![]() ![]() Statistics, stats, or equipment values are values that equipment types can carry. If you spot a mistake, please help with fixing it. When a country unlocks a type of equipment while employing a matching design company, its bonuses will be attached to all variants of that equipment type. Man the Guns makes designing variants an integral step of building ships, as only individual hulls and modules get researched that don't unlock ship variants (or classes) by themselves. Ship variants (ship classes) have a particular set of modules attached to them. In either case, countries can further modify several types of equipment by spending the respective kind of experience.įor example a country may create a variant of their light fighter 2 base variant, increasing its range, by spending air experience. With Death or Dishonor equipment variants can alternatively be licensed from other countries. ![]() Researching an equipment technology unlocks a basic variant of the equipment type particular to that country. Each tank equipment type and the armored vehicles based on it form a family. This has an effect on production efficency retention.Ī family of equipment types share common mechanical parts that make transitioning production between them easier. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. By contrast, equipment of different archetypes, such as light and medium tanks, are never interchangeable.Īn equipment type belongs to an archetype and forms the basis of variants that countries create when they unlock it. For example a German division that needs 100 medium tanks can use any mix of variants of Panzer IIIs, Panzer IVs, Panthers, or foreign medium tank equipment. ![]() The equipment needs of units refer to general equipment archetypes. ![]()
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