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Field Manual/Research/Researching Something

Researching Something

Paid up front, timed in game hours, gated by day and by slots.

WHAT A TECH COSTS

Every tech has a fixed cost paid in full from the shared pool when you start it. Money, steel, oil and manpower appear from the first rung; electronics early in most lines; advanced materials from about T2.0; Research Points only from about T2.6. Costs are tuned so the scarcest resource in a tech takes about as long to earn as the tech takes to research. Air Superiority Fighters, as an example:

TIERFROMCOSTTIME
T1.0Day 1171 money · 111 steel · 73 oil · 39 manpower · 60 electronics4h
T2.0Day 6244 money · 116 steel · 80 oil · 25 manpower · 81 electronics · 48 adv. mat.5.4h
T2.6Day 12261 money · 111 steel · 77 oil · 23 manpower · 100 electronics · 59 adv. mat. · 26 RP6.6h
T3.6Day 30391 money · 109 steel · 82 oil · 22 manpower · 135 electronics · 107 adv. mat. · 58 RP9h

HOW LONG IT TAKES

Research runs on game time. Each line belongs to a weight class; its first rung takes the class's base time and the last rung its maximum, with the tiers between growing smoothly. The longest tech in the game takes 10 hours.

WEIGHT CLASST1.0T3.6
INFANTRY1h3h
LIGHT VEHICLES1.5h4h
SUPPORT / RADAR2h5h
HEAVY VEHICLES3h7h
AIRCRAFT4h9h
NAVAL5h10h
MISSILES & ORDNANCE1h4h

DAY GATES

Separately from prerequisites, every tech has an available day — it can't be started before the game reaches that day, even with every prerequisite done. Day gates are what pace long-term progression: T1.0 techs open on day 1, the last ones around day 50.

RESEARCH SLOTS

How many techs you can run at once is set by your highest-level operational Research Laboratory anywhere in your nation — not summed across cities. Losing or downgrading that lab shrinks the count; research already running keeps going.

LABSLOTS
NO RESEARCH LAB2
RESEARCH LAB L12
RESEARCH LAB L23
RESEARCH LAB L35
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