Experimental Missile Guidance Experimental_Missile_Guidance —
M_Heavy_Iron_Bomb Heavy Bomb — weapon Heavy Iron Bomb
M_Guided_Bomb GBU M_Free_fall_bomb, Generation_2_Bomber, Air_to_Ground_missile weapon GBU
M_Air_to_Ground_missile AGM Generation_2_Aircraft, Air_to_Ground_missile weapon AGM
Aircraft-launched_MRBM_Buffer Air-Launched Ballistic Missiles Aircraft-launched_MRBM —
M_ALBM ALBM Aircraft-launched_MRBM weapon ALBM
M_100kt_ALBM 100kt ALBM Nuclear_Fission, Aircraft-launched_MRBM weapon 100kt ALBM
M_250kt_ALBM 250kt ALBM Thermonuclear_bomb, Aircraft-launched_MRBM_Buffer weapon 250kt ALBM
M_500kt_ALBM 500kt ALBM Mega-warheads, Aircraft-launched_MRBM_Buffer weapon 500kt ALBM
M_1M_ALBM Megaton ALBM Advanced_Multi-Stage_Weapons, Aircraft-launched_MRBM_Buffer weapon 1M ALBM
M_5M_ALBM 5M Pure Fusion ALBM Pure_Fusion_Weapon, Aircraft-launched_MRBM_Buffer weapon 5M ALBM
M_500kt_Cobalt_ALBM 500kt Cobalt ALBM Cobalt_Bomb, Aircraft-launched_MRBM_Buffer weapon 500kt Cobalt ALBM
M_500kt_Salt_ALBM 500kt Salted ALBM Enhanced_Salted_Weapons, Aircraft-launched_MRBM_Buffer weapon 500kt Salt ALBM
M_ALCM ALCM Improved_cruise_missiles, Improved_AGM weapon ALCM
M_ALCM-N Nuclear ALCM Advanced_Tactical_nukes, Improved_cruise_missiles, Improved_AGM weapon ALCM-N
M_ALCM_Fusion Pure Fusion ALCM Pure_Fusion_Weapon_Buffer_Tech, M_ALCM-N weapon Fusion ALCM
M_Light_AShM Light AShM Coastal_Defence, Air_to_Ground_missile weapon Light_AShM
U_COASTAL Coastal Missile Battery Coastal_Defence unit Coastal
U_Coastal_Gun_Old Fixed Coastal Gun — unit Fixed_Coastal_Gun
M_Coastal_Gun_Old Anti-Ship Gun — weapon Coastal Gun Old
M_Anti_Ship_Missile AShM Cruise_missiles weapon Anti Ship Missile
AL-ICBM_Range_Adjust AL-ICBM Range Adjust — trait
CanFireAL-ICBM CanFireAL-ICBM Generation_2_Bomber, Aircraft-launched_ICBM —
Basic_Laser_Guidance_Buffer Basic Laser Guidance Basic_Laser_Guidance —
Advanced_Laser_Guidance_Buffer Advanced Laser Guidance Advanced_Laser_Guidance —
High_Powered_Lasers_Buffer High-Powered Lasers High_Powered_Lasers —
Offensive_Laser_Weapons_Buffer Deadly Laser Weapons Offensive_Laser_Weapons —
M_Laser_weapon_ASAT_Ground Ground-Based ASAT Laser Offensive_Laser_Weapons_Buffer, Terminal_Defence_Laser weapon Ground ASAT Laser
M_Railgun Railgun Advanced_Warships, Railguns weapon Railgun
M_AA_Gun_Old AA Gun — weapon AA Gun Old
U_AA_Site_Old AA Gun Site — unit AA_Site_Old
M_Surface_to_air_missile Heavy SAM Surface_to_air_missile weapon SAM
M_Surface_to_air_missile_MD Heavy Missile Defence SAM Tac_Missile_Defence weapon SAM MD
U_SAM_site SAM Site Surface_to_air_missile unit SAM_site
M_MANPAD MANPADS Improved_Army_Weapons, Surface_to_air_missile weapon MANPAD
M_Light_SAM Light SAM Mobile_SAM weapon Light SAM
M_Light_SAM_MD Light Missile Defence SAM Tac_Missile_Defence weapon Light SAM MD
M_Point_Defence_SAM Point Defence SAM Tac_Missile_Defence —
U_Mobile_SAM Mobile SAM Mobile_SAM unit MOBILE_SAM
M_CIWS CIWS Missile_Warships, Close_In_Weapon_Systems weapon CIWS
M_CRAM C-RAM Counter_Rocket_Artillery_Mortar weapon C-RAM
M_Laser_CIWS Laser CIWS Advanced_Warships, High_Powered_Lasers, Laser_CIWS weapon Laser CIWS
M_AA_Laser Anti-Air Laser Offensive_Laser_Weapons, AA_Laser weapon AA Laser
M_Terminal_ABM Terminal ABM Terminal_BM_Defence weapon Terminal ABM
U_Terminal_ABM Terminal ABM Site Terminal_BM_Defence unit Terminal_ABM
Terminal_ABM_No_Target_Decoy_Modifier Terminal Ballistic Missile Defences — trait
Terminal_BM_Defence_Mk2_Modifier Hit-To-Kill Terminal ABM Terminal_BM_Defence_Mk2 trait
Terminal_BM_Defence_Mk3_Modifier Advanced Terminal ABM Terminal_BM_Defence_Mk3 trait
M_Terminal_ABM_Laser Terminal Defence Laser Offensive_Laser_Weapons, Terminal_Defence_Laser weapon Terminal ABM Laser
U_Laser_Site Laser Defence Complex Terminal_Defence_Laser unit Laser_Defence_Complex
U_Laser_Truck Mobile Defence Laser Terminal_Defence_Laser unit Mobile_ABM_Laser
U_ABM_Site Midcourse ABM Site Nuke_ABM —
M_Nuke_ABM High-Yield Midcourse ABM Advanced_Tactical_nukes, Nuke_ABM weapon Nuclear ABM
M_Fusion_ABM Fusion Midcourse ABM Pure_Fusion_Weapon_Buffer_Tech, M_Nuke_ABM weapon Fusion ABM
M_Nuke_ABM_Light Neutron-Kill ABM Tactical_nukes, Nuke_ABM weapon Light Nuclear ABM
Resist_Nuke_ABM Resist Nuke ABM — trait
Collateral_Damage_Modifier Collateral Damage Modifier — trait
M_anti_ballistic_missile Midcourse ABM anti_ballistic_missile weapon ABM
M_anti_ballistic_missile_sub Midcourse ABM — weapon ABM Submunition
ABM_Mk2_Modifier Hit-To-Kill Midcourse ABM ABM_Mk2 trait
ABM_Mk3_Modifier Advanced Midcourse ABM ABM_Mk3 trait
ABM_Mk4_Modifier Experimental Midcourse ABM ABM_Mk4 trait
U_Over_horizon_radar Over-The-Horizon Radar Over_horizon_radar unit Over_Horizon_radar
R_Over_horizon_radar Overhorizon Radar Over_horizon_radar sensor Over_Horizon; sensor Naval_Over_Horizon; sensor Naval_Small_Over_Horizon
R_AWACS_Over_horizon_radar Overhorizon Radar Over_horizon_radar_Mk2 —
U_Mobile_SW_Radar Short-Wave Radar Vehicle Radar_Mk2 unit Mobile_SW_Radar
Radar_Mk2_Buffer Pulse Doppler Radar Radar_Mk2 —
Radar_Mk3_Buffer Phased Array Radar Radar_Mk3 —
Radar_Mk4_Buffer AESA Radar Radar_Mk4 —
Radar_Mk5_Buffer Novel Wide-Spectrum Radar Concepts Radar_Mk5 —
R_Quantum_Radar_Strong High-Power Quantum Radar Radar_Mk6 sensor Quantum Radar Strong
R_Quantum_Radar_Weak Quantum Radar Radar_Mk6 sensor Quantum Radar Weak
Space_radar_Buffer Object Cataloging Space Radar Space_radar —
R_Space_radar Space radar Space_radar sensor Space_Radar; sensor Naval Space_Radar
R_Space_radar_sat Space radar Space_radar sensor Satellite_Mini_Space_Radar
R_Space_radar_OTH Overhorizon Radar Space_radar sensor Small_Over_Horizon
U_Space_radar Space Radar Space_radar unit Space_radar
M_EW_GROUND Jamming Equipment — —
M_Anti-Radiation_Missile Anti-Radar Missile Improved_AGM, Jammers_Mk2 weapon Anti-Radiation Missile
M_EW_AIR M EW AIR Jammers_Mk2 —
U_EW_MOBILE Jamming Vehicle Jammers unit EW_MOBILE
U_EW_Aircraft EW Aircraft Jammers_Mk2 unit EW_Aircraft
Mod_EW_Aircraft EW Aircraft — trait
Aircraft_Stealth_Bonus_Modifier_1 Stealth Technology Generation_5_Aircraft trait
Bomber_Stealth_Bonus_Modifier_1 Stealth Technology Generation_5_Bomber trait
Stealth_Technology_Buffer Stealth Technology Stealth_Technology —
Warship_Stealth_Bonus_Modifier_1 Novel Stealth Applications Experimental_Warships trait
Satellite_Stealth_Bonus_Modifier_1 Novel Stealth Applications Novel_Stealth_Applications trait
Novel_Stealth_Applications_Buffer Novel Stealth Applications Novel_Stealth_Applications —
Aircraft_Stealth_Bonus_Modifier_2 Advanced Stealth Generation_6_Aircraft trait
Bomber_Stealth_Bonus_Modifier_2 Advanced Stealth Generation_6_Bomber trait
Warship_Stealth_Bonus_Modifier_2 Advanced Stealth Experimental_Warships, Advanced_Stealth trait
Satellite_Stealth_Bonus_Modifier_2 Advanced Stealth Advanced_Stealth trait
Advanced_Stealth_Buffer Advanced Stealth Buffer Advanced_Stealth —
ECM_Bonus_1 Chaff and Flare Countermeasures Electronic_Counters_Mk1 trait
ECM_Bonus_2 Active Missile Interference Electronic_Counters_Mk2 trait
ECM_Bonus_3 Advanced Chaff and IR Decoys Electronic_Counters_Mk3 trait
ECM_Bonus_4 Seeker Blinding Lasers Electronic_Counters_Mk4 trait
Improved_optics_Buffer Electro-Optical Data-linked Satellites Improved_optics —
U_Space_Shuttle Space Shuttle Infantry_Orbital_Drop_Capsules unit Space_Shuttle
Space_Shuttle_Mod Space Shuttle — trait
U_Space_Base Space Center Satellite unit Space_Operations_Center
U_Satellite_Relay Satellite Relay Center Satellite unit Satellite_Relay_Station
M_Satellite_Relay Satellite Relay — weapon Satellite Relay
R_Satellite_Relay Satellite Relay — sensor Satellite Relay Range
U_Satellite Spy Satellite Satellite unit Satellite
Satellite_Defence Satellite Defence — trait
M_ASAT_Nuke Nuclear ASAT Advanced_Tactical_nukes, Nuke_ASAT weapon Nuclear ASAT
M_ASAT ASAT ASAT weapon ASAT
M_ASAT_Plane Air-Launched ASAT Interceptor_aircraft, Generation_4_Aircraft_Buffer, ASAT weapon Aircraft ASAT
M_ASAT_ICBM Co-Orbital ASAT ASAT weapon Co-Orbital ASAT
M_Satellite_ASAT Satellite Launched ASAT Space_to_Space_Weapons, Advanced_ASAT weapon Satellite ASAT
SAM_Mk2_and_ABM_Mk2 SAM Mk2 and ABM Mk2 SAM_Mk2 —
M_Laser_weapon Missile Defence Laser High_Powered_Lasers, Satellite_Defence_Lasers weapon Satellite Laser
M_Laser_weapon_ASAT Satellite ASAT Laser High_Powered_Lasers, Space_to_Space_Weapons weapon ASAT Laser
U_Satellite_EWS Launch Warning Satellite Launch_Warning_Satellite unit Early_Warning_Satellite
R_Satellite_EWS Infrared Launch Sensors — sensor Satellite EWS
U_Satellite_Attack Kinetic Strike Satellite Orbital_Attack_Satellite unit Kinetic_Strike_Satellite
U_Hunter-Killer_Satellite Hunter-Killer Satellite Space_to_Space_Weapons unit Hunter-Killer_Satellite
U_Laser_Defence_Satellite Laser Defence Satellite Satellite_Defence_Lasers unit Laser_Defence_Satellite
M_Orbital_Strike Kinetic Strike Rod — weapon Orbital Kinetic Bomb
R_Camera_Small R Camera Small — —
U_Satellite_Death_Laser Counterforce Laser Satellite Offensive_Laser_Weapons, Direct_Energy_Satellite unit Countervalue_Laser_Satellite
M_Satellite_Laser_Fusion Space-To-Ground Laser — weapon Fusion Laser
EMP_Killable EMP Killable — trait
EMP_Defence_Mod_1 Basic EMP Shielding EMP_Defence trait
EMP_Defence_Mod_2 Comprehensive EMP Shielding EMP_Defence_Mk2 trait
EMP_Defence_Invulnerable Comprehensive EMP Shielding EMP_Defence_Mk2 trait
EMP_Defence_Mod_3 Civil EMP Preparedness EMP_Defence_Mk3 trait
EMP_Defence_Mod_4 Advanced Civil EMP Shielding EMP_Defence_Mk4 trait
U_DEFCON_Bunker Central Command Bunker Survival_Boost_1, Defence_Planning unit Central_Command_Bunker
U_Research_Center Research Center Science_Booster_1 unit Research_Center
Research_Buff Research Support — weapon Research_Buff
U_Intel_Center Intelligence Center Espionage_1 unit Intelligence_Center
Espionage_Buff Espionage Support — weapon Espionage_Buff
U_Cyber_Warfare_Center Cyber Warfare Center Espionage_4 unit Cyber_Warfare_Center; trait
M_Cyber_Warfare_Debuff Cyber Warfare Espionage_4 weapon Cyber_Warfare_Debuff