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
globalThe 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.
Armored infantry
globalOpens an infantry squad with a heavy Praetorian paratrooper.
Industry tier 1 (9)
Cleansing Doctrine
globalA fast and dangerous flamethrower APC with a heavy assault tank for breaking through fortifications.
Doctrine of Support
globalUnlocks access to a heavy infantry fighting vehicle.
Tank doctrine
globalA 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.
Maintainability
globalIf the combine is damaged, it can be repaired.
Prototypes
globalMercenaries will have the opportunity to offer ancient super-heavy vehicles or prototypes based on lost technologies.
Mobile headquarters
globalAllows you to build a mobile infantry camp.
MLRS
globalReplaces the Molot barrel artillery with the Topaz MLRS.
Siege Doctrine
globalThe Siege Doctrine unlocks a range of siege weapons. It involves superior firepower and massive artillery bombardment.
Assault Doctrine
globalUnlocks a range of weapons for assault and clearing. Allows for frontal assaults and direct clashes.
Industry tier 2 (9)
Bunkers
globalYou can now build a bunker. Unlike turrets, it doesn't require electricity.
Heavy turrets
globalThe 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.
Flamethrower turrets
globalSets the terrain ablaze. The temperature of the released mixture allows it to destroy even light vehicles. Ideal for destroying large concentrations of enemies.
Machine gun turrets
globalThe 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.
Emergency call
globalMPZs 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.
Additional Generators
globalAccess to the generator extension is now available. The MSC also receives a portable generator, which provides a starting reserve of grid power.
Repair Expansion
globalIn exchange for a crane, you get a Heavy Repair Vehicle, which provides a small construction square, repairs equipment well, and can change its location.
Macroeconomics
globalAllows you to build a Matter Fabricator. Passive resource gain, making it almost indispensable in the late game. It's explosive.
Tactical missiles
globalExperimental Launch Fabricator Silo, produces heavy missiles with high explosive warheads and controls their launches.
Industry tier 5 (19)
Missile turret
The Combine gets a missile turret on the roof for self-defense.
Barricades
Additional barricades are erected around the turret, increasing its survivability. The ability to move the turret (if any) is lost.
Minefields
Mine-laying kit
Screens
Some protection on the sides.
Med. Bunker
Bunker. Heals infantry in the area.
Grommophone
Grommophone that inspires fighters and enhances their physical abilities.
Machine gun turrets
The vehicle is equipped with machine gun turrets.
Missile turrets
The vehicle is equipped with missile turrets.
Medical tower
The tower additionally heals infantry in a small square.
Mini crane
A small crane-shaped extension opens an additional construction queue for the building. Two different buildings can be built simultaneously.
Flak
Replaces the Armored Car with the Vykhlop anti-aircraft mount.
Strengthening
The trench is reinforced with supports and a roof, turning it into a small bunker.
Unguided rockets
The combat unit is armed with unguided missiles.
Medical block
Slowly restores health to infantry in a large square.
Autocannons
Sponson-mounted guns. Strong against vehicles.
Siege Howitzer
The dreadnought's turret is being replaced with a heavy howitzer platform. Can't fire on the move.
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.
Heavy flamethrowers
Equips the tank with heavy flamethrowers. They set the surface on fire and inflict massive damage on infantry.
Mobility
Allows the repair site to move.