Navy Technologies
From VickyWiki
This area involves the development and refinement of your Navy and all you ship units.
Naval technologies don't have a starting year for earliest research, but partially depend on technologies from other categories.
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 |
Naval Doctrine
This is the doctrinal change of your navy. New ideas of how to move, attack and defend. The applications will change the combat values of your ships as tactics and strategies evolve.
Post-Nelsonian Thought
This the slightly modified bank of knowledge derived from the Napoleonic Wars. The commander still lead his navy dictatorial from his command bridge with binoculars in his hands.
- Prerequisite Techs: none
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Naval Hero Thesis, Superior Crew Thesis, Naval Hero Thesis vs Superior Crew Thesis
- Key Technology for: Raider Group Doctrine, Clipper Design
Battleship Column Doctrine
This doctrine meant using concentrations of capital ships to find the enemy main fleet and defeat it in a decisive Trafalgar like sea battle.
- Prerequisite Techs: Post-Nelsonian Thought
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Long Range Fire Tactic, Speedy Maneuvering Tactic
- Key Technology for: Blue and Brown Water Schools, Steamers
Raider Group Doctrine
This doctrine meant sending out groups of small fast ships with good endurance to contest the main sea route of the oceans.
- Prerequisite Techs: Post-Nelsonian Thought, Battleship Column Doctrine, Clipper Design, Naval Design Bureaus, Alphabetic Flag Signaling, The Command Principle
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Sealane Hunters, Fast Ship Killer, Big Ship Competitor, Standard Raider Group Doctrine
- Key Technology for: High Sea Battle Fleet
Blue and Brown Water Schools
At this time Navies started differentiate depending on status and present strength. Some as the British and Germany navies went with the Blue Water School building navies that could contest control of the High Seas, while others like France and Russia went with the Brown Water School defending home waters intensively while raiding the secondary lines of the enemy.
- Prerequisite Techs: Battleship Column Doctrine, Raider Group Doctrine, Steamers, Fire Control Systems, Naval Plans, Naval Professionalism
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Blue Water School, Brown Water School
- Key Technology for: Modern Naval Doctrine, Steel Steamers
High Sea Battle Fleet
This doctrine meant building a special assigned navy that quickly could find and destroy their opponents main fleet. In many ways this was a combination of thought form the Battleship Column Doctrine and the Blue Water School, but with the addition of tactical change driven by the development of new weaponry as Submarines, Mines and Torpedoes.
- Prerequisite Techs: Raider Group Doctrine, Blue and Brown Water Schools, Iron Steamers, Weapon Platforms, Naval Statistics, Naval Decision Making
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Offensive Attitude, Defensive Attitude
- Key Technology for: Steam Turbine Ships
Modern Naval Doctrine
The significant advancements in naval technology necessitated a thorough re-thinking of naval doctrine, from commerce protection and the best use of submarines and aircraft carriers to the ideal disposition of capital ships. Once these new doctrines had been evolved, a cohesive overall naval doctrine for an entire navy could then be focussed upon.
- Prerequisite Techs: Blue and Brown Water Schools, High Sea Battle Fleet, Steel Steamers, Main Armament, Naval Logistics, Naval Risk Management
- Year: (1870)
- Effects:
- All ship units (except 'brigades'): MaxMorale +10%
- Leads to Inventions: Decisive Firepower Doctrine, Naval Firepower Doctrine, Fleet Auxiliary CV Doctrine, Fleet Auxiliary SS Doctrine, Convoy Sailing, Integrated Naval Doctrine
- Key Technology for: Oil-Driven Ships
Ship Construction
The fighting ships changed enormously over the 19th century. By developing in ship construction you go from sailing ships of wood, over steamships of iron, to turbineships or steel.
Clipper Design
These are three masted woodenships which was first designed at the end of the 18th century. These ships were cheap and wind was a very inexpensive propulsion. The conservatism of shipwrights and shipowners, and the relative cost ratio in comparison to the newer coaldriven steamships of iron made the clipper design competetive for a very long time.
- Prerequisite Techs: Post-Nelsonian Thought
- Year: (1836)
- Effects:
- Activate factory: Clipper shipyard
- Leads to Inventions: Corvettes, Building Station Shipyards
Steamers
The first new development in ship construction. This application bring steamships which are much more reliable and effective than the sailingships. They are though still made of wood and thus have the deficiencies connected with that material.
- Prerequisite Techs: Battleship Column Doctrine, Clipper Design, Practical Steam Engine
- Year: (1836)
- Effects:
- Activate factory: Steamer shipyard
- Leads to Inventions: Steamer Transports, Commerce Raiders, Mechanized Fishing Vessels, Steamer Automatic Construction Plants
Iron Steamers
These ships are steamers made of iron which are much more powerful than the earlier ships. It will soon enable you to build Ironclads and Monitors.
- Prerequisite Techs: Steamers, Post-Nelsonian Thought, Naval Design Bureaus, Alphabetic Flag Signaling, The Command Principle, Practical Steam Engine, Cheap Iron
- Year: (1836)
- Effects: none
- Leads to Inventions: Ironclads, Monitors, Torpedo Boats
Steel Steamers
These ships are steamers made of steel which are much more powerful than the earlier ships. It will soon enable you to build Destroyers, Torpedo Boats, Cruisers and of course, Battleships.
- Prerequisite Techs: Blue and Brown Water Schools, Iron Steamers, Fire Control Systems, Naval Plans, Naval Professionalism, High & Low Pressure Steam Engines, Cheap Steel
- Year: (1870)
- Effects: none
- Leads to Inventions: Protected Cruisers, Destroyers, Submarines, Pre-Dreadnought
Steam Turbine Ships
These ships have steam turbines that transforms steam into electricity and they are quite modern. The application will soon enable you to build Submarines, Heavy Cruisers, and the Queen of the High Seas, the Dreadnought.
- Prerequisite Techs: High Sea Battle Fleet, Steel Steamers, Weapon Platforms, Naval Statistics, Naval Decision Making, Steam Turbine, Advanced Metallurgy
- Year: (1898)
- Effects: none
- Leads to Inventions: Dreadnoughts, Light Cruisers, Battlecruisers, Ocean-Going Submarines
Oil-Driven Ships
A major innovation of the early 20th-century, the replacement of coal by oil as the fuel for warships constituted an important advancement in naval propulsion. It resulted in warships with significantly increased range, and made refueling at sea immensely more feasible.
- Prerequisite Techs: Modern Naval Doctrine, Steam Turbine Ships, Main Armament, Naval Logistics, Naval Risk Management, Combustion Engine, Electric Furnace
- Year: (1919)
- Effects: none
- Leads to Inventions: Advanced Destroyers, Modern Destroyers, Advanced Cruisers, Modern Cruisers, Modern Battlecruisers, Advanced Submarines, Purpose-Built Carriers, Converted-Hulk Carriers, Experimental Carriers, Modern Battleships, Advanced Battleships, Advanced Battlecruisers
Naval Engineering
This is the naval branch that design equipment on your ships. Over time your naval commanders will get numerous of wonderful toys as, Mines, Armor Piercing Projectiles, and On-Board Recon Aircraft.
Naval Design Bureaus
Earlier most on-board design was made by civilians. Adaptions of tactical equipment was only made erratically. Soon however the Naval Staff created special naval design bureaus that designed special equipment suited for the naval warfare the Naval Staff wished to fight.
- Prerequisite Techs: none
- Year: (1836)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except 'brigades': Build time -15%
- Leads to Inventions:
Fire Control Systems
For ages ships weaponry had been hindered by the relative movement of the ships because of wind and water. At this point equipment was developed that removed some of these deficiencies. These systems enabled the ships to fire their weaponry more effectively.
- Prerequisite Techs: Naval Design Bureaus
- Year: (1836)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except MW (bug?) and 'brigades': Build time -15%
- Leads to Inventions: Optical Rangefinders, Gyrostabilized Fire Control, Torpedo Gyroscope
Weapon Platforms
As speed, armor and fire power changed tactics and a changing environment brought new terror of destruction of the highseas, as mines and torpedoes.
- Prerequisite Techs: Fire Control Systems, Post-Nelsonian Thought, Clipper Design, Alphabetic Flag Signaling, The Command Principle, Cheap Iron
- Year: (1836)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except 'brigades': Build time -15%
- Leads to Inventions: Sea Mine Equipment, Self-propelled Torpedoes, Armour Piercing Projectiles, Armour Piercing Exploding Projectiles, Armoured Turrets
Main Armament
The spiral of armament production soon saw a everchanging production of measures and countermeasures. However, the main armament of the ships just increased their caliber over time.
- Prerequisite Techs: Weapon Platforms, Battleship Column Doctrine, Steamers, Naval Plans, Naval Professionalism, Cheap Steel
- Year: (1870)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except 'brigades': Build time -15%
- Leads to Inventions: Bomb Guns, Logistical Calculations (1), Replenishment Transport Organisation (1), Replenishment Transport Organisation (2), Political Lobbying (1)
Advanced Naval Design
At this time the design bureaus experimented excessively to get an edge over their opponents. Hydraulics, aircraft and special made armor plates where examples of this.
- Prerequisite Techs: Main Armament, Raider Group Doctrine, Iron Steamers, Naval Statistics, Naval Decision Making, Advanced Metallurgy, Semi-Automatization
- Year: (1898)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except 'brigades': Build time -15%
- Leads to Inventions: On-Board Recon Aircraft, Gun Hydraulics, Heavy Armour Plates, Large Hull Form
Modern Naval Design
As the rate of technological change increased, naval designers had to constantly adapt to keep new warship designs at the cutting edge. Amongst the improvements were larger calibre main armament, dual-purpose anti-aircraft weaponry, superior communications technologies, as well as further improvements in armour placement, torpedoes, fire control, and other systems.
- Prerequisite Techs: Advanced Naval Design, Blue and Brown Water Schools, Steel Steamers, Naval Logistics, Naval Risk Management, Electric Furnace, Assembly Line
- Year: (1919)
- Effects:
- CL, PC, FR, SS, Raider: Build time -5%
- All other units except 'brigades': Build time -15%
- Leads to Inventions: 15-inch Main Armament (1), 15-inch Main Armament (2), Wireless
Naval Science
This is the scientific evolution of your navy. Statistics, logistics and well layed plans became an important facett of war. New applications will increase the organization value of your ships.
Alphabetic Flag Signaling
This change revolutionized naval warfare. For the first time an effective communication enabled many ships to work together as a coherent unit.
- Prerequisite Techs: none
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +10%
- Leads to Inventions:
Naval Plans
The naval plan was a prepared solution for a set of naval problems. If solved the naval objectives would be in friendly control. By planning attacks and defensives in advance a country got prepared ships and leaders which could fight better and more coherently.
- Prerequisite Techs: Alphabetic Flag Signaling
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Night Training (1), Night Training (2), Enemy Plotting Cards (1), Enemy Plotting Cards (2), Target Hit Profile Analysis (1), Target Hit Profile Analysis (2)
Naval 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: Naval Plans, Post-Nelsonian Thought, Clipper Design, Naval Design Bureaus, The Command Principle
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Hit Evaluation Reports (1), Hit Evaluation Reports (2), Empirical Interdiction Reports (1), Empirical Interdiction Reports (2), Naval Strike Success Criterium (1), Naval Strike Success Criterium (2)
Naval Logistics
By pressing the supply service deeper and deeper down the chain of of units, from the recon vessel to the Admirality, a flow of needed supplies could flow like blood in the veins of the body of the navy and thus enable it to wage war effectively.
- Prerequisite Techs: Naval Statistics, Battleship Column Doctrine, Steamers, Fire Control Systems, Naval Professionalism
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Underway Refueling (1), Underway Refueling (2), Ammunition Conservation System (1), Ammunition Conservation System (2), Radio Telegraphy (1), Radio Telegraphy (2)
Naval 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 Navy and the politicians lived by different measure of what was rational. With directionism the navy leadership would decide what was rational.
- Prerequisite Techs: Naval Logistics, Raider Group Doctrine, Iron Steamers, Weapon Platforms, Naval Decision Making
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- 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)
Naval Integration
The increase in new technologies and weapons of war at sea, and in particular the emergence of the aircraft, required navies to pay increasing attention to the question of how best to integrate the various means of waging war at sea. Each of the various branches of the navy, including surface warships, submarines, aircraft, and marines, had to work together to achieve strategic objectives in modern naval warfare.
- Prerequisite Techs: Naval Directionism, Blue and Brown Water Schools, Steel Steamers, Main Armament, Naval Risk Management
- Year: (1870)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Combined Arms Planning (1), Combined Arms Planning (2), War Gaming (1), War Gaming (2)
Naval 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 ships.
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:
- All ship units (except 'brigades'): MaxOrg +10%
- Leads to Inventions:
Naval 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:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Academic Training (1), Academic Training (2), Combat Station Training (1), Combat Station Training (2), Societal Status (1), Societal Status (2)
Naval 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 navy. 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: Naval Professionalism, Post-Nelsonian Thought, Clipper Design, Naval Design Bureaus, Alphabetic Flag Signaling
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- 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)
Naval 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: Naval Decision Making, Battleship Column Doctrine, Steamers, Fire Control Systems, Naval Plans
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Wargames (1), Wargames (2), Alternative Plans (1), Alternative Plans (2), Saddle Orders (1), Saddle Orders (2)
Naval 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 navy and the specialists at the combat stations.
- Prerequisite Techs: Naval Risk Management, Raider Group Doctrine, Iron Steamers, Weapon Platforms, Naval Statistics
- Year: (1836)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Literate NCOs (1), Literate NCOs (2), NCO Combat Station Training (1), NCO Combat Station Training (2), NCO Tactical Training (1), NCO Tactical Training (2)
Modern Naval Training
The training of officers and sailors became increasingly important in the 20th century, as the new technologies and means of waging war at sea required sailors skilled in their use, and officers knowledgeable of their effectiveness and limitations. Both theoretical and practical training thus improved along with the technology of naval warfare.
- Prerequisite Techs: Naval NCO Training, Blue and Brown Water Schools, Steel Steamers, Main Armament, Naval Logistics
- Year: (1870)
- Effects:
- All ship units (except 'brigades'): MaxOrg +5%
- Leads to Inventions: Naval Exercises (1), Naval Exercises (2), Amphibious Warfare Training (1), Amphibious Warfare Training (2)
Unit Abbreviations
BB1 (Advanced Battleship)
BB2 (Modern Battleship)
BC1 (Battlecruiser)
BC2 (Advanced Battlecruiser)
C.Trans (Clipper Transport)
CA1 (Advanced Cruiser)
CA2 (Modern Cruiser)
CC (Corvettes; 'Brigade')
CL (Light Cruiser)
CV1 (Experimental Carrier)
CV2 (Converted-Hulk Carrier)
CV3 (Purpose-Built Carrier)
DD (Destroyers; 'Brigade')
DN (Dreadnought)
FR (Frigate)
FTR (Fighter Squadron; 'Brigade')
IC (Ironclad)
ML (Minelayers; 'Brigade')
MO (Monitor)
MS (Minesweepers; 'Brigade')
MW (Man-o-War)
PC (Protected Cruiser)
PDN (Pre-Dreadnought Battleship)
Raider (Commerce Raider)
S.Trans (Steamer Transport)
SS (Submarines)
TAC (Bomber Squadron; 'Brigade')
TB (Torpedo Boats; 'Brigade')


