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Research
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Research is used to unlock technologies.

Contents

 1Research slots
 2Research time
 3Research speed
o 3.1Research modifiers
 3.1.1Difficulty
 3.1.2Trade law
 3.1.3Technologies that increase research speed
 3.1.4Limited-use bonuses
 3.1.5Equipment licensing
 3.1.6Technology sharing
 3.1.7Other sources of research bonus
o 3.2Ahead-of-time penalty
 4Technologies
o 4.1Land
o 4.2Naval
o 4.3Air
o 4.4Industry
 5References

Research slots[edit | edit source]


This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Technology is unlocked by assigning a research slot to it for the required number of


days.
The base number of research slots depends on the country:

 USA, democratic Germany: 4 slots, plus 2 additional possible via national


focus. (Democratic Germany requires  Waking the Tiger).
 German Reich, Italy, Japan, United Kingdom: 4 slots, plus 1 additional
possible via national focus.
 France, Soviet Union, most other countries in Europe, plus Canada: 3
slots, plus 2 additional possible via national focus (in Canada's case, the
last 1 requires independence; the Soviet Union has more 1 on The Right
Opposition path but requires  No Step Back).
 Other countries outside of Europe as well as Luxembourg, Portugal and
Albania: 2 slots, plus 3 additional possible via national focus (for British
subjects, the final 2 also require independence).
 New Zealand: 2 slots, plus 4 additional possible via national focus.
(Requires  Together for Victory).
For most countries, unlocking the final research slot requires having a substantial
number of factories (usually 50+). The Commonwealth countries must (with 
Together for Victory) additionally become fully independent to maximize their
available research slots.
Each research slot can store up to 30 points of Days Saved without being assigned
to a specific tech.[1] Days Saved functions as days added to research progress once
a tech is chosen for the slot. See research speed.

Research time[edit | edit source]


This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Each technology has a base time cost. They are multiples of the standard base cost
of 100 days.[2]

Cost
Techs
(days)

50 Armor Submodels

Armored Car Upgrade; Artillery (II) & Upgrades (II,III,IV); Anti-Air Artillery (II,III) &
Upgrades; Rocket Artillery (II) & Upgrades; Anti-Tank Artillery (II,III) & Upgrades;
100
Support Equipment; Carrier Airplanes; Electronic Mechanical Engineering; Encryption ; Fuel
Storage

125 Decimetric Radar (I,II); Centimetric Radar (I,II,III)

Infantry Weapons (I) & Upgrades (I,III); Support & Anti-Tank Weapons; Motorised Rocket
Artillery;
Marines (II), Mountain Infantry (II), Paratroopers (II)
Support Companies (II,III,IV); Artillery (I) & Upgrades (I); Anti-Air Artillery (I); Anti-Tank
150
Artillery (I); Train (Civilian, War Austerity);
Shiphulls (I); Transports (I);
Decryption; Experimental Rockets; Rocket Engines (II,III);
Machine Tools (I,II); Equipment Conversion; Oil Processing; Rubber Processing

175 Radio, Radio Detection

200 Infantry Weapons (II,III) & Upgrade (II); Night Vision (II); Motorised & Mechanized (I,II);
Armored Car (I,II,III); Amtrac (Basic,Improved);
Marines (I,III), Mountain Infantry (I,III), Paratroopers (I,III); Special Forces Programs;
Support Companies (I); Artillery (III); Rocket Artillery (I); Great War Tank, Light, Medium
& Heavy (I) Armor;
Shiphulls (II,III,IV); Transports (II,III);
Airplanes;
Rocket Engines(I); Jet Engines;
Machine Tools(III); Production Line (I); Industry; Construction; Excavation

Night Vision (I); Modern, Super Heavy & Heavy (II,III) Armor; Computing; Production Line
250
(II)

300 Mechanized (III); Fuel Refining; Synthetic Oil Experiments

500 Atomic Research, Nuclear Reactor, Nuclear Bombs

Research speed[edit | edit source]


This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

The base research cost only represents an abstract number of days the research will
take. In practice, due to modifiers, research will progress by more or less than exactly
one research-cost-day per day. Research speed modifiers stack additively to
research speed (instead of subtractively to research cost). For example, 106 days

base cost at 15% research speed bonus will take   days.


Days Saved are subtracted from the modified expected number of days. Thus, Days
Saved benefit from (or are penalized by) the same research speed modifiers.
The aggregate research bonus is calculated and updated every day. Thus changes
in research speed (except limited-use bonuses) apply to all ongoing research.
Research speed can not fall below 10% of the default speed. [3]
Research modifiers[edit | edit source]
Difficulty[edit | edit source]
The player can get a research speed bonus or penalty depending on the game
difficulty setting as follows:

Civilian: +15% bonus

Recruit: +7% bonus

Regular: no bonus or penalty

Veteran: -15% penalty

Elite: -30% penalty

Trade law[edit | edit source]
Main article: Ideas#Trade_laws
Trade laws can also increase research speed. The more open the trade the
higher the reduction as can be seen below.
Modi
fier Embargo
Closed
Free Trade Export Focus Limited Exports ed
Economy
Economy

Reso
urces
to +80% +50% +25% 0% +25%
Mar
ket

Facto
ry
+15% +10% +5% — —
Outp
ut

Dock
yard
+15% +10% +5% — —
Outp
ut

Cons
tructi
on +15% +10% +5% — —
Spee
d

Rese
arch
+10% +5% +1% — —
Spee
d

Civili
an
Intel
+40% +20% +10% — +40%
to
Othe
rs

Navy +20% +10% +5% — +40%


Intel
to
Othe
rs

Cons
umer
Good
— — — — +5%
s
Facto
ries

Agen
cy
Upgr — — — — +15%
ade
Time

 N  N One of the following All of the Only


Prere o on must be true: following must for   P
quisit n e be true: oland.
es e  All of
Can only
the  At
be
If  La followin wa
removed
If  La Résistance is g must r
manually
Résistance is enabled: be true:  Cu if either
enabled:  Spain: o rre of the
 Spain: A nt r following
uli is true:
 H
o ng
 H as 
C par
a n 
ty i
s ot  I

  co
o
n m 
A
o pl Fas H
t et cist 
  ed or 
c fo  All of 
o cu the H
followin Co
m s  m
p g must
be true: mu 
l nist
Al o O
e .
t l C
 has 
e M
one O
d us
o of
t
H the
f B
foll
o ea
ow
c r  ing
u th
eco
s e
no
  T
my
or
 law
ch
s:
A o
l If  Waking 
l the Tiger is
enabled:
M  China:
u
s
 D If  La
t
oe Résistance is enabled:

B  Spain:
n
e ot 
a ha  Has not 
r ve  complete o
N d
t ati focus 
h on
e al Al
S l Must
T pi Bear the
o rit Torch
r : 
c
h If  Waking the
Ni
ne Tiger is enabled:
P  China:
o
w  Does not 
er have Nat
Tr ional
ea Spirit: 
ty  Soviet
Nine Union:
Power
Treaty
 Ha
s n
ot 
Mo
lot
ov-
Ri
bb
ent
ro
p
Pa
ct

If  Waking
the Tiger is
enabled:
 China:
 Do
es 
not 
hav
e N
ati
ona
l
Spi
rit: 

Ni
ne
Po
we
r
Tre
aty

Technologies that increase research speed [edit | edit source]

Technology Year Research speed

 Electronic mechanical engineering 1936 +3%

 Mechanical computing 1936 +4%

 Computing machine 1938 +5%

 Improved computing machine 1940 +8%

 Atomic research 1940 +4%

 Advanced computing machine 1942 +8%

Limited-use bonuses[edit | edit source]


Limited-use bonuses are awarded by National Focus. Once available, a
limited-use research bonus is activated when a Research Slot is assigned to
an applicable technology. Once activated, the limited-use bonus is tied to the
technology even if the slot is re-assigned. (However, Hearts of Iron IV client is
known to drop limited-use bonuses on technologies not currently assigned to
a research slot upon reload. Exercise caution when activating a limited-use
bonus for future use.)
A limited-use bonus can alternatively or simultaneously be an ahead-of-
time bonus, which reduces the ahead-of-time penalty by the stated amount.
Equipment licensing[edit | edit source]
When licensing equipment from another country, researching that equipment
gets a speed bonus of +20%.[4]
Technology sharing[edit | edit source]
Available only with the Together for Victory DLC enabled.

When a country is part of a research group, it gets a research speed bonus


for each other country in the group that has already unlocked that technology,
up to +50%.[5] Tech sharing bonus functions in the same way as Limited-use
bonus: once applied, the bonus is locked to the tech; changes in the country's
tech sharing situation will only reflect in future research.
Aside, subjects benefit less from technology sharing, depending on
their autonomy level.
Other sources of research bonus[edit | edit source]
Various national ideas, like designers, theorist, and concerns continuously
improve the research speed for applicable technologies while they are active.
Design companies can additionally improve equipment being unlocked while
they are active.
Ahead-of-time penalty[edit | edit source]
All technologies have a date attached to them when they become current.
Researching them earlier comes at the cost of reduced research speed. Each
year ahead adds +200% ahead-of-time (AOT) penalty.[6] Ahead-of-time
bonuses from National Focus reduce this penalty modifier. For research
ahead of time, the in-game tool-tip displays estimated time to completion
using the formula below.

With yearly AOT at 2, a technology starting to research   years before the


date it becomes current, with a base research cost of   days and aggregate
research bonus at  % will

take   days to complete.


This assumes the research starts with a speed higher than the minimum and
finishes before the technology becomes current. It is also subject to a small
approximation error (unlikely to be noticed in-game). The formula is derived
by solving

Expand
If part of the research is not under penalty (ie.   from the above
integral), the estimated time-to-completion

is   days.
For example, at exactly one year before a tech becomes current, research

speed on that tech is modified by multiplicative factor of  . As research


speed is re-calculated every day, the speed penalty goes down while a

technology is being researched. Half a year later, the penalty is down to 
. Regular research speed modifiers apply linearly. Thus regular country-wide
research bonus does not alleviate AOT penalties. If a 50% ahead-of-time
bonus is active as shown in in-game tooltip, 0.5 is taken off the AOT penalty.
Thus, at 1 year ahead-of-time, the research speed is modified

by   instead of   without the


bonus; similarly, at half a year ahead-of-time, the AOT penalty is reduced

to   from   without bonus.


Below is a Python script to calculate the time it will take to research a
technology, given its base cost, bonuses and AOT penalty.

Expand

Technologies[edit | edit source]
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Technologies allow countries to unlock production of new units such as


mechanized infantry, paratroopers, tanks and all kinds of airplanes; new
equipment, from infantry weapons to carrier air groups and specialized
armored units; as well as defensive and productive structures.
On the other hand, most technologies serve to improve the efficiency of
current units. This can be achieved through a number of ways, such as
improving the damage inflicted by the unit, its ability to penetrate the armor of
armored units, its defensiveness and organization or simply its ability to detect
enemy units.
It is possible to research improvements of already researched technologies.
There could be small buttons on technology (e.g. possibility to operate from
carriers for airframe). These improvements have to be researched separately.
Land[edit | edit source]
 Infantry technology: Technologies that improve infantry weapons
and equipment, unlock or improve motorised and mechanized units
as well as special forces (marines, mountaineers and
paratroopers).
 Artillery technology: Technologies that unlock and improve all types
of artillery, including anti-tank, anti-air and rocket artillery.
 Support Companies technology: Technologies that unlock and
improve all types of support battalions: Engineers,
Reconnaissance, Military Police, Maintenance, Field Hospital,
Logistics and Signal companies.
 Armor technology: Technologies that unlock all types and models of
tanks, from light to super heavy chassis, as well as their variants:
tank destroyer, self-propelled artillery and self-propelled anti-air.
Naval[edit | edit source]
 Naval technology: Technologies that unlock or improve all kinds of
ship units: destroyers, cruisers, battlecruisers battleships, carriers,
submarines or improve transports for naval invasions.
Air[edit | edit source]
 Air technology: Technologies that unlock or improve all types of
airframes: light, medium or heavy, as well as their jet propulsion
versions.
Industry[edit | edit source]
 Engineering technology: Groups all technologies related to
electronic engineering (computers, radios, cryptography), rockets
and atomic research.
 Industry technology: Groups all technologies that improve
production efficiency and volume of all factories, resources
excavation and unlocks synthetic refineries.

References[edit | edit source]
1. ↑ See in defines: BASE_RESEARCH_POINTS_SAVED.
2. ↑ See in defines: BASE_TECH_COST.
3. ↑ See in defines: MIN_RESEARCH_SPEED.
4. ↑ See in defines: LICENSE_PRODUCTION_TECH_BONUS.
5. ↑ See in defines: MAX_TECH_SHARING_BONUS.
6. ↑ See in defines: BASE_YEAR_AHEAD_PENALTY_FACTOR.

Research
panies · Armor · Artillery · Land doctrine
Mechanics
ational focus • Ideas • Government • Puppet • Diplomacy • World tension • Civil war • Occupation • Intelligence agency
onstruction • Equipment • Fuel
hnology • Support Companies technology • Armor technology • Artillery technology • Land doctrine • Naval technology • Naval doctrine • Air technology • Air doctrine • Eng
ence • Land units • Land warfare • Division designer • Tank design • Army planner • Command group • Commander • Battle plan • Combat tactics • Ship • Naval warfare • Air
Manpower • Nuclear bomb
in • Weather • State

Categories: 
 1.9
 Technology
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