[RESEARCH01] [b][u]Research[/u][/b] At the beginning of a turn you have two options: -- [b]Research[/b]: You may research three different technologies, (two if you're Faresian). Cannot be the same research trees. -- [b]Military Theory[/b]: You may sacrifice one of your research technologies for +5 Army, Navy or Air Force Experience. -- [b]Double[/b]: All [b]UNITS[/b] ([i]Rifle, Artillery, Ships, Armor, Aircraft[/i] with a Roman Numeral require [b]2 Research[/b] to research. [b]RESEARCH CATEGORIES[/b] -- Where you see a Unit followed by a [b]I[/b], it means it is the first possible. If you research that unit type again, you will unlock a more advanced version [b]II[/b]. Once you unlock a [b]I[/b], you cannot research the next for [b]4 Turns[/b]. -- Once you unlock a [b]Tech[/b] it cannot be researched again. [hr][hr] [b][u]ADMINISTRATION[/u][/b] [list][*][u][b]Overseas Territory[/b][/u] (Requires at least [b]1 Colony[/b]) [list][*][b]Colonial Administration (I)[/b]: [i]By sending out updated legislatures in the wake of the Terrible War, we can better squeeze more resources from our colonies[/i]. -- [+20% Agriculture, 20% Industry, -1 Loyalty for [Select Colony]. [*][b]Military Governors[/b]: [i]By implementing military governors, we can increase the amount of colonial recruiting power we have.[/i] -- [Decreases [b]Peacetime Army Modifier[/b] by 10 for every Populated Colony][/list][/list] [list][*][u][b]Research & Development[/b][/u] [list][*][b]Research Bureau[/b]: [i]A national research bureau in the wake of the Terrible War is absolutely necessary for the betterment of our forces[/i]. [Requires [b]Two[/b] Research] [*][b]Design Expansion[/b]: [i]Increasing the limits of our design team will lead to more fruitful research expansion.[/i] [Requires [b]Two[/b] Research and [b]Research Bureau[/b]] [*][b]Revolutionary Thinker[/b]: [i]Without his ideas, we would have fallen behind. Luckily, he appeared when he did[/i]. [Requires [b]Two[/b] Research and [b]Design Expansion[/b]] [*][b]Department of Research & Development[/b]: [i]A new bureau designed with utilization the newest technologies available.[/i] [Requires [b]Two[/b] Research and [b]Revolutionary Thinker[/b]] [*][b]Major Breakthrough[/b]: [i]Right on the brink, and it appeared to us, just like that![/i] [Requires [b]Two[/b] Research and [b]Department of Research & Development[/b]. Allows a nation to research [b]+1 Research[/b] per turn.] [/list][/list] [b]ECONOMICS[/b] [list][*][b]National Debt I[/b]: [i]Though it pains us to do it, we must create a national debt in order for our nation to grow[/i] [May go up to [b]10,000,000 Consumer Goods[/b] in debt at 20% interest.] [Every level of this tech increases the debt ceiling by 10,000,000 Consumer Goods.] [If Interest is not paid off within 3 Years the nation goes [b]Bankrupt[/b].] [/list] [hr][hr] [b]AVIATION[/b] [list][*][b]Pilots[/b] [list][*][b]Flying Clubs[/b]: [i]By making flying a more social construct, we will ensure that there are more pilots available to enter into our flying academies.[/i] -- [When you use [b]Train Pilots[/b], it creates 110 Pilots.] [*][b]Aviation Academy[/b]: [i]A state run program to run future pilots is never a bad thing[/i]. -- [When you use [b]Train Pilots[/b], it creates 120 Pilots.] [*][b]National Aviation Industry[/b]: [i]By sponsoring a pioneering aviation company, we set ourselves on a course for success[/i]. -- [Receive [b]1 Aviation Design Company[/b]. Requires [b]Two[/b] Research.][/list][/list] [hr][hr] [b]NAVAL[/b] [list][*][b]Shipbuilding[/b] [list][*][b]Nationalize Shipbuilders[/b]: [i]By nationalizing a company to suit our needs, we can begin gearing up for shipbuilding.[/i] -- [Receive [b]1 Naval Design Company[/b]. Requires [b]Two[/b] Research.] [*][b]Drydocks[/b]: [i]Drydocks are protected from bombing and will allow us to build in peace.[/i] -- [May build [b]Drydocks[/b]. They are [b]Dockyards[/b] but less vulnerable to bombing. They run at 0.05/Year][/list][/list] [list][*][b]Screening Vessels[/b] [list][*][b]Minelayer I[/b]: A vessel smaller than a destroyer, it is used to mine coastal areas and protect shipping convoys. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b]) -- (1 Minelayer can lay 25 Mines/Season) [*][b]Submarine I[/b]: Submersible weapons of war that are excellent at attacking enemy shipping. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b]) [*][b]Destroyer I[/b]: A light screening vessel that is equipped with power anti-submarine weapons. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b]) [*][b]Light Cruiser I[/b]: A powerful and well armed cruiser that can rove convoy lanes and protect international shipping. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b]) [*][b]Heavy Cruiser I[/b]: A much heavier and well armed cruiser. -- ([i]Requires [b]Naval Design Company[/b][/i], [b]Two Research[/b] and [b]Light Cruiser I[/b])[/list][/list] [list][*][b]Capital Ships[/b] [list][*][b]Dreadnought I[/b]: The premier type of naval ship. The dreadnought's design had two revolutionary features: an "all-big-gun" armament scheme, with more heavy-calibre guns than previous ships, and steam turbine propulsion. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b]) [*][b]Battlecruiser I[/b]: A battlecruiser, was a large capital ship built in the first half of the 20th century. They were similar in size and cost to a battleship, and typically carried the same kind of heavy guns, but generally carried less armour and were faster. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b] and [b]Heavy Cruiser I[/b]) [*][b]Battleship I[/b]: A battleship is a large armored warship with a main battery consisting of heavy caliber guns. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b] and [b]Dreadnought I[/b]) [*][b]Super Battleship I[/b]: The heaviest type of battleship. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b] and [b]Battleship II[/b]) [*][b]Carrier I[/b]: An aircraft carrier is a warship that serves as a seagoing airbase, equipped with a full-length flight deck and facilities for carrying, arming, deploying, and recovering aircraft. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b] and [b]Naval Aviation Theory[/b]) [*][b]Escort Carrier I[/b]: A smaller carrier. They were typically half the length and a third the displacement of larger fleet carriers. While they were slower, carried fewer planes and were less well armed and armored, escort carriers were cheaper and could be built quickly, which was their principal advantage. -- ([i]Requires [b]Naval Design Company[/b][/i]. Requires [b]Two Research[/b] and [b]Carrier II[/b])[/list][/list] [b][u]Enhancements[/u][/b] -- [b]Enhancements[/b] are technologies, that when researched, become attached to a particular ship class. This means they can be researched multiple times across ship classes. [list][*][b]SUBMARINES[/b] [list][*][b]Improved Torpedo I[/b]: [i]An improved ship to ship torpedo will increase the lethality of our submarines[/i]. [*][b]Improved Engine[/b]: [i]While forever slow, a stronger engine will allow our submarines to escape danger quicker[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.][/list][/list] [list][*][b]DESTROYERS[/b] [list][*][b]Fire Control System I[/b]: [i]An updated fire control system will allow our FCS team to put out dangers much faster on board[/i]. [*][b]Portable Torpedo Tubes[/b]: [i]By placing torpedo tubes onto our destroyers, we give them the opportunity to take on much heavier opponents[/i]. [*][b]Additional Naval Gun[/b]: [i]An additional naval gun will make our destroyers much more capable in ship to ship conflicts[/i]. [*][b]Optics[/b]: [i]Higher quality optics will allow our ships to see the enemy before they see us[/i]. [*][B]Anti-Air Battery[/b]: [i]Increasing the defensive capabilities our or aircraft carriers is a necessity[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.][/list][/list] [list][*][b]LIGHT CRUISERS[/b] [list][*][b]Fire Control System I[/b]: [i]An updated fire control system will allow our FCS team to put out dangers much faster on board[/i]. [*][b]Optics[/b]: [i]Higher quality optics will allow our ships to see the enemy before they see us[/i]. [*][b]Portable Torpedo Tubes[/b]: [i]By placing torpedo tubes onto our destroyers, we give them the opportunity to take on much heavier opponents[/i]. [*][b]Seaplane Scout[/b]: [i]The inclusion of a catapult and a single seaplane scout will increase the ability of this ship to spot other warships[/i]. [*][B]Anti-Air Battery[/b]: [i]Increasing the defensive capabilities our or aircraft carriers is a necessity[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.][/list][/list] [list][*][b]HEAVY CRUISERS/BATTLECRUISERS[/b] [list][*][b]Fire Control System I[/b]: [i]An updated fire control system will allow our FCS team to put out dangers much faster on board[/i]. [*][b]Seaplane Scout[/b]: [i]The inclusion of a catapult and a single seaplane scout will increase the ability of this ship to spot other warships[/i]. [*][b]Thickened Belt Armor[/b]: [i]Extra armor along the belt line will increase the protection of our heavy cruisers at the expense of speed[/i]. [*][b]Main Battery Upgrade[/b]: [i]By adding larger guns, we increase the penetrating power of our main cannons[/i]. [*][b]Optics[/b]: [i]Higher quality optics will allow our ships to see the enemy before they see us[/i]. [*][B]Anti-Air Battery[/b]: [i]Increasing the defensive capabilities our or aircraft carriers is a necessity[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class. Ship Class must be 5 Years Old.][/list][/list] [list][*][b]DREADNOUGHTS[/b] [list][*][b]Fire Control System I[/b]: [i]An updated fire control system will allow our FCS team to put out dangers much faster on board[/i]. [*][b]Triple Gun Mount[/b]: [i]By adding a third gun into one of the mounts, we can significantly increase the firepower of our battleship at the expense of speed[/i]. [*][b]Armament Refit[/b]: [i]By adding larger guns, we increase the penetrating power of our main cannons[/i]. [*][b]Optics[/b]: [i]Higher quality optics will allow our ships to see the enemy before they see us[/i]. [*][b]Thickened Belt Armor[/b]: [i]Extra armor along the belt line will increase the protection of our heavy cruisers at the expense of speed[/i]. [*][B]Anti-Air Battery[/b]: [i]Increasing the defensive capabilities our or aircraft carriers is a necessity[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class.][[/list][/list] [list][*][b]CARRIERS[/b] [list][*][b]Fire Control System I[/b]: [i]An updated fire control system will allow our FCS team to put out dangers much faster on board[/i]. [*][b]Optics[/b]: [i]Higher quality optics will allow our ships to see the enemy before they see us[/i] [*][B]Anti-Air Battery[/b]: [i]Increasing the defensive capabilities our or aircraft carriers is a necessity[/i]. [*][b]Modernization[/b]: [i]By refitting and modernizing our ships, we increase their ability to serve in the fleet[/i]. [Requires [b]Two Research[/b]. +1 Experience Point may be used on Ship Class.][[/list][/list] [hr][hr] [list][*][b]Industry[/b] [list][*][b]National Industry (I)[/b]: [i]We must endorse the growth of our automotive industry if we are to head into the future[/i]. -- [Receive [b]1 Armor Design Company[/b]. Requires [b]Two[/b] Research.] [*][b]Assembly Line(II):[/b] [i]Utilizing new technology we can convert our factories to build weapons of war much quicker[/i]. -- [[b]Truck I, Halftrack I, Tankette I, Light Tank I, Medium Tank I[/b] Starts at +10%/Optimization] [*][b]Mass Production (III)[/b]: [i]By retooling our factories, we can pump out even larger amounts of weapons of war than previously.[/i] -- [When 50% or more of your factories produce one [b]Unit[/b], the Maximum Optimization is increased by 20%]. [*][b]Truck I[/b]: ([i]Requires [b]Armor Design Company[/b][/i]): Unarmored but capable of moving up to twelve men at a time up to 30 kilometers an hour or moving armaments to the front. -- [Requires [b]Two[/b] Research.] [*][b]Halftrack I[/b]: ([i]Requires [b]Armor Design Company & Truck V[/b][/i]): Slightly armored and a true all terrain vehicle, these are capable of traversing any terrain. -- [Requires [b]Two[/b] Research.] [*][b]Modernization I[/b]: [i]By modernizing our factories, we can increase our product efficiency, but must retool much of our industry to do so[/i]. -- [+5 Unity. Requires [b]Two Research[/b]. Cannot use 50% of Factories the turn this tech is researched.][/list][/list] [list][*][b]Structural Engineering[/b] [list][*][b]Reinforced Bunkers (I)[/b]: New concrete and defensive works adds to the long term defensive abilities of our fortresses. -- [Land Forts have improved firepower] [*][b]Coastal Battery(I)[/b]: Designing new and improved coastal batteries will help keep our shores safe. [Coastal Forts have improved firepower] [*][b]Anti-Aircraft Battery (I)[/b]: [i]We must be able to protect ourselves, even from the ground![/i] [Allows the building of [b]Anti-Aircraft Batteries[/b].][/list][/list] [list][*][b]Agriculture[/b] [list][*][b]Farming Mechanization[/b]: [i]By implementing modern tools, we can increase our yearly harvests.[/i] [+5% Agriculture] [*][b]Agricultural Development[/b]: [i]The development of our farmland is necessary to promote growth in the country.[/i] [Requires [b]Farming Mechanization[/b]. +5% Agriculture][/list][/list] [list][*][b]Rearmament[/b] [list][*][b]Recruitment Centers[/b]: [i]We must begin filling the army once again. By utilizing propaganda and building these recruitment centers, we can recruit from all corners of the nation.[/i] [[b]Peacetime Army Modifier drops to 320[/b]] [*][b]Basic Conscription Law[/b]: [i]By passing this legislation, we can require the enlistment of any men between the ages of 18 and 35.[/i] -- [[b]Peacetime Army Modifier drops to 275[/b], -5 Unity, Max 50 Unity. Requires [b]Recruitment Centers[/b]] [*][b]One Year Draft[/b]: [i]By instituting a draft, the amount of men we can recruit a much larger army than previously.[/i] -- [[b]Peacetime Army Modifier drops to 230[/b], -5 Unity, Max 40 Unity. Requires [b]Basic Conscription[/b]] [*][b]Conscription by Service[/b]: [i]If required, we may enlist any man between the age of 17 to 40 into the army.[/i] -- [[b]Peacetime Army Modifier drops to 200[/b], -5 Unity, Max 30 Unity. Requires [b]One Year Draft[/b].] [*][b]All Adults Serve[/b]: [i]We must recruit all worthy adults into the army[/i]. [[b]Peacetime Army Modifier drops to 150[/b], -10 Unity, Max 20 Unity. Requires [b]Conscription by Service[/b].] [*][b]Scrape the Barrel[/b]: [i]If he can hold a rifle, he'll be put on the frontline.[/i] [[b]Peacetime Army Modifier drops to 100[/b]][/list] [-10 Unity, Max 10 Unity][/list] [hr][hr] [list][*][b]Soldiering[/b] [list][*][b]Rifle II[/b]: [i]A more modern rifle will allow our soldier to hold the edge up on the enemy.[/i] -- [Requires [b]Two Research[/b]] [*][b]Equipment II[/b]: [i]Better equipment such as mortars, machine guns and medical equipment will increase the overall effectiveness of the average soldier.[/i] -- [Requires [b]Two Research[/b]] [*][b]Artillery I[/b]: [i]A standardized barrel, a greater velocity and a higher caliber will make our artillery that much more effective.[/i] -- [[i]Requires [b]Armor Design Company[/b] and [b]Two Research[/b][/i]] [*][b]Anti-Tank Gun I[/b]: [i]Destroying the enemy's tanks is this unit's top priority. They are easily concealed and movable by infantry[/i]. -- [[i]Requires [b]Armor Design Company[/b], [b]Interwar Tank[/b] and [b]Two Research[/b][/i]][/list][/list] [list][*][b]Special Forces[/b] [list][*][b]Marines I[/b]: [i]Charged with assaulting enemy coastal positions, these expertly trained soldiers require twice as long to train[/i]. -- ([i]Requires [b]Equipment III[/b][/i]) -- (Allows [b]Training[/b] to Train [b]5,000 Marines[/b]) [*][b]Paratroopers I[/b]: [i]Experimental troops designed to jump out of planes to assault enemy positions from the air.[/i] -- ([i]Requires [b]Equipment III[/b][/i]) -- (Allows [b]Training[/b] to Train [b]5,000 Paratroopers[/b]) [*][b]Mountaineers I[/b]: [i]Soldiers who are trained to fight in the harsh mountain climates[/i]. -- ([i]Requires [b]Equipment II[/b][/i]) -- (Allows [b]Training[/b] to Train [b]5,000 Mountaineers[/b])[/list][/list] [list][*][b]Military Command[/b] [list][*][b]Localized Garrisons[/b]: [i]With garrisons placed in strategically important areas, we will ensure we increase our armies ability to respond to threats.[/i] [[b]Army Mobilization Time[/b] decreases by [b]8 Days[/b].][/list][/list] [hr][hr] [list][*][b]Armor[/b] [list][*][b]Interwar Tank[/b] ([i]Requires [b]Armor Design Company[/b] and [b]Armored Car II[/b][/i]): A powerful armored vehicle on treads with machine guns or main gun used to exploit armor breakthroughs. [*][b]Armored Car I[/b]: ([i]Requires [b]Armor Design Company[/b][/i]): An armored car is a powerful addition to infantry attacks, offering great reconnaissance and maneuverability. [*][b]Tankette I[/b]: ([i]Requires [b]Armor Design Company[/b][/i] and [b]Interwar Tank[/b]): Modestly armed, but easy to produce, tankettes weigh in between 2 and 6 tons. [*][b]Light Tank I[/b]: ([i]Requires [b]Armor Design Company[/b][/i] and [b]Tankette II[/b]): Used for fast flanking attacks and infantry support, light tanks have great maneuverability. [*][b]Medium Tank I[/b]: ([i]Requires [b]Armor Design Company[/b][/i] and [b]Light Tank II[/b]): Well armed and armored, these tanks are the meat and potatoes of any armored force. [*][b]Heavy Tank I[/b]: ([i]Requires [b]Armor Design Company[/b][/i] and [b]Medium Tank II[/b]): These are breakthrough tanks designed to carry a punch.[/list][/list] [list][*][b]Armor Variants[/b] (When Researched, select an existing [b]Tank[/b] that your nation possesses to create the variant). [list][*][b]Tank Destroyer I[/b]: [i]By creating a variant of one of our existing designs by upgunning it with a frontal, non traversing turret, we make a formidable tank destroyer.[/i] -- ([i]Requires [b]Armor Design Company[/b][/i], [b]Anti-Tank Gun II[/b] and [b]Medium Tank I[/b]): [*][b]Self-Propelled Gun[/b]: [i]By adding a large cannon, we can incorporate our armored assault into our infantry support weapons[/i]. -- ([i]Requires [b]Armor Design Company[/b][/i], [b]Artillery II[/b] and [b]Medium Tank I[/b]): [*][b]Self-Propelled Anti-Air I[/b]: [i]By installing a fast firing and mobile turret capable of felling aircraft, we create a powerful SPAA unit.[/i] -- -- ([i]Requires [b]Armor Design Company[/b][/i], [b]Anti-Aircraft Batteries[/b] and [b]Medium Tank I[/b])[/list][/list] [list][*][b]Army Doctrines[/b] [list][*][b]Officer Academy I[/b]: [i]Establishing a reputable academy for new age military officers will put us on the cutting edge of the wars ahead.[/i] [Generals recruited start at [b]Skill I[/b]. Requires [b]Two Research[/b].] [*][b]Military High Command[/b]: [i]A competent military command is necessary for cohesion of military force[/i]. [Grants bonus to Communications in combat] [*][b]Grand Battlefront I[/b]: [i]The Terrible War taught us a great many things, one of which is the use of the grand battlefront[/i] [+10 Infantry Assault] [Requires [b]Two Research[/b]] [*][b]Concentration of Force I[/b]: [Requires [b]Grand Battlefront I[/b]] [i]By pressing forward at one flank, we can force the issue and perhaps breakthrough.[/i] [+5 Artillery Assault] [*][b]Defensive Works I[/b]: [Requires [b]Grand Battlefront I[/b]] [i]Defense wins, so says the Terrible War. By working with our engineers, we can increase our defensive fortifications to withstand any enemy assault.[/i] [+5 Infantry Defense] [*][b]Spearhead Doctrine I[/b]: [i]By focusing in on a single axis of attack, we may utilize our forces to overrun the enemy and breakthrough.[/i] -- [+5 Armor Assault, Requires [b]Grant Battlefront III[/b]] [*][b]Combined Arms[/b]: [i]Utilizing armor, infantry and air assault forces, we can smash through our enemy with combined arms![/i] -- [+5 Armor Assault, +5 Infantry Assault, +5 Close Air Support Assault, Requires [b]Spearhead Doctrine II[/b]][/list][/list] [list][*][b]Air Force Doctrines[/b] [list][*][b]Naval Aviation Theory[/b]: [i]The idea that our navy can be aided by aviation is a new idea, and one not to be taken lightly[/i]. [Requires [b]Two Research[/b]] [*][b]Air Superiority I[/b]: [i]Our fighters will need complete air superiority and these training techniques will aid in fighter interception techniques[/i] [Fighters have +5 Interception] [*][b]Close Air Support I[/b]: [i]The ability of our close air support fighters to attack enemy ground formations is enhanced by these training techniques[/i]. [CAS have +5 Assault] [*][b]Bomber Interception I[/b]: [i]Interceptors are required to take down enemy bombers before they target our infrastructure[/i]. [Fighters have +5 Interception] [*][b]Bomber Command I[/b]: [i]Bombers working in formations have a higher success rate. A centralized bomber command can support this.[/i] [Bombers have +5 Accuracy][/list][/list] [list][*][b]Navy Doctrines[/b] [list][*][b]Grand Battle Fleet[/b]: Allows for Fleet of up to 20 vessels. [*][b]Sea Lane Interdiction[/b]: Light Cruisers, Heavy Cruisers, Battlecruisers have +10% Efficiency [*][b]Convoy Raiding[/b]: Submarines have +15% Efficiency. [*][b]Undersea Positioning[/b]: [i]The utilization of submarines for attacking shipping is normal, but attacking capital ships requires additional training[/i]. [Allows [b]Submarines[/b] to target better [b]Capital Ships[/b].][/list][/list] [list][*][b]Domestic Issues[/b] [list][*][b]State Run Industry[/b]: [i]By nationalizing several factories, we see job growth and increased factory optimization[/i]. [+3 Unity] [*][b]State Propaganda[/b]: [i]A state run propaganda industry will turn public opinion in our favor[/i]. [+5 Unity. Requires [b]State Run Industry[/b].][/list][/list] [list][*][b]Espionage[/b] [list][*][b]Intelligence Agency[/b]: [i]By establishing a credible intelligence gathering agency, we may begin to poke our nose where it doesn't belong. [/i] ([i]May recruit [b]Spies[/b][/i]). [*][b]Secret Police[/b]: [i]The establishment of a political bureau to police internal affairs is necessary to the betterment of the state.[/i] ([i]Enemy Spies have -5% Success[/i]). [*][b]Double Agent[/b]: [i]An agent who the enemy believes is working for them, is actually working for us.[/i] ([i]Requires [b]Intelligence Agency[/b][/i]. Once a nation has sent 10 spies to you, you may send the equivalent of 5 spies in their nation.) [*][b]Encryption I[/b]: [i]By creating an encrypting for our military, we can disguise our movements to the enemy.[/i] [*][b]Decryption I[/b]: [i]By studying the enemies ciphers, we can break their code and learn their movements[/i] [*][b]Deceptive Operations[/b]: [i]By creating a sub-unit of command that is full of false information, we can create a deceptive operation to fool the enemy.[/i] ([i]Requires [b]Intelligence Agency[/b][/i]. May use [b]Deceptive Operation[/b] tactic once in a war)[/list][/list] [list][*][b]Light Air[/b] [list][*][b]Interwar Fighter[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): A single seater aircraft with synchronized gear and forward facing machine guns. [*][b]Light Trainer I[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): A double seater aircraft used to train novice pilots. [*][b]Fighter Plane I[/b] ([i]Requires [b]Aviation Design Company[/b] and [b]Interwar Fighter[/b][/i]): A fighter plane is capable of fighting enemy aircraft and shooting down enemy bombers. [*][b]Naval Fighter I[/b] ([i]Requires [b]Aviation Design Company[/b], [b]Naval Aviation Theory[/b] and [b]Interwar Fighter[/b][/i]) [*][b]Close Air Support I[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): A close air support plane is a small winged aircraft that can take out concentrations of enemies on the ground. [*][b]Torpedo Bomber I[/b] ([i]Requires [b]Aviation Design Company[/b], [b]Naval Aviation Theory[/b] and [b]Interwar Fighter[/b][/i])[/list][/list] [list][*][b]Heavy Air[/b] [list][*][b]Heavy Trainer I[/b]: [i]A heavy trainer is used to train pilots as bomber pilots[/i]. -- ([i]Requires [b]Aviation Design Company[/b][/i]) [*][b]Transport Plane I[/b]: [i]A transport plane can carry paratroopers or supplies to the front[/i]. -- ([i]Requires [b]Aviation Design Company[/b][/i]) [*][b]Strategic Bomber I[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): A strategic bomber is capable of attacking enemy fortifications and industry. [*][b]Tactical Bomber I[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): A tactical bomber is capable of attacking enemy positions. [*][b]Naval Bomber I[/b] ([i]Requires [b]Aviation Design Company[/b][/i]): While torpedo bombers launch from carriers, the larger naval bomber launches from airfields on the show to attack enemy shipping.[/list][/list]