Current Technology
(as of the end of 1916 HY2)
Red - Developed
Maroon - Known About
Black - Unknown
Naval Propulsion1895 Baseline(0): Complex Reciprocating Engines, Engine Year 1900
1902 Advanced (+1): Engine year 1905, Max. non-VTE power 5,000 HP/Shaft,
Direct-drive Turbines
1905 Cutting Edge (+3) Engine year 1909, Max. non-VTE power 12,000 HP/Shaft
1909: Engine year 1912, Max. non-VTE power 20,000 HP/Shaft
1913: Engine year 1916, Max. non-VTE power 35,000 HP/Shaft1917: Engine year 1920, Max. non-VTE power 40,000 HP/Shaft, Engine year = year laid down.
Miscellaneous propulsion technology:1900 Underway Recoaling
1906 Oil-firing boilers: Allows bunkers with larger than 10% percentage for oil
1906 Electric Propulsion
1912 Geared Drives1912 Capital Ship Diesel Engines
1915 Underway Oiling
BB/AC Architecture - Main battery in turrets1880: Main guns in twin turrets, secondaries in casemate
1890: Mixed main armament or AQY with double turrets+casemates
1904: All-big-gun ship with wing turrets, superfiring turrets (restricted axial firing arcs), improved turret hydraulics, Torpedo Bulkheads
1906: Superfiring turrets (unrestricted firing arcs), triple turrets
1912: Quadruple turrets1920: No restriction (high or low) on caliber of turreted guns
Secondaries are 4-7" guns. 8-10" medium-caliber guns are not secondaries, but medium-caliber main gunsAircraft/Seaplane Carriers1910: experimental aviation ships; automatically granted upon completion of the 1910 Aircraft (1914 models) tech.1915: floatplanes; flying-off decks for wheeled aircraft
1918: gunpowder catapults for floatplanes; separate landing and taking-off decks for wheeled aircraft
1922: hydraulic catapults; full length decks for wheeled aircraft; arrestor wires
1926: armored box carrier
Light Cruiser Architecture - Main battery in deck mounts/casemates1880 Baseline(0): guns in single mounts or casemates, on side/centerline
1900 Advanced(+1): ammunition hoists, deck torpedo armament, superfiring mounts
1910 Cutting Edge (+5): twin gun mounts (require hoists); powered gun mounts; unrestricted weapon armorDestroyer and TB architecture - Top speed no less than 20kts, composite hull strength > 0.491880 Baseline (0): single TTs - max 4, displacement 500t
1904 Advanced (+1):double TTs - max 8, displacement 750t
1908 Cutting Edge (+3): triple TTs - max 12, displacement 1000t
1912: max displacement 1500t1918: quad TTs, 2000t
MTB Tech (Replaces ICE tech)1905:
1910:
1914:
1918:
1922:
1928:
Armor technology1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 01915 All Imp. KC types +10%
An armor tech not related to the metallurgical aspects of the main tree, and not required as a pre-requisite to later techs on that main tech tree:1912 Sloped external belts; "All or Nothing" Protective SchemesTorpedo Technologies1890 Primitive (-2) : 800m@26kts range, 50kg warhead (-1 dam.), compressed air 0.5t, 16" dia.
1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t, 16"
1899 Baseline (0):3000@26, 1500@30, 100kg warhead(+0 dam.), early wet heater 1t, 18"
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t, 18"
1908 Cutting Edge (+3): 7000@26, 3000@35, 100kg warhead, imp. wet heater, 1t, 21"
1913: (+5) 15000@26, 10000@30,7000@35, 200kg warhead (+1), 2t, 21"1918: (+8) 20000@26, 15000@30, 10000@35, 300kg warhead (+2) 3t weight, 24"
These are max capabilities. If there's a historical torpedo with less weight and lower performance, you can use that.Electric Torpedo Proplusion1905: 2000@20/1000@30, +0 damage, 2t
1914: Torpedoes as capable as normal torpedoes at "slow" setting.
Submarines1900:
1905:
1910:1915:
1920:
Mine Warfare1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small vessels. Horn mines.
1908: Advanced (+1): advanced paravanes, active charges. Reliable horn mines, early antenna mines.1918: Reliable antenna mines.
1922: Unreliable magnetic mines & countermessures.
Naval Artillery Shells1880 Primitive(-2): Solid shot
1890 Dated (-1): High Explosive
1895 Baseline (0): Semi Armour-Piercing
1905 Advanced (+1): Armour-Piercing
1908 Cutting Edge (+3): Capped shellsASW1910: ASW tactics, depth charges1916: hydrophones, depth charge throwers
Night fighting1908: basic tactics, searchlight, night scopes
1912: starshell + improved tactics1918: Illuminating shells with parachute, improved night scopes
Rangefinding, Fire Control and Gunnery (double-time tech)1908: centralized FC, early directors - 12kyd
1912: primitive FC computers -18kyd1918: Spotting planes, Central director stations, long base-length RF - 24kyd
1930: Electromechanical FC computers - 30kyd
Radar technology (double-time tech)1905: Advanced (+1): Early Huelsmeyer-type "radar", listening dishes, War tuba's.1915: Cutting Edge (+3): refined Huelsmeyer-type "radar"
1930: Futuristic (+5): primitive "modern" search RADAR
Line Infantry1870 Primitive (-2) Rating 2 Artillery 0.5
1885 Dated (-1) 3/1
1895 Baseline (0) 4/2
1905 Advanced (+1) 5/31915 Cutting Edge(+3) 6/4
Light Infantry/Cavalry (Includes all of: cavalry, mountain, desert, commando, marine)1870 Primitive (-2) Rating 2 Artillery 0
1885 Dated (-1) 3/0.5
1895 Baseline (0) 4/1
1905 Advanced (+1) 5/1.51915 Cutting Edge (+1) 6/2
Army Mobilization and Reserves1895 Dated (-1): Can maintain one reserve unit per 2 active strength units
1900 Baseline (0): Can maintain one reserve unit per one active strength unit
1905 Advanced (+1): Can maintain two reserve units per one active strength unit
1910 Cutting Edge (+3): Can maintain three reserve units per one active strength unit
1910 Cutting Edge (+3): Can bring units from reserve to active status in seven days.CBR warfare:1880 Baseline(0) Blankets with smallpox, trebuchets with dead animals.
1905 Advanced (+1): Tear-producing substances, chlorine,plague fleas and rats etc.
1910 Cutting Edge (+3): Phosgene1915: Futuristic (+5) mustard gas, anthrax spores
1920: Terrifying (+7) Early nerve gases,
Heavier-Than-Air CraftsBaseline: None, perhaps a few private experimenters with gliders
1902 Advanced: Primitive flying machines: Wright Flyer, Langly Aerodrome etc. 1906 historical year
1906 Cutting Edge: Historical 1910 aircraft level
1910: hostirical 1914 aircrafts
1913: historical 1916 aircrafts1917: historical 1918 aircrafts (wireless possible in multi-engine types)
1921: historical 1922 aircrafts (wireless possible in single-engine types)
Dirigible AirshipsDated: None
1898 Baseline: Type 0: Volume 10 000m³ nonrigid airships, 30kts
1905 Advanced (+1): Type 1 Volume: 20 000m³ and 4 tons military payload over 700 nm speed 40 kts1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts
1915: Type 3 Volume: 70 000m³ and 16 tons military payload over 2200 nm speed 60 kts
1920: 4 Volume: 130 000m³ and 31 tons military payload over 3900 nm speed 65 kts
1925: Volume: 210 000m² and 60 tons military payload over 5200 nm speed 70 kts
Anti-aircraft gun and altitudes1900: Baseline (0): High angle anti-ballon guns or machine guns (up to 1 pounders) = 1,000 feet - starting point for everyone. High-angle anti-balloon guns are perfect for that role.
1908: Advanced (+1): High angle anti-air guns (20-40mm) = 5,000 feet1914: Cutting Edge (+3): High angle artillery (40-80mm) = 15,000 feet
1925: Futuristic (+5): High altitude artillery (80mm+) = 30,000 feet
Amphibious TechnologyBaseline(0) lifeboats and the use of enemy harbors.
1905 Advanced (+1) shallow draft barges and shallow draft support ships
1910 Cutting edge (+3) LST ships1920 Futuristic (+5) Landing support ships and LST carriers
1928 Ultimate (+7): Mulberry harbors and amphibious vehicles.
Railway guns1900: Baseline (0): Railway guns of up to 150mm, armored trains
1905: Advanced (+1): Railway guns of up to 254mm1910: Cutting Edge (+3): Railway guns of up to 356mm
1915: Futuristic (+5): Unrestricted calibre railway guns
Motorization 1900: Experimental: A few cars and trucks have been bought by your army to see what they can do; everything else follows from this. This tech is granted automatically once the nation has the following techs researched: 1900 Internal Combustion Engines and either 1895 Line Infantry or Light/Cavalry
1910: Motorized HQ, Artillery units; improved tactical mobility1920: All supporting elements motorized; improved strategic mobility
1930: Troops mounted; improved tactical firepower/mobility, strategic mobility.
Light Armor1905: Historical 1907 civilian vehicles (unreliable) with improvised armor and machine gun mount. Prerequisite: 1900 Motorization.
1910: Historical 1912 armored cars1915: Historical 1917 tankettes (unreliable) and armored cars
1920: Historical 1922 tankettes and armored cars
Heavy Armour1910: Historical 1916 tanks (very unreliable). Pre-requisite : 1900 Motorization.1915: Historical 1917 tanks (unreliable)
1920: historical 1922 tanks
Signals/Intelligence1895: Ability to create simple codes (if a player requests this ability.)
1900: Ability to use and break simple codes, bored crews at wireless stations listening to radio traffic
1905: Basic encoding protocols, dedicated radio and telegraph line listening stations1912: Centralized cryptographic institutions, enforced radio discipline, Room 40
1920: Primitive mechanical encoding/decoding machines etc.