Four tracks, three levels, real commitment — not instant buffs
Upgrades & research
Composite Plating, Gyro Ballistics, Turbo Drivetrains and Field Logistics. Each level costs more, takes longer, and hits the whole army when it lands.
At a glance
- The tracks
- Armor / Weapons / Mobility / Logistics — up to level 3 each
- What they cost
- Supply plus 20 / 35 / 50 tech per level (hauled from salvage yards) — and the Command HQ advance costs 60 tech on top
- How long they research
- About 12 seconds for the first level, then 20, then 28 — you pay now, benefit later
- Signature tech
- Each of the 12 brigades can research its unique signature technology at HQ
Army upgrades
Four upgrades reach three levels each: Plating, Ballistics, Drivetrains, and Logistics. Each level costs supply plus tech and takes research time before the whole army benefits. Salvage yards pay the tech once you advance to Staff HQ (Echelon II); the Command HQ advance itself costs 60 tech — the second tech sink.
Cost and time at a glance
You pay supply and tech the moment research starts; the level only lands when the timer hits zero. Buying while research is running is blocked, and you can't go past three. When armor finishes, every living friendly unit gets tougher right then.
| Going to | Cost & wait |
|---|---|
| Level 1 | Base cost + 20 tech / about 12 seconds |
| Level 2 | Base plus a bit + 35 tech / about 20 seconds |
| Level 3 | Base plus more + 50 tech / about 28 seconds |
| Signature Tech | Brigade-specific cost & time at HQ (e.g. Zhukov 250 supply / 30s) |
What each level gives you
Armor is staying power — each level adds +15% max HP and 10% shell resist, and three levels is +45% HP plus 30% resist for a Maus. Weapons add damage (+14% per level) and make reloads quicker (~7% per level). Mobility makes you noticeably faster each level. Logistics makes trucks carry +18% more cargo and makes both Workshop and convoy heals stronger (+10 HP per level), plus your HQ's next tank comes a touch sooner.
| Upgrade | Zero → full (3 levels) |
|---|---|
| Composite Plating | +45% max HP and 30% shell resist for everyone alive |
| Gyro Ballistics | +42% damage and ~21% faster reloads |
| Turbo Drivetrains | About a quarter faster on land |
| Field Logistics | +54% cargo value on supply and tech; Workshop and convoy heals scale up |
When to research
Research is scoutable — your opponent can see you're researching and how long is left, and you have already paid. Don't start the big 20-28 second levels while brawling; that's a window where you are poorer but not stronger yet. Without a safe depot and trucks hauling tech from salvage yards, just make tanks or buildings before expensive tech. Once income is solid, stack upgrades before the big HQ push.
Upgrades vs buildings
Upgrades are army-wide; buildings are board presence. One helps everywhere a little, the other helps somewhere a lot. If the front is static, a Workshop can be worth more than Plating 1. If you own two depots and trucks are flowing, Hub plus Logistics 1 pays back versus a baseline truck in about seven deliveries.