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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
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
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
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)
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
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
Cons
umer
Good
— — — — +5%
s
Facto
ries
Agen
cy
Upgr — — — — +15%
ade
Time
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
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
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
Expand
Technologies[edit | edit source]
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.
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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