Naval technology

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The Naval technology research tree unlocks new ships and technologies related to naval invasions. It can be found between the land doctrine and naval doctrine tabs in the research interface. There are a total 31 different technologies within the the naval tree: 28 ship classes organized into seven types and three naval transport technologies. Note that the first naval transport technology, Transport Ship, is required to execute naval invasions.

Naval research tree
Naval research tree.png

Destroyers[edit]

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The lightest screening vessel. It's job is to defend larger ships and to find and destroy submarines.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Destroyer I Destroyer I 1922 150 days
To ensure the safety of convoys, the destroyers of the Great War must be repurposed and developed. Arming vessels with more torpedoes will allow more opportunities to engage.
1 Oil 2 Steel
Destroyer I
Manpower.png Service Manpower: 250 Surface Detection: 20.0
Sub detection: 50.0 Surface Visibility: 10.0
Fire range: 14.0 Evasion: 70.0
Torpedo attack: 3.0 Depth charges: 10.0
Naval firepower: 1.0 Port capacity usage: 1.0
Anti-air: 1.5 Max Speed: 33.0 kn
Max Range: 1500 km HP: 25.0
Piercing: 1.0 Reliability: 80.0%
Production Cost.png Production Cost: 900.0
Destroyer II Destroyer II 1936 200 days Destroyer I
Longer torpedo range and faster reload speeds, along with new types of armaments such as anti-air turrets, will allow our destroyers to remain efficient and versatile.
1 Oil 3 Steel
Destroyer II
Manpower.png Service Manpower: 325 Surface Detection: 25.0
Sub detection: 60.0 Surface Visibility: 10.0
Fire range: 15.0 Evasion: 80.0
Torpedo attack: 6.0 Depth charges: 13.0
Naval firepower: 2.5 Port capacity usage: 1.0
Anti-air: 2.0 Max Speed: 36.0 kn
Max Range: 1800 km HP: 40.0
Piercing: 2.0 Reliability: 85.0%
Production Cost.png Production Cost: 990.0
Destroyer III Destroyer III 1940 200 days Destroyer II
To better face threats from above and below, new destroyers must be outfitted with radar and modern anti-air and anti-submarine weaponry.
2 Oil 3 Steel
Destroyer III
Manpower.png Service Manpower: 400 Surface Detection: 45.0
Sub detection: 100.0 Surface Visibility: 10.0
Fire range: 16.0 Evasion: 88.0
Torpedo attack: 7.0 Depth charges: 16.0
Naval firepower: 3.5 Port capacity usage: 1.0
Anti-air: 4.5 Max Speed: 38.0 kn
Max Range: 2000 km HP: 50.0
Piercing: 2.5 Reliability: 90.0%
Production Cost.png Production Cost: 1080.0
Destroyer IV Destroyer IV 1944 200 days Destroyer III
The modern destroyer must be fitted with a variety of different detection technologies, new depth charge deployment systems and be built at a larger scale than their predecessors.
2 Oil 4 Steel 1 Chromium
Destroyer IV
Manpower.png Service Manpower: 500 Surface Detection: 55.0
Sub detection: 140.0 Surface Visibility: 10.0
Fire range: 17.0 Evasion: 95.0
Torpedo attack: 8.0 Depth charges: 20.0
Naval firepower: 4.0 Port capacity usage: 1.0
Anti-air: 5.0 Max Speed: 38.0 kn
Max Range: 2500 km HP: 60.0
Piercing: 2.5 Reliability: 92.0%
Production Cost.png Production Cost: 1200.0

Cruisers[edit]

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Light Cruiser - A light screening vessel. Its primary duty is to shield capital ships from enemy light ships but can also unleash powerful torpedoes that can hurt bigger ships.

Heavy Cruiser - A large armored cruiser that is pretty flexible. A good choice for nations who can't afford to build larger capital ships.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Light Cruiser I Light Cruiser I 1922 150 days
Maneuverable light cruisers that can maintain a high speed will continue to be useful for scouting missions.
1 Oil 2 Steel
Light Cruiser I
Manpower.png Service Manpower: 600 Surface Detection: 15.0
Sub detection: 20.0 Surface Visibility: 15.0
Fire range: 18.0 Evasion: 50.0
Torpedo attack: 5.0 Depth charges: 2.0
Naval firepower: 6.0 Port capacity usage: 1.0
Anti-air: 3.0 Max Speed: 28.0 kn
Max Range: 2400 km HP: 100.0
Armor: 5.0 Piercing: 5.5
Reliability: 80.00% Production Cost.png Production Cost: 3100.0
Light Cruiser II Light Cruiser II 1936 200 days Light Cruiser I
or
Heavy Cruiser II
Post-war treaties put restrictions on cruisers, but well-armed light vessels can be developed while remaining within these limits.
1 Oil 3 Steel
Light Cruiser II
Manpower.png Service Manpower: 800 Surface Detection: 20.0
Sub detection: 25.0 Surface Visibility: 15.0
Fire range: 19.0 Evasion: 60.0
Torpedo attack: 8.0 Depth charges: 5.0
Naval firepower: 8.0 Port capacity usage: 1.0
Anti-air: 9.0 Max Speed: 30.0 kn
Max Range: 3000 km HP: 120.0
Armor: 6.0 Piercing: 7.0
Reliability: 85.00% Production Cost.png Production Cost: 3400.0
Light Cruiser III Light Cruiser III 1940 200 days Light Cruiser II
or
Heavy Cruiser III
Now skirting the limits of treaties, larger and more heavily armored cruisers can be built, still with light enough weaponry to be classified as light cruisers.
2 Oil 3 Steel
Light Cruiser III
Manpower.png Service Manpower: 960 Surface Detection: 50.0
Sub detection: 50.0 Surface Visibility: 15.0
Fire range: 20.0 Evasion: 68.0
Torpedo attack: 9.0 Depth charges: 6.0
Naval firepower: 9.0 Port capacity usage: 1.0
Anti-air: 14.0 Max Speed: 32.0 kn
Max Range: 4000 km HP: 140.0
Armor: 7.0 Piercing: 8.0
Reliability: 90.00% Production Cost.png Production Cost: 3700.0
Light Cruiser IV Light Cruiser IV 1944 200 days Light Cruiser III
or
Heavy Cruiser IV
Tactically employed to protect larger ships, the modern generation of light cruisers can shake off most past restrictions and be better armed to handle aerial attacks.
2 Oil 4 Steel 1 Chromium
Light Cruiser IV
Manpower.png Service Manpower: 1140 Surface Detection: 70.0
Sub detection: 60.0 Surface Visibility: 15.0
Fire range: 21.0 Evasion: 75.0
Torpedo attack: 10.0 Depth charges: 8.0
Naval firepower: 11.0 Port capacity usage: 1.0
Anti-air: 17.0 Max Speed: 34.0 kn
Max Range: 4500 km HP: 160.0
Armor: 8.0 Piercing: 9.0
Reliability: 92.00% Production Cost.png Production Cost: 4000.0
Heavy Cruiser I Heavy Cruiser I 1922 150 days
The Washington Naval Treaty was set up to prevent an arms race in cruisers, among other ships, but this seems inevitable. By keeping armor light, the weapons load can be increased.
1 Oil 3 Steel
Heavy Cruiser I
Manpower.png Service Manpower: 1500 Surface Detection: 12.0
Sub detection: 5.0 Surface Visibility: 20.0
Shore bombard: 3.0 Fire range: 24.0
Evasion: 20.0 Naval firepower: 10.0
Port capacity usage: 1.0 Anti-air: 6.0
Max Speed: 24.0 kn Max Range: 3000 km
HP: 150.0 Armor: 9.0
Piercing: 11.0 Reliability: 80.0%
Production Cost.png Production Cost: 4200.0
Heavy Cruiser II Heavy Cruiser II 1936 200 days Light Cruiser II
or
Heavy Cruiser I
Despite new efforts at treaties, refitting lighter cruisers with heavier weaponry remains efficient, although armor is still limited.
1 Oil 4 Steel
Heavy Cruiser II
Manpower.png Service Manpower: 1700 Surface Detection: 15.0
Sub detection: 5.0 Surface Visibility: 20.0
Shore bombard: 4.0 Fire range: 25.0
Evasion: 25.0 Naval firepower: 14.0
Port capacity usage: 1.0 Anti-air: 8.0
Max Speed: 30.0 kn Max Range: 4000 km
HP: 175.0 Armor: 11.0
Piercing: 12.0 Reliability: 85.0%
Production Cost.png Production Cost: 4600.0
Heavy Cruiser III Heavy Cruiser III 1940 200 days Light Cruiser III
or
Heavy Cruiser II
As restrictions are increasingly ignored worldwide, more balanced heavy cruiser designs with more priority on armor can be built. Better anti-air guns allow these ships to cooperate in naval air warfare.
2 Oil 4 Steel
Heavy Cruiser III
Manpower.png Service Manpower: 1900 Surface Detection: 25.0
Sub detection: 5.0 Surface Visibility: 20.0
Shore bombard: 5.0 Fire range: 26.0
Evasion: 28.0 Naval firepower: 17.0
Port capacity usage: 1.0 Anti-air: 12.0
Max Speed: 33.0 kn Max Range: 4500 km
HP: 200.0 Armor: 12.0
Piercing: 13.0 Reliability: 90.0%
Production Cost.png Production Cost: 5000.0
Heavy Cruiser IV Heavy Cruiser IV 1944 200 days Light Cruiser IV
or
Heavy Cruiser III
Upscaled, longer and heavier designs with rapid-fire armaments are features in these final stages of heavy cruiser development.
2 Oil 5 Steel 1 Chromium
Heavy Cruiser IV
Manpower.png Service Manpower: 2200 Surface Detection: 40.0
Sub detection: 5.0 Surface Visibility: 20.0
Shore bombard: 6.0 Fire range: 27.0
Evasion: 30.0 Naval firepower: 20.0
Port capacity usage: 1.0 Anti-air: 18.0
Max Speed: 33.0 kn Max Range: 5000 km
HP: 225.0 Armor: 13.0
Piercing: 14.0 Reliability: 92.0%
Production Cost.png Production Cost: 5400.0

Battlecruisers[edit]

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A large capital ship often with offensive abilities close to those of a battleship, but weaker armor traded for faster speed.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Battlecruiser I Battlecruiser I 1922 150 days
The post-war battlecruiser arms race resulted in several heavily armed designs, sacrificing armor for speed compared to battleships.
1 Oil 3 Steel 1 Chromium
Battlecruiser I
Manpower.png Service Manpower: 3500 Surface Detection: 12.0
Sub detection: 5.0 Surface Visibility: 25.0
Shore bombard: 8.0 Fire range: 32.0
Evasion: 15.0 Naval firepower: 16.0
Port capacity usage: 1.5 Anti-air: 5.0
Max Speed: 28.0 kn Max Range: 3000 km
HP: 350.0 Armor: 23.0
Piercing: 30.0 Reliability: 80.0%
Production Cost.png Production Cost: 7500
Battlecruiser II Battlecruiser II 1940 200 days Battlecruiser I
or
Battleship III
Rebuilt and repurposed battlecruisers continue to outrun even modern battleship designs by lighter protection, but have developed better systems for fire control, detection and aerial defenses.
1 Oil 4 Steel 1 Chromium
Battlecruiser Ii
Manpower.png Service Manpower: 4000 Surface Detection: 25.0
Sub detection: 5.0 Surface Visibility: 25.0
Shore bombard: 10.0 Fire range: 33.0
Evasion: 20.0 Naval firepower: 21.0
Port capacity usage: 1.5 Anti-air: 10.0
Max Speed: 32.0 kn Max Range: 5000 km
HP: 400.0 Armor: 30.0
Piercing: 37.0 Reliability: 90.0%
Production Cost.png Production Cost: 8000

Battleships[edit]

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The largest capital ship with the biggest guns and strongest armor that money can buy. Such an expensive investment deserves proper support of smaller screening ships.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Battleship I Battleship I 1922 150 days
Considered by some to be a relic of a bygone era of naval warfare, by others as the most impressive ships ever built, no one can deny that these remnants of the battleship arms race constitute some of the most heavily armed and armored vessels ever built.
1 Oil 3 Steel 1 Chromium
Battleship I
Manpower.png Service Manpower: 6000 Surface Detection: 12.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 10.0 Fire range: 32.0
Evasion: 10.0 Naval firepower: 18.0
Port capacity usage: 2.0 Anti-air: 4.0
Max Speed: 20.0 kn Max Range: 3000 km
HP: 350.0 Armor: 26.0
Piercing: 31.0 Reliability: 80.0%
Production Cost.png Production Cost: 9600.0
Battleship II Battleship II 1936 200 days Battleship I
With improved stability and range, a new generation of battleships improve upon previous designs while remaining within limits stipulated by naval treaties.
2 Oil 4 Steel 1 Chromium
Battleship II
Manpower.png Service Manpower: 6600 Surface Detection: 15.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 12.0 Fire range: 33.0
Evasion: 12.0 Naval firepower: 22.0
Port capacity usage: 2.0 Anti-air: 10.0
Max Speed: 26.0 kn Max Range: 4000 km
HP: 450.0 Armor: 32.0
Piercing: 36.0 Reliability: 85.0%
Production Cost.png Production Cost: 10400.0
Battleship III Battleship III 1940 200 days Battlecruiser II
or
Battleship II
Thicker armor, stronger engines, a battery of high-caliber guns and improved anti-air capabilities can allow battleships to remain relevant, if correctly employed, in a world where naval warfare is increasingly dominated by aerial support.
2 Oil 4 Steel 2 Chromium
Battleship III
Manpower.png Service Manpower: 7000 Surface Detection: 25.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 12.0 Fire range: 34.0
Evasion: 16.0 Naval firepower: 26.0
Port capacity usage: 2.0 Anti-air: 13.0
Max Speed: 28.0 kn Max Range: 5000 km
HP: 500.0 Armor: 37.0
Piercing: 40.0 Reliability: 90.0%
Production Cost.png Production Cost: 11200.0
Battleship IV Battleship IV 1944 200 days Battleship IV
As the world sees what may be the last major battleship confrontations, the importance of heavy armaments and anti-air turrets is greater than ever.
2 Oil 5 Steel 3 Chromium
Battleship IV
Manpower.png Service Manpower: 7400 Surface Detection: 40.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 15.0 Fire range: 35.0
Evasion: 20.0 Naval firepower: 30.0
Port capacity usage: 2.0 Anti-air: 22.0
Max Speed: 30.0 kn Max Range: 6000 km
HP: 550.0 Armor: 40.0
Piercing: 43.0 Reliability: 92.0%
Production Cost.png Production Cost: 12000.0
Super-Heavy Battleship I Super-Heavy Battleship I 1936 200 days Battleship II
The current state of the world no longer has any room for abiding by naval treaties. Without these limitations, we can focus entirely on creating the heaviest, most well-armed battleships of all time, able to engage multiple lesser vessels.
2 Oil 4 Steel 1 Chromium
Super-Heavy Battleship I
Manpower.png Service Manpower: 9000 Surface Detection: 15.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 16.0 Fire range: 38.0
Evasion: 12.0 Naval firepower: 32.0
Port capacity usage: 5.0 Anti-air: 12.0
Max Speed: 26.0 kn Max Range: 4000 km
HP: 600.0 Armor: 47.0
Piercing: 50.0 Reliability: 85.0%
Production Cost.png Production Cost: 18500.0
Super-Heavy Battleship II Super-Heavy Battleship II 1944 200 days Battleship IV
or
Super-Heavy Battleship I
An improvement on our earlier super heavy design with stronger weapons and improved fire control systems.
2 Oil 5 Steel 3 Chromium
Super-Heavy Battleship II
Manpower.png Service Manpower: 10000 Surface Detection: 25.0
Sub detection: 5.0 Surface Visibility: 30.0
Shore bombard: 20.0 Fire range: 38.0
Evasion: 14.0 Naval firepower: 36.0
Port capacity usage: 4.0 Anti-air: 14.0
Max Speed: 28.0 kn Max Range: 4500 km
HP: 800.0 Armor: 58.0
Piercing: 61.0 Reliability: 90.0%
Production Cost.png Production Cost: 23000.0

Carriers[edit]

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A capital ship able to carry wings of powerful carrier capable aircraft into battle. Also useful as a floating airfield you can position off the coast of your enemy.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Carrier I Carrier I 1922 150 days
Many military theorists believe that naval aviation is the future. Converting old capital ships and ocean liners to carry aircraft will be the first step towards utilizing these new doctrines.
1 Oil 3 Steel 1 Chromium
Carrier I
Manpower.png Service Manpower: 4500 Surface Detection: 10.0
Sub detection: 5.0 Surface Visibility: 30.0
Fire range: 14.0 Evasion: 8.0
Naval firepower: 1.0 Port capacity usage: 2.0
Anti-air: 8.0 Max Speed: 26.0 kn
Max Range: 3000 km HP: 250.0
Armor: 7.0 Reliability: 70.0%
Deck size: 45 Production Cost.png Production Cost: 8750.0
Carrier II Carrier II 1936 200 days Carrier I
As work begins on the first keel-up carrier designs, we must ensure that these ships have the range and speed to keep up with the rest of our navy, while respecting the post-war naval treaties.
1 Oil 4 Steel 1 Chromium
Carrier II
Manpower.png Service Manpower: 5000 Surface Detection: 10.0
Sub detection: 5.0 Surface Visibility: 30.0
Fire range: 15.0 Evasion: 10.0
Naval firepower: 1.0 Port capacity usage: 2.0
Anti-air: 10.0 Max Speed: 28.0 kn
Max Range: 4000 km HP: 325.0
Armor: 9.0 Reliability: 80.0%
Deck size: 55 Production Cost.png Production Cost: 9500.0
Carrier III Carrier III 1940 200 days Carrier II
Improved construction methods and more specialized systems like deck edge elevators allow these carriers to transport more planes more efficiently.
2 Oil 4 Steel 2 Chromium
Carrier III
Manpower.png Service Manpower: 5500 Surface Detection: 20.0
Sub detection: 5.0 Surface Visibility: 30.0
Fire range: 16.0 Evasion: 12.0
Naval firepower: 2.0 Port capacity usage: 2.0
Anti-air: 12.0 Max Speed: 30.0 kn
Max Range: 5000 km HP: 350.0
Armor: 11.0 Reliability: 85.0%
Deck size: 70 Production Cost.png Production Cost: 10250.0
Carrier IV Carrier IV 1944 200 days Carrier III
With many naval treaties now increasingly ignored, we can proceed to build carriers capable of transporting more planes than ever to secure air superiority cover.
2 Oil 5 Steel 2 Chromium
Carrier IV
Manpower.png Service Manpower: 6000 Surface Detection: 30.0
Sub detection: 5.0 Surface Visibility: 30.0
Fire range: 17.0 Evasion: 14.0
Naval firepower: 2.0 Port capacity usage: 2.0
Anti-air: 14.0 Max Speed: 32.0 kn
Max Range: 6000 km HP: 400.0
Armor: 13.0 Reliability: 90.0%
Deck size: 85 Production Cost.png Production Cost: 11000.0

Submarines[edit]

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Submarines employ stealth and powerful torpedoes to destroy enemy convoys.

Icon (generic) Technology Year Base cost Prerequisites Description Statistics
Submarine I Submarine I 1922 150 days
Submarines are stealthy vessels designed to take out undefended convoys. The early models from the Great War pave the way for new methods of naval warfare.
1 Oil 1 Steel
Submarine I
Manpower.png Service Manpower: 200 Surface detection: 30.0
Surface Visibility: 10.0 Sub Visibility: 30.0
Fire range: 6.0 Evasion: 25.0
Torpedo attack: 10.0 Port capacity usage: 0.5
Anti-air: 0.5 Max Speed: 14.0 kn
Max Range: 2500 km HP: 10.0
Reliability: 60.0% Production Cost.png Production Cost: 450.0
Submarine II Submarine II 1936 200 days Submarine I
Better armed and more stable, new submarine designs are made to take advantage of advancements in naval tactics and have longer range, being able to attack distant convoy routes.
1 Oil 2 Steel
Submarine II
Manpower.png Service Manpower: 200 Surface detection: 40.0
Surface Visibility: 10.0 Sub Visibility: 25.0
Fire range: 7.0 Evasion: 35.0
Torpedo attack: 16.0 Port capacity usage: 0.5
Anti-air: 1.0 Max Speed: 14.0 kn
Max Range: 4000 km HP: 20.0
Reliability: 70.0% Production Cost.png Production Cost: 500.0
Submarine III Submarine III 1940 200 days Submarine II
The role of the submarine in the fleet outside of convoy attacks is still under debate. Achieving a balance between combination of speed, range and weaponry will be key to the necessary model.
2 Oil 2 Steel
Submarine III
Manpower.png Service Manpower: 200 Surface detection: 50.0
Surface Visibility: 10.0 Sub Visibility: 15.0
Fire range: 8.0 Evasion: 40.0
Torpedo attack: 20.0 Port capacity usage: 0.5
Anti-air: 1.5 Max Speed: 16.0 kn
Max Range: 5000 km HP: 30.0
Reliability: 75.0% Production Cost.png Production Cost: 550.0
Submarine IV Submarine IV 1944 200 days Submarine III
Increased test depth and efficient layouts will be features of the modern submarines, taking advantage of field experience to select appropriate armaments and engines.
2 Oil 3 Steel 1 Chromium
Submarine IV
Manpower.png Service Manpower: 200 Surface detection: 70.0
Surface Visibility: 8.0 Sub Visibility: 10.0
Fire range: 9.0 Evasion: 50.0
Torpedo attack: 24.0 Port capacity usage: 0.5
Anti-air: 1.5 Max Speed: 16.0 kn
Max Range: 6000 km HP: 35.0
Reliability: 80.0% Production Cost.png Production Cost: 600.0

Transports[edit]

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Icon Technology Year Base cost Prerequisites Description Statistics
Transport Ship Transport Ship 1922 150 days
Ship designed solely for troop movement, without any defensive capabilities.
Global stats
Troop convoy requirements: -50%
Naval Invasion Capacity: +10
Landing Craft Landing Craft 1940 200 days Transport Ship
Dedicated invasion craft make landing hostile territory slightly less of a headache.
Global stats
Invasion Preparation Time: -50%
Invasion Defense: +15%
Naval Invasion Capacity: +40
Advanced Landing Craft Advanced Landing Craft 1944 200 days Landing Craft
Advanced Landing craft means that our boys can get on the beach quicker and more effectively during an invasion.
Global stats
Invasion Defense: +50%
Naval Invasion Capacity: +100
Amphibious invasion speed: +25%
Research
Land Infantry · Support Companies · Armor · Artillery · Land Doctrine
Air Naval · Naval Doctrine
Naval Air · Air Doctrine
Industry Engineering · Industry