Technologies are the key to success in the game. They are the main way to improve your units and buildings.
The new Academy building can be constructed next to a town or a city currently allowing you to research up to 11 technologies. Additional technologies will be added in the future. It's also worth mentioning that technologies are optional and you can play Line War exactly like you have before, but if you are ready to level up your mid and end game you now have plenty of options!
Enables infantry and commando units to entrench faster and they camouflage their entrenchments making it much more difficult for the enemy to spot them. They also travel faster in rough hostile terrain. Bonuses for Infantry and Commandos: - {0} less movement penalty in difficult terrain. - {1} faster digging. - Stealthier entrenchments.
Converts your tanks and adds transport capability for infantry and commando units. Not only does this allow your soldiers to be transported fast, they do not suffer any fatigue and they are protected by the armour of the tank. Tanks get a cargo-hold for soldiers. Use the Move directive to pick up and carry soldiers. Don't forget to include the soldier's type.
Transforms your transport jets making them capable to also drop Infantry, Artillery and SAM units in parachutes. Before you research this technology, transport jets can only drop commandos in parachutes. Paradropping for Infantry, Artillery and SAM.
Transforms your submarines so they can transport land units, except tanks, for stealthy insertions. Combine this technology with pioneer corps for extra stealthy insertions. Submarines get a cargo-hold for soldiers. The Submarine can now participate in amphibious operations in the same way Landing Crafts do.
Improves the visibility range of submarines increasing their scouting capability. Submarines get a major improvement to far sight.
Adds a battery of Tomahawk-like cruise missiles that enables your cruisers to attack structures further inland from the coast. Cruisers get an anti-structure cruise missile with a range of {0}.
Reduces the time it takes to build new structures, and it also allows you to dismantle and salvage reimbursing your with some of the cost of its construction. {0} faster construction & upgrading rate. Self-destruct replaced by new salvage function, which deconstructs the building over {1} seconds and reclaims {2} of it's original construction cost. Applies to non-eco buildings only.
Conceals your producer structures making it more difficult for your enemy to first detect them. Stealthier Producers, Airstrips, Powerplants, Depots and Pipelines.
Adds strong plating armour to your producer structures and energy storage facilities making them more durable and harder for your enemy to destroy. Non-eco buildings get {0} more HP and {1} faster repair rate. The total cost of repairing a structure from almost zero HP to fully repaired does not change.
Increases the profitability of industries (Mines, Farms, and Lumber Mills). Industries yield {0} more income while connected to a City
Increases the revenue you earn from trade routes. If you can protect your trade routes and research this technology, it will make your trade routes significantly more lucrative. Increases natural income from Ports and income from delivered goods via trade routes by {0}.
In Release 39 was added:
Units that are in close proximity of a producer of its kind will automatically repair and heal faster. Thiss serves to incentivize the establishment of forward- or proxy bases. All producers will now perform “super refitting” (fast healing, repair or tech upgrades) on compatible, nearby units. You'll easily be able to recognize when super-refitting is in action as robotic repair helpers appear next to the units and medkits appear next to soldiers that are healing.
All revenue and expense is now calculated once per second, construction being the only exception (which is paid upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero. When your producers appear to have halted your production, i.e. there is no progress or robotic arm movement, it is likely because you are spending more capital than you are generating. A new economy warning will sound when your upkeep and production costs are higher than your income.
All features will be implemented and finalized one by one, with the goal of a successful release in December.