Army Technologies
From VickyWiki
This area involves the development and refinement of your Army and all you land combat units.
Prerequisite Techs always include the tech directly above it in this specific tech field and all four techs two levels back in the other Army tech fields. Level 1-technologies don't have prerequisites, level 2-techs only the level 1-tech from the same field. Exceptions and additional prerequisite techs from the same category are shown in bold, additional techs from other categories are shown in bold and italics.
If a technology itself is a prerequisite for a tech deviating from the above rule, it's called a "Key Technology" here. The more follow-up techs a certain technology has listed in this category, the more this technology can become a bottleneck for your research progress. (So it corresponds to the bold/ bold-italic techs, but with the tech tree viewed top-down instead of bottom-up like in the category "Prerequisite Techs".)
Contents |
Army Doctrine
This is the doctrinal change of your army. New ideas of how to move and defend while increase the defense of your units, increase their speed, and give you the possibility to enhance your fortifications.
Post-Napoleonic Thought
This the slightly modified bank of knowledge derived from the Napoleonic Wars. The commander still lead his army dictatorial from his hill with binoculars in his hands.
- Prerequisite Techs: none
- Year: 1836
- Effects: none
- Leads to Inventions: Jominian Attitude, Clausewitzian Theory, Jominian Attitude vs Clausewitzian Theory
Strategic Mobility
This doctrine meant that armies became far more movable using both preplanned marches and railroad. They also fought organized in a more effective way enabling the army to use tactical movement better.
- Prerequisite Techs: Post-Napoleonic Thought
- Year: 1836
- Effects:
- Inf, Dra: Speed +1
- Dra, Cav: Shock +1
- Inf, Dra, Cav: Supply consumption +2%, +8%, +6%
- Leads to Inventions: Field Fortifications, Railroad Transport Groups, Signal Detachments
Point Defense System
This doctrine meant that offensive and defensive centred upon certain fortresses which blocked lines of supply, movement and communications. It often meant a slight less mobile warfare fought in big theaters, but around a few keypoints.
- Prerequisite Techs: Strategic Mobility, Flintlock Rifles, Bronze Muzzle-loaded Artillery, Military Staff System, The Command Principle
- Year: 1850
- Effects:
- Inf, E: Defense +1, +2
- Inf, E: Supply consumption +2%, +7%
- Leads to Inventions: Flexible Firepower, Synchronized Heavy Support, Staff Command Support
Deep Defense System
This doctrine meant that defensive became more decisive than offensive. By using multiple lines of defense it became very hard for a attacker to break through the defenses. The cost for trying was immense.
- Prerequisite Techs: Point Defense System, Muzzle-loaded Rifles, Iron Muzzle-loaded Artillery, Military Plans, Army Professionalism
- Year: 1880
- Effects:
- Inf, E: Defense +1, +2
- Inf, E: Supply consumption +2%, +7%
- Leads to Inventions: Trench Systems, Gas Attack Capability, Gas Defense Capability, Elastic Defense System, Flexible Counterattacks
Infiltration
This doctrine was a countermeasure to the stiff defensive lines that tended a whole war to be fought over a few soccer arenas of land. By using disguise and hidden reserves that poured into the gaps in the enemy line a breakthrough could be achieved. Speed was the key here and unfortently for the attackers of the age, armored vehicles, was still a few decade a head.
- Prerequisite Techs: Deep Defense System, Breech-loaded Rifles, Iron Breech-loaded Artillery, Military Statistics, Army Decision Making
- Year: 1900
- Effects:
- Activate factory: Tank factory
- R, G: Fire +1, +2
- R, G: Supply consumption +5%, +12%
- Leads to Inventions: Low Echelon Fire Support, Tank Experiments, Tank Exploits
Modern Army Doctrine
With the rapid changes in technology, and the experiences of the powers in the Great War, many nations made operational changes to their base army doctrines to take in account these new inventions and experiences.
- Prerequisite Techs: Infiltration, Machine Guns, Steel Breech-loaded Artillery, Military Logistics, Army Risk Management
- Year: 1919
- Effects:
- R, G: Fire +1, +1
- R, G: Supply consumption +2%, +6%
- Leads to Inventions: Firepower vs Mobility, Grand Battle Plan vs Superior Firepower, Human Wave vs Spearhead
Light Armament
This is the development of the main side arms of your units. The applications will upgrade the combat values of your divisions. Better applications within this branch will increase the Fire attack value of your units.
Flintlock Rifles
These rifles were heavy and cumbersome to shot, reload and carry. They also used old black powder that gave away big clouds of smoke and hindered marksmanship. Further the bullet and the powder had to be loaded seperately in a painstaking set of regulated actions.
- Prerequisite Techs: none
- Year: 1836
- Effects:
- Activate units: Inf, Cav, Dra
- Leads to Inventions:
- Key Technology for: Bronze Muzzle-loaded Artillery
Muzzle-loaded Rifles
These rifles were much lighter and simply used than its predecessor. It used modern black powder and had bullet and fuse in two parts. It was still rather cumbersome to reload as it was loaded through the front of the barrel which meant that the soldier had to be standing when he reloaded.
- Prerequisite Techs: Flintlock Rifles
- Year: 1836
- Effects:
- R, Cav, Dra, H: Fire +1
- Inf, G: Fire +2
- Inf, R, G, Cav, Dra, H: Supply consumption +2%, +5%, +12%, +6%, +4%, +25%
- Leads to Inventions:
- Key Technology for: Iron Muzzle-loaded Artillery
Breech-loaded Rifles
The design of these rifles was similar to the elder version, but from the reloading system. These rifles was reloaded at the back of the barrel and the soldier could reload from any position. Still he could only reload one bullet at a time which hampered the rate of fire.
- Prerequisite Techs: Muzzle-loaded Rifles, Post-Napoleonic Thought, Bronze Muzzle-loaded Artillery, Military Staff System, The Command Principle
- Year: 1855
- Effects:
- R, Cav, H: Fire +1
- Inf, G, Dra: Fire +3, +2, +2
- Inf, R, G, Cav, Dra, H: Supply consumption +2%, +5%, +12%, +6%, +4%, +25%
- Leads to Inventions: Trench Systems
- Key Technology for: Iron Breech-loaded Artillery
Machine Guns
By introducing Machine Guns at fixed positions the individual soldier got a powerful close support, which enabled him to advance or retreat with ease.
- Prerequisite Techs: Breech-loaded Rifles, Strategic Mobility, Iron Muzzle-loaded Artillery, Military Plans, Army Professionalism, Interchangeable Parts
- Year: 1860
- Effects:
- Colonial life rating: -0.10
- Inf, G, HQ, Dra: Defense +4, +2, +4, +1
- Inf, G, HQ, Dra: Supply consumption +2%, +12%, +8%, +4%
- Leads to Inventions: Elastic Defense System
- Key Technology for: Steel Breech-loaded Artillery
Bolt-action Rifles
These rifles were fitted with a magasin that made it possible to fire up to eight shots with only a single action. This decisively increased the rate of fire and brought great flexibility on the battlefield.
- Prerequisite Techs: Machine Guns, Point Defense System, Iron Breech-loaded Artillery, Military Statistics, Army Decision Making, Interchangeable Parts
- Year: 1900
- Effects:
- Inf, G, Cav, Dra, H: Fire +5, +2, +2, +3, +1
- Inf, G, Cav, Dra, H: Supply consumption +2%, +12%, +6%, +4%, +25%
- Leads to Inventions: Stormtrooper Training
- Key Technology for: Indirect Artillery Fire
Modern Divisional Structure
Begining at the turn of the century, many nations started to move away from the older system of a regiment-based army. While previously the division had been more of an ad-hoc formation, the new philosophy was to make the division a standardized formation and the basis of the new army.
- Prerequisite Techs: Deep Defense System, Bolt-action Rifles, Steel Breech-loaded Artillery, Military Logistics, Army Risk Management
- Year: 1919
- Effects:
- Inf, HQ, Cav, Dra, H: Fire +5, +2, +1, +3, +1
- Inf, G, Cav, Dra, H: Supply consumption +2%, +12%, +6%, +4%, +25%
- Leads to Inventions: Interwar Infantry, Interwar Cavalry, Rear Area Dumps
- Key Technology for: Heavy Armament
Heavy Armament
This is your heavy support as artillery pieces and mortars. The applications will upgrade the combat values of your artillery detachments. Those detachments will give your units an extra punch that will be formidable with the later applications.
Bronze Muzzle-loaded Artillery
These artillery pieces were made of bronze and easily worn out. They were also cumbersome to reload as they were frontloaded which often meant that the piece had to be moved between each shot.
- Prerequisite Techs: Flintlock Rifles
- Year: 1836
- Effects:
- Activate unit: A
- Leads to Inventions:
Iron Muzzle-loaded Artillery
These artillery pieces were made of iron and more reliable than the older pieces. They were as cumbersome as the older pieces to reload as they were frontloaded which often meant that the piece had to be moved between each shot.
- Prerequisite Techs: Muzzle-loaded Rifles, Bronze Muzzle-loaded Artillery
- Year: 1836
- Effects:
- A: Fire +5, Shock +2
- A: Supply consumption +120%
- Leads to Inventions:
Iron Breech-loaded Artillery
These artillery pieces were made of iron, but the first artilley pieces that were back loaded, much shorter reload time, and with a higher rate of fire.
- Prerequisite Techs: Breech-loaded Rifles, Iron Muzzle-loaded Artillery, Post-Napoleonic Thought, Military Staff System, The Command Principle, Cheap Iron
- Year: 1860
- Effects:
- A: Fire +5, Shock +3
- E: Defense +1
- E, A: Supply consumption +7%, +120%
- Leads to Inventions: Synchronized Heavy Support
Steel Breech-loaded Artillery
These artillery pieces were made out of steel and their strength and reliability gave them very high rates of fire as weel as short reload times.
- Prerequisite Techs: Machine Guns, Iron Breech-loaded Artillery, Strategic Mobility, Military Plans, Army Professionalism, Cheap Steel
- Year: 1880
- Effects:
- A: Fire +5, Shock +2
- Inf, E, Dra: Defense +2, +1, +1
- Inf, E, A, Dra: Supply consumption +2%, +7%, +120%, +4%
- Leads to Inventions:
Indirect Artillery Fire
With the introduction of longer barrels and effective signal systems the artillery pieces and their crews were no longer limited by their line of sight. Instead they could lay barrages far behind the enemies first line and stop them from sending reinforcements.
- Prerequisite Techs: Bolt-action Rifles, Steel Breech-loaded Artillery, Point Defense System, Military Statistics, Army Decision Making
- Year: 1900
- Effects:
- A: Fire +5, Shock +5
- Inf, E, Dra: Defense +2, +1, +1
- Inf, E, A, Dra: Supply consumption +2%, +7%, +120%, +4%
- Leads to Inventions: Low Echelon Fire Support
Heavy Armament
Advances in industrial technology and improvements in artillery design opened the way for a multitude of new artillery pieces to be made. Ranging from small 'mountain guns' to larger siege guns, these new artillery pieces gave a significnat amount of flexibility and fire power to field units.
- Prerequisite Techs: Modern Divisional Structure, Indirect Artillery Fire, Deep Defense System, Military Logistics, Army Risk Management
- Year: 1919
- Effects:
- A: Fire +5, Shock +5
- Inf, E: Defense +2, +1
- Inf, E, A: Supply consumption +2%, +7%, +120%
- Leads to Inventions: Tankette, Light Tank, Armoured Cars, Anti-Aircraft Artillery, Improved Anti-Aircraft Artillery, Light Artillery, Medium Artillery, Heavy Artillery
Military Science
This is the scientific evolution of your army. Statistics, logistics and well layed plans became an important facett of war. New applications will increase the organization value of your units.
Military Staff System
The staff was to support the commander and make it easier for him to make decisions. It involved future planing, information briefings and producing suggestion for decisions.
- Prerequisite Techs: none
- Year: 1836
- Effects:
- Inf, Cav, Dra: MaxOrg +10%
- Inf, Irr, Cav, Dra: Supply consumption +2%, +1%, +6%, +4%
- Leads to Inventions: Staff Command Support
Military Plans
The military plan was a prepared solution for a set of military problems. If solved the military objectives would be in friendly control. By planning attacks and defensives in advance a country got prepared units and leaders which could fight better and more coherently.
- Prerequisite Techs: Military Staff System
- Year: 1836
- Effects:
- Inf, HQ, Cav, Dra: MaxOrg +5%
- Inf, HQ, Cav, Dra: Supply consumption +2%, +8%, +6%, +4%
- Leads to Inventions: Telegraph Coordination (1), Telegraph Coordination (2), Mobilization Time Tables (1), Mobilization Time Tables (2), Personnel Category Tables (1), Personnel Category Tables (2)
Military Statistics
By statistical measure, consumtion of material and men could be estimated in advance, thus plans for reinforcements, ammunition and hospitals bed etc could be laid in advance.
- Prerequisite Techs: Military Plans, Post-Napoleonic Thought, Flintlock Rifles, Bronze Muzzle-loaded Artillery, The Command Principle
- Year: 1860
- Effects:
- Inf, HQ, Cav, Dra: MaxOrg +5%
- Inf, HQ, Cav, Dra: Supply consumption +2%, +8%, +6%, +4%
- Leads to Inventions: Ammunition Area Effect Calculations (1), Ammunition Area Effect Calculations (2), Empirical Combat Efficiency Matrix (1), Empirical Combat Efficiency Matrix (2), Combat Loss Evaluation Schemata (1), Combat Loss Evaluation Schemata (2), Replenishment Transport Organisation (1), Replenishment Transport Organisation (2)
Military Logistics
By pressing the supply service deeper and deeper down the chain of of units, from the front platoon to the General Staff, a flow of needed supplies could flow like blood in the veins of the body of the army and thus enable it to wage war effectively.
- Prerequisite Techs: Military Statistics, Strategic Mobility, Muzzle-loaded Rifles, Iron Muzzle-loaded Artillery, Army Professionalism
- Year: 1880
- Effects:
- Inf, HQ, Cav, Dra: MaxOrg +5%
- Inf, HQ, Cav, Dra: Supply consumption +2%, +8%, +6%, +4%
- Leads to Inventions: Pre-planned Depot Systems (1), Pre-planned Depot Systems (2), Logistical Calculations (1), Logistical Calculations (2)
Military Directionism
At certain point full control of both military and civilian production and decision-making might increase the efficiency of the war effort. Often the Army and the politicians lived by different measure of what was rational. With directionism the army leadership would decide what was rational.
- Prerequisite Techs: Military Logistics, Point Defense System, Breech-loaded Rifles, Iron Breech-loaded Artillery, Army Decision Making
- Year: 1900
- Effects:
- Inf, HQ, Cav, Dra: MaxOrg +5%
- Inf, HQ, Cav, Dra: Supply consumption +2%, +8%, +6%, +4%
- Leads to Inventions: Political Lobbying (1), Political Lobbying (2), Military-Political Decision-making (1), Military-Political Decision-making (2), Local Military Government (1), Local Military Government (2)
Aeronautics
With the first powered flight and the regular production and design of aircraft, military applications for the new technology were not at first apparent. Aeroplanes were first used as recon spotters for artillery and land units, which proved their worth. As the Great War progressed, new applications were discovered, from using planes to drop bombs, to using planes to attack other aircraft, such as Balloon Busters and the fabled Knights of the Air.
- Prerequisite Techs: Military Directionism, Deep Defense System, Machine Guns, Steel Breech-loaded Artillery, Army Risk Management
- Year: 1919
- Effects: none
- Leads to Inventions: Early Interwar Bombers, Late Interwar Bombers, Early Interwar Fighters, Late Interwar Fighters, Air Superiority, Flying Circus Doctrine, Force Substitution Doctrine, Battlefield Destruction Doctrine, Operational Destruction Doctrine, Strategic Destruction Doctrine
Army Leadership
This is the education and leadership principles used by your officer corps. Better leadership procedures will increase the organization and morale values of your units.
The Command Principle
The command principle designates a objective chain of command where seniority within the chain means absolute power over the subordinate within the same chain. In leadership under stress this is a necessity for getting anything done in a disciplined fashion.
- Prerequisite Techs: none
- Year: 1836
- Effects:
- Inf, Cav, Dra: MaxOrg +10%
- Inf, Cav, Dra: Supply consumption +2%, +6%, +4%
- Leads to Inventions:
Army Professionalism
Earlier being an officer was much like having a title of nobility or a position at the court. Attending was enough. However with the the coming of professionalism you actually had to do something as a commisssioned officer. Being an officer now meant having a profession and a field of expertise where you could excel.
- Prerequisite Techs: The Command Principle
- Year: 1836
- Effects:
- Inf, Cav, Dra: MaxOrg +5%
- Inf, Cav, Dra: MaxMorale +5%
- Inf, Cav, Dra: Supply consumption +4%, +12%, +8%
- Leads to Inventions: Academic Training (1), Academic Training (2), Field Training (1), Field Training (2), Societal Status (1), Societal Status (2)
Army Decision Making
An important change in leadership was that the military academies started to educate the young officers in decision-making, and soon it spilled over to the regular army. It was the duty of any competent officer to take every opportunity to train at making decision. A cult was started - if you couldn't make decisions you where incompetent and unmanly.
- Prerequisite Techs: Post-Napoleonic Thought, Flintlock Rifles, Bronze Muzzle-loaded Artillery, Military Staff System, Army Professionalism
- Year: 1860
- Effects:
- Inf, Cav, Dra: MaxOrg +5%
- Inf, Cav, Dra: MaxMorale +5%
- Inf, Cav, Dra: Supply consumption +4%, +12%, +8%
- Leads to Inventions: Independent Command (1), Independent Command (2), Continuous Issuing of Orders (1), Continuous Issuing of Orders (2), Delegated Power (1), Delegated Power (2)
Army Risk Management
By analysing risk in the decision-making process officers could remove the extrem choices from the set of possible solution to a military problem.
- Prerequisite Techs: Strategic Mobility, Muzzle-loaded Rifles, Iron Muzzle-loaded Artillery, Military Plans, Army Decision Making
- Year: 1880
- Effects:
- Inf, Cav, Dra: MaxOrg +5%
- Inf, Cav, Dra: MaxMorale +5%
- Inf, Cav, Dra: Supply consumption +4%, +12%, +8%
- Leads to Inventions: Wargames (1), Wargames (2), Alternative Plans (1), Alternative Plans (2), Saddle Orders (1), Saddle Orders (2)
Army NCO Training
Earlier non-commissioned officers where rankers from the low social classes who by experience or just years in service got commanding power over other men. At this point you had to have a formal military education to get NCO rank. The NCOs became the backbone of the army and the leaders at the frontline units, the basic atom of war, the Platoon.
- Prerequisite Techs: Point Defense System, Breech-loaded Rifles, Iron Breech-loaded Artillery, Military Statistics, Army Risk Management
- Year: 1900
- Effects:
- Inf, Cav, Dra: MaxOrg +5%
- Inf, Cav, Dra: MaxMorale +5%
- Inf, Cav, Dra: Supply consumption +4%, +12%, +8%
- Leads to Inventions: Literate NCO's (1), Literate NCO's (2), NCO Field Training (1), NCO Field Training (2), NCO Tactical Training (1), NCO Tactical Training (2)
Great War Experience
The First World War is often referred to as the first industrial war. Rapid advances in technology produced many new weapons of mass devastation. The tactical use of machine guns, tanks, and gas warfare are just a few of the new advances that were used for the first time. Beyond these technological wonders, the failure of trench combat, the devastating effects of a prolonged war of attrition, and the end of horse cavalry all marked the changing of an era.
- Prerequisite Techs: Deep Defense System, Machine Guns, Steel Breech-loaded Artillery, Military Logistics, Army NCO Training
- Year: 1919
- Effects:
- Inf, Cav, Dra: MaxOrg +5%
- Inf, Cav, Dra: MaxMorale +5%
- Inf, Cav, Dra: Supply consumption +4%, +12%, +8%
- Leads to Inventions:
Unit Abbreviations
A (Artillery Brigade)
B (Barrel/ Tank Brigade)
C (Cuirassier Brigade)
Cav (Cavalry)
Dra (Dragoons)
E (Engineer Brigade)
G (Guard Brigade)
H (Hussar Brigade)
HQ (Headquarter Attachment)
Inf (Infantery)
Irr (Irregulars)
R (Regulars Brigade)


