Doctrines & Upgrades

Global research that applies army-wide — economy doctrines, new buildables and combat upgrades. Grouped by the industry tier you need to reach to unlock them.

Industry tier 0 (2)

Barracks towers

global

The Barracks receives a number of local upgrades to choose from. The Medic Tower quickly heals infantry in a square, while the Infantry Tower allows for a larger and more powerful squad of ranged units.

800 min

Armored infantry

global

Opens an infantry squad with a heavy Praetorian paratrooper.

1300 min

Industry tier 1 (9)

Cleansing Doctrine

global

A fast and dangerous flamethrower APC with a heavy assault tank for breaking through fortifications.

500 min

Doctrine of Support

global

Unlocks access to a heavy infantry fighting vehicle.

500 min

Tank doctrine

global

A capacious armored personnel carrier with a heavy anti-aircraft machine gun and a main battle tank with an anti-tank gun. A versatile doctrine for any situation.

500 min

Maintainability

global

If the combine is damaged, it can be repaired.

500 min

Prototypes

global

Mercenaries will have the opportunity to offer ancient super-heavy vehicles or prototypes based on lost technologies.

600 min

Mobile headquarters

global

Allows you to build a mobile infantry camp.

1000 min

MLRS

global

Replaces the Molot barrel artillery with the Topaz MLRS.

1500 min

Siege Doctrine

global

The Siege Doctrine unlocks a range of siege weapons. It involves superior firepower and massive artillery bombardment.

1500 min

Assault Doctrine

global

Unlocks a range of weapons for assault and clearing. Allows for frontal assaults and direct clashes.

2000 min

Industry tier 2 (9)

Bunkers

global

You can now build a bunker. Unlike turrets, it doesn't require electricity.

1000 min

Heavy turrets

global

The AK-125 turret is effective against light, medium, and heavy vehicles. Its reinforced base provides increased strength, and its observation devices provide a greater range of engagement.

1000 min

Flamethrower turrets

global

Sets the terrain ablaze. The temperature of the released mixture allows it to destroy even light vehicles. Ideal for destroying large concentrations of enemies.

1000 min

Machine gun turrets

global

The AK-30 anti-aircraft mobile turrets have a high rate of fire and damage to infantry. They can effectively engage light vehicles and aerial targets. They can move and dig in. Once dug in, the turret loses its ability to move.

1000 min

Emergency call

global

MPZs will be able to call in worker reinforcements in the form of an additional harvester. This is very useful if a harvester cannot be ordered at the factory.

500 min

Additional Generators

global

Access to the generator extension is now available. The MSC also receives a portable generator, which provides a starting reserve of grid power.

1400 min

Repair Expansion

global

In exchange for a crane, you get a Heavy Repair Vehicle, which provides a small construction square, repairs equipment well, and can change its location.

2000 min

Macroeconomics

global

Allows you to build a Matter Fabricator. Passive resource gain, making it almost indispensable in the late game. It's explosive.

3000 min

Tactical missiles

global

Experimental Launch Fabricator Silo, produces heavy missiles with high explosive warheads and controls their launches.

3000 min

Industry tier 5 (19)

Missile turret

The Combine gets a missile turret on the roof for self-defense.

50 min3s

Barricades

Additional barricades are erected around the turret, increasing its survivability. The ability to move the turret (if any) is lost.

70 min5s

Minefields

Mine-laying kit

80 min4s

Screens

Some protection on the sides.

100 min5s

Med. Bunker

Bunker. Heals infantry in the area.

100 min5s

Grommophone

Grommophone that inspires fighters and enhances their physical abilities.

100 min5s

Machine gun turrets

The vehicle is equipped with machine gun turrets.

100 min10s

Missile turrets

The vehicle is equipped with missile turrets.

100 min10s

Medical tower

The tower additionally heals infantry in a small square.

100 min10s

Mini crane

A small crane-shaped extension opens an additional construction queue for the building. Two different buildings can be built simultaneously.

100 min10s

Flak

Replaces the Armored Car with the Vykhlop anti-aircraft mount.

100 min5s

Strengthening

The trench is reinforced with supports and a roof, turning it into a small bunker.

120 min6s

Unguided rockets

The combat unit is armed with unguided missiles.

120 min5s

Medical block

Slowly restores health to infantry in a large square.

150 min5s

Autocannons

Sponson-mounted guns. Strong against vehicles.

200 min5s

Siege Howitzer

The dreadnought's turret is being replaced with a heavy howitzer platform. Can't fire on the move.

200 min5s

Infantry tower

The infantry turret replaces the standard riflemen with a larger squad of regular infantry. The turret can also fire a high-caliber sniper rifle.

200 min10s

Heavy flamethrowers

Equips the tank with heavy flamethrowers. They set the surface on fire and inflict massive damage on infantry.

250 min5s

Mobility

Allows the repair site to move.

250 min5s