Historical Technology of Brandenburg

Started by swamphen, March 19, 2007, 03:06:09 PM

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swamphen

as of 1906:

BB/AC Maximum Armor Plating (turrets, belts & CT):
1900 Advanced (+1): Krupp Cemented

Gun Quality:
1905 Advanced (+1)
add a 13.8"/40 (a gun between 13" and 14") and a 12"/45 gun.


BB/AC Architecture
1906 Cutting Edge (+3): Superfiring turrets, all centerline, triple turrets

Light Cruiser Architecture
1900 Advanced(+1): ammunition hoists, deck torpedo armament, superfiring mounts

Destroyer and TB architecture
1905 Advanced (+1):double TTs - max 8, displacement 750t

Torpedo Technology
1899 Baseline (0):3000@36, 500@30, 100kg warhead(+0 dam.), early wet heater 1t
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t

Artillery Shells
1905 Advanced (+1): Armour-Piercing

Naval Propulsion
1905: Cutting Edge (+3) Engine year 1909, Max. Turbine power 12000HP/Shaft

1906 Oil-firing boilers
     allows bunkers with larger than 10% percentage for oil


Submarines
1900 Baseline (0): up to 200 t standard, 8 knots submerged, 2 tubes

Mine warfare
Baseline (0): primitive paravanes and dragged booms behind small expendable vessels- suicide duty. Electrical Contact mines

Infantry Unit's Maximum Equipment Quality
1905 Advanced 5/3

Cavalry Unit's Maximum Equipment Quality
1895 Baseline 4/1

Army Reserves:
1895 Dated: Can maintain one reserve unit per 2 active strength units

CBR warfare
1905 Advanced: Tear-producing substances, chlorine,plague fleas and rats etc.

Dirigible airships
1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts

Heavier-than-air crafts
Baseline: None, perhaps a few private experimenters with gliders
1902 Advanced: Primitive flying machines: Wright Flyer, Langly Aerodrome etc. 1906 historical year

Anti-aircraft gun and altitudes
Baseline (0): High angle anti-ballon guns or machine guns (up to 1 pounders) = 1,000 feet - starting point for everyone.

Internal Combustion Engines (Land, submarines, and air)
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1905 Cutting Edge(+3):Diesel engines, Land, airship and naval engines up to 750HP, 75 HP aeroplane engines

Amphibious Technology
Baseline(0)  lifeboats and the use of enemy harbors.
1905  Advanced (+1) shallow draft barges and shallow draft support ships

Long-range Direction Finding
1905 Advanced (+1): Early Huelsmeyer-type "radar", listening dishes, War tuba's.

Signals Intelligence
1900 Advanced (+1): ability to use and break simple codes, bored crews at wireless stations listening to radio traffic

Sachmle

#1
DKB Tech as of January 1915

Have it
Getting it
On hold
Don't got it

Naval Propulsion
1895 Baseline(0): Complex Reciprocating Engines, Engine Year 1900
1902 Advanced (+1): Engine year 1905, Max. Turbine power 5000HP/Shaft,
        Direct-drive Turbines
1905 Cutting Edge (+3) Engine year 1909, Max. Turbine power 12000HP/Shaft
1909: Engine year 1912, Max. Turbine power 20000HP/Shaft

1913: Engine year 1916, Max. Turbine power
1917: Engine year 1920, unlimited power/shaft
1922: Engine year 1925
1927: Engine year 1930

And some other miscellaneous propulsion technology:
1900 Underway Recoaling
1906 Oil-firing boilers
     allows bunkers with larger than 10% percentage for oil

1906 Electric Propulsion
1912 Geared Drives
1912 Capital Ship Diesel Engines
1915 Underway Refueling

Gun Technology
1885 Primitive (-3)
1895 Dated(-1)
1900 Baseline(0)
1902 Advanced(+1)
1907 Cutting Edge(+3) - was 1910

1911 - was 1915
1915 - was 1920
1921 - was 1925
1928 - was 1930

BB/AC Architecture
1880 Dated: Main guns in twin turrets, secondaries in casemate
1890 Baseline (0): Mixed main armament or AQY with double turrets+casemates
1904 Advanced (+1): All-big-gun ship with wing turrets, improved turret hydraulics,
Torpedo Bulkheads
1906 Cutting Edge (+3): Superfiring turrets, all centerline, triple turrets

1912: Futurisitc:  Quadruple turrets

Light Cruiser Architecture
1880 Baseline(0): guns in single mounts or casemates, on side/centerline
1900 Advanced(+1): ammunition hoists, deck torpedo armament, superfiring mounts

1910 Cutting Edge (+5): twin gun mounts
1920: turrets and barbettes

Destroyer and TB architecture
1880 Baseline (0): single TTs - max 4, displacement 500t
1904 Advanced (+1):double TTs - max 8, displacement 750t
1908 Cutting Edge (+3): triple TTs - max 12, displacement 1000t

1912: max displacement 1500t,
1918: quad TTs, 2000t

Armor technology
1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 0

1915 All Imp. KC types +10%

An armor tech not related to the metallurgical aspects of the main tree, and not required as a pre-requisite to later techs on that main tech tree:
1912 Sloped external belts; "All or Nothing" Protective Schemes

Torpedo Technologies
1890 Primitive (-2) : 800m@26kts range, 50kg warhead (-1 dam.), compressed air 0.5t, 16" dia.
1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t, 16"
1899 Baseline (0):3000@26, 1500@30, 100kg warhead(+0 dam.), early wet heater 1t, 18"
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t, 18"
1908 Cutting Edge (+3): 7000@26, 3000@35, 100kg warhead, imp. wet heater, 1t, 21"

1913: (+5) 15000@26, 10000@30,7000@35, 200kg warhead (+1), 2t, 21"
1918: (+8) 20000@26, 15000@30, 10000@35, 300kg warhead (+2) 3t weight, 24"

Electric Torpedo Proplusion
1905: 2000@20/1000@30, +0 damage, 2t
1914 3000@20/1500@30, +1 damage, 2t
1925 4000@25/2500@35, +1 damage, 2t
1935 5000@30/3500@35 +1 damage, 2t

Submarines
Dated (-1): no subs
1900 Baseline (0) :up to 300 t surfaced, 8 knots submerged, 1TT, 3 torpedoes
1905 Advanced (+1): up to 500t surfaced, 10 knots submerged, 2 TT, 4 torpedoes
1910 Cutting Edge: up to 1000 t surfaced, 10 knots submerged, 4 TT, 8 torpedoes

1914: up to 1500 t surfaced, 10 knots submerged, 6 TT, 12 torpedoes
1916: up to 2000 t surfaced, 10 knots submerged, 24 torpedoes
1920: up to 3000t

Mine Warfare
1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small vessels.  Horn mines.

1908: Advanced (+1): advanced paravanes, active charges. Reliable horn mines, early antenna mines.
1918: Reliable antenna mines.
1922: Unreliable magnetic mines & countermessures.

Naval Artillery Shells
1880 Primitive(-2): Solid shot
1890 Dated (-1): High Explosive
1895 Baseline (0): Semi Armour-Piercing
1905 Advanced (+1): Armour-Piercing
1908 Cutting Edge (+3): Capped shells

1916: Improved capped shells

ASW
1910: ASW tactics, primitive depth charges
1916: hydrophones, improved depth charges
1926: further improvements

Night fighting
1908: basic tactics, searchlight, night scopes
1912: starshell + improved tactics
1918: Illuminating shells with parachute, improved night scopes

Rangefinding, Fire Control and Gunnery
(development takes twice as long as a normal tech)
1908: centralized FC, early directors - 12kyd
1912: primitive FC computers -18kyd
1918: Central director stations, long base-length RF - 24kyd
1928: Search radars, spotting planes, electromechanical FC computers - 30kyd

Radar technology (double-time tech)
1905: Advanced (+1): Early Huelsmeyer-type "radar", listening dishes, War tuba's.
1915: Cutting Edge (+3): refined Huelsmeyer-type "radar"
1925: Futuristic (+5): primitive "modern" search RADAR

Line Infantry Weapons

1870 Primitive (-2) Rating 2 Artillery 0.5
1885 Dated (-1) 3/1
1895 Baseline (0) 4/2
1905 Advanced (+1) 5/3

1915 Cutting Edge(+3) 6/4

Special Units Weapons
1870 Primitive (-2) Rating 2 Artillery 0
1885 Dated (-1) 3/0.5
1895 Baseline (0) 4/1
1905 Advanced (+1) 5/1.5

1915 Cutting Edge (+1) 6/2

Army Mobilization and Reserves:
1895 Dated (-1): Can maintain one reserve unit per 2 active strength units
1900 Baseline (0): Can maintain one reserve unit per one active strength unit
1905 Advanced (+1): Can maintain two reserve units per one active strength unit

1910 Cutting Edge (+3): Can maintain three reserve units per one active strength unit OR at General Mobilization can begin moving units from depots on day 5

CBR warfare:
1880 Baseline(0) Blankets with smallpox, trebuchets with dead animals.
1905 Advanced (+1): Tear-producing substances, chlorine,plague fleas and rats etc.

1910 Cutting Edge (+3): Phosgene
1915: Futuristic (+5) mustard gas, anthrax spores
1920: Terrifying (+7) Early nerve gases,

Heavier-than-air crafts
Baseline: None, perhaps a few private experimenters with gliders
1902 Advanced: Primitive flying machines: Wright Flyer, Langly Aerodrome etc. 1906 historical year
1906 Cutting Edge: Historical 1910 aircraft level

1910: hostirical 1914 aircrafts
1913: historical 1916 aircrafts
1915: historical 1918 aircrafts
1920: historical 1922 aircrafts
1928: historical 1930 aircrafts

Dirigible airships
Dated: None
1898 Baseline: Type 0: Volume 10 000m³ nonrigid airships, 30kts
1905 Advanced (+1): Type 1 Volume: 20 000m³ and 4 tons military payload over 700 nm speed 40 kts
1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts

1915: Type 3 Volume: 70 000m³ and 16 tons military payload over 2200 nm speed 60 kts
1920: 4 Volume: 130 000m³ and 31 tons military payload over 3900 nm speed 65 kts
1925: Volume: 210 000m² and 60 tons military payload over 5200 nm speed 70 kts

Anti-aircraft gun and altitudes
Baseline (0): High angle anti-ballon guns or machine guns (up to 1 pounders) = 1,000 feet - starting point for everyone.
High-angle anti-balloon guns are perfect for that role.
1908 Advanced (+1): High angle anti-air guns (20-40mm) = 5,000 feet

1914 Cutting Edge (+3): High angle artillery (40-80mm) = 15,000 feet
1925 Futuristic (+5): High altitude artillery (80mm+) = 30,000 feet

Internal Combustion Engines (Land, submarines, and air)
Dated (-1): none
1895 Baseline (0): Gas, petrol(gasoline) and alcohol-fueled engines up to 20HP
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1905 Cutting Edge(+3):Diesel engines, Land, airship and naval engines up to 750HP, 75 HP aeroplane engines

1910 Futuristic  (+5): IC engines up to 2000HP, 120HP Aeroplane engines (1910)
1914: Engines up to 3000HP, 200HP Aeroplane engines (1916)
1920: Engines with no effective limit on max output (1920), Aeroplane engines 300HP

Amphibious Technology
Baseline(0)  lifeboats and the use of enemy harbors.
1905  Advanced (+1) shallow draft barges and shallow draft support ships

1910 Cutting edge (+3)  LST ships
1920 Futuristic (+5) Landing support ships and LST carriers
1928 Ultimate (+7): Mulberry harbors and amphibious vehicles.

Railway guns
1900: Baseline (0): Railway guns of up to 150mm, armored trains
1905: Advanced (+1): Railway guns of up to 254mm
1910: Cutting Edge (+3): Railway guns of up to 356mm
1915: Futuristic (+5): Unrestricted calibre railway guns

Motorization
($0.5 and 0.25 BP per level of Motorization)
Baseline is granted automatically upon possession of both of the below:
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1895 Baseline (0) Line Infantry 4/2 or Special 4/1 Corps

1900 Baseline - 0; Experimental:  A few cars and trucks have been bought by your army to see what they can do; everything else follows from this.
1910 Advanced +1; Support Units: Several army support functions, but not all, such as HQ, logistics, artillery, etc have been equipped with trucks.  This is the level that Nazi's Germany's infantry units were at during most of WW2; the Wehrmacht had more horses, mules and donkeys than the Kaisers army.
1920 Cutting edge +3); Uniform Support Motorization: Basically everything other than leg infantry now rolls to battle.  This would be the level of the US infantry in WW2.
1930 Futuristic +5; Whole Motorization: The leg infantry now have wheels also.

Light Armor (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $2 per level plus a flat 1 BP)
1905 Advanced +1; Experimental Armored Cars:  Someone in your army decided to slap a machine gun and some sheet steel onto one of those cars or trucks to see what it can do.  This tech requires experimental motorization.
1910 Cutting edge +3; Armored Car Unit: A few units have been given armored cars; mostly for use in scouting.
1915 Futuristic +5; Basic Tankette: The need for better cross country mobility has led to use of tracks; 5 to 15 tons and no more than machine guns or light cannon.  Reliability of the Tankette can be an issue.  Still in numbers these can break trench lines.
1920 Way out +7; Improved Tankette:  Faster and improved reliability of the Tankette; still a support unit and not a formation onto itself.

Heavy Armour (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $4 per level plus a flat 4 BP)
Requires Experimental Armored Cars or Motorized Support Units

1910 Advanced +1; Experimental Tank:  Someone has decided that those armored cars or perhaps an artillery prime mover show the way to even larger mechanical monsters. The result is a tank like the British Mark I "Mother", French St Chamond or German AV7; and just like there real world contemporary would be highly unreliable mechanically. Requires Experimental Armored Cars or Motorized Support Units
1915 Cutting edge +3; Basic Tanks: Can now build fairly reliable tanks in numbers and have the tactics to make use of them.  This allows the production of something like the British Mark IV/V or German A7V/U (a mark IV clone).
1925 Futuristic +5; Improved Tanks: Much better mechanical reliability and designs; use of turrets instead of hull mounts, smaller crews, etc.
1935 Way Out +7; PzIII

Secret Service/Intelligence
Baseline (0): ability to create simple codes (if a player requests this ability.)
1900 Advanced (+1): ability to use and break simple codes, bored crews at wireless stations listening to radio traffic
1905 Cutting Edge(+3): basic encoding protocols, dedicated radio and telegraph line listening stations
1912: Futuristic(+5): centralized cryptographic institutions, enforced radio discipline, Room 40
1920: Primitive mechanical encoding/decoding machines etc.
"All treaties between great states cease to be binding when they come in conflict with the struggle for existence."
Otto von Bismarck

"Give me a woman who loves beer and I will conquer the world."
Kaiser Wilhelm

"If stupidity were painfull I would be deaf from all the screaming." Sam A. Grim

Sachmle

DKB Tech as of June 1918

Have it
Getting it
Can't trade it
On hold
Don't got it

Naval Propulsion
1895 Baseline(0): Complex Reciprocating Engines, Engine Year 1900
1902 Advanced (+1): Engine year 1905, Max. Turbine power 5,000 HP/Shaft, Direct-drive Turbines
1905 Cutting Edge (+3) Engine year 1909, Max. Turbine power 12,000 HP/Shaft
1909: Engine year 1912, Max. Turbine power 20,000 HP/Shaft
1913: Engine year 1916, Max. Turbine power 35,000 HP/Shaft

1917: Engine year 1920, Max. Turbine power 40,000 HP/Shaft, Engine year = year laid down.

And some other miscellaneous propulsion technology:
1900 Underway Recoaling
1906 Oil-firing boilers (allows bunkers with larger than 10% percentage for oil)

1906 Electric Propulsion
1912 Geared Drives
1912 Capital Ship Diesel Engines
1915 Underway Refueling

Naval Artillery
1885
1895
1900
1902
1907

1911 - From Hapsburg
1915
1921
1928

BB/AC Architecture - Main battery in turrets
1880: Main guns in twin turrets, secondaries in casemate
1890: Mixed main armament or AQY with double turrets+casemates
1904: All-big-gun ship with wing turrets, superfiring turrets (restricted axial firing arcs), improved turret hydraulics, Torpedo Bulkheads
1906: Superfiring turrets (unrestricted firing arcs), triple turrets

1912: Quadruple turrets
1920: No restriction (high or low) on caliber of turreted guns

Aircraft/Seaplane Carriers
1910: experimental aviation ships; automatically granted upon completion of the 1910 Aircraft (1914 models) tech.
1915: floatplanes; flying-off decks for wheeled aircraft
1918: gunpowder catapults for floatplanes; separate landing and taking-off decks for wheeled aircraft
1922: hydraulic catapults; full length decks for wheeled aircraft; arrestor wires
1926: armored box carrier

Light Cruiser Architecture - Main battery in deck mounts/casemates
1880 Baseline(0): guns in single mounts or casemates, on side/centerline
1900 Advanced(+1): ammunition hoists, deck torpedo armament, superfiring mounts

1910 Cutting Edge (+5): twin gun mounts (require hoists); powered gun mounts; unrestricted weapon armor

Destroyer and TB architecture - Top speed no less than 20kts, composite and cross-sectional hull strength > 0.49
1880 Baseline (0): single TTs - max 4, displacement 500t
1904 Advanced (+1):double TTs - max 8, displacement 750t
1908 Cutting Edge (+3): triple TTs - max 12, displacement 1000t

1912: max displacement 1500t
1918: quad TTs, 2000t
1924: quintuple TTs, 2500t

Armor technology
1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 0
1915 All Imp. KC types +10%


An armor tech not related to the metallurgical aspects of the main tree, and not required as a pre-requisite to later techs on that main tech tree:
1912 Sloped external belts; "All or Nothing" Protective Schemes

Torpedo Technologies
1890 Primitive (-2) : 800m@26kts range, 50kg warhead (-1 dam.), compressed air 0.5t, 16" dia.
1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t, 16"
1899 Baseline (0):3000@26, 1500@30, 100kg warhead(+0 dam.), early wet heater 1t, 18"
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t, 18"
1908 Cutting Edge (+3): 7000@26, 3000@35, 100kg warhead, imp. wet heater, 1t, 21"
1913: (+5) 15000@26, 10000@30,7000@35, 200kg warhead (+1), 2t, 21"

1918: (+8) 20000@26, 15000@30, 10000@35, 300kg warhead (+2) 3t weight, 24"
1928: (+12)Reliable Oxygen Torpedoes (aka Long Lance Torpedoes, double time tech)

Electric Torpedo Propulsion
1905: 2000@20/1000@30, +0 damage, 2t
1914 3000@20/1500@30, +1 damage, 2t
1925 4000@25/2500@35, +1 damage, 2t
1935 5000@30/3500@35 +1 damage, 2t

Submarines
Dated: no subs
1900
1905
1910

1915
1920
1925
1930
1935
1940

MTB
1905
1910
1914
1918
1922
1928

Mine Warfare
1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small vessels.  Horn mines.

1908: Advanced (+1): advanced paravanes, active charges. Reliable horn mines, early antenna mines.
1918: Reliable antenna mines.
1922: Unreliable magnetic mines & countermeasures.

Naval Artillery Shells
1880 Primitive(-2): Solid shot
1890 Dated (-1): High Explosive
1895 Baseline (0): Semi Armour-Piercing
1905 Advanced (+1): Armour-Piercing
1908 Cutting Edge (+3): Capped shells


ASW
1910: ASW tactics, primitive depth charges
1916: hydrophones, improved depth charges

Night fighting
1908: basic tactics, searchlight, night scopes
1912: starshell + improved tactics - From New Switzerland
1918: Illuminating shells with parachute, improved night scopes

Rangefinding, Fire Control and Gunnery
(development takes twice as long as a normal tech)
1908: centralized FC, early directors - 12kyd
1912: primitive FC computers -18kyd
1918: Central director stations, long base-length RF - 24kyd
1930: Electromechanical FC computers - 30kyd

Radar technology (double-time tech)
1905: Advanced (+1): Early Huelsmeyer-type "radar", listening dishes, War tuba's.
1915: Cutting Edge (+3): refined Huelsmeyer-type "radar"
1930: Futuristic (+5): primitive "modern" search RADAR

Line Infantry Weapons
1870 Primitive (-2) Rating 2 Artillery 0.5
1885 Dated (-1) 3/1
1895 Baseline (0) 4/2
1905 Advanced (+1) 5/3

1915 Cutting Edge(+3) 6/4
1925 (+4) 7/5
1935 (+5) 8/6

Special Units Weapons
1870 Primitive (-2) Rating 2 Artillery 0
1885 Dated (-1) 3/0.5
1895 Baseline (0) 4/1
1905 Advanced (+1) 5/1.5

1915 Cutting Edge (+1) 6/2
1925 (+2) 7/2.5
1935 (+2) 8/3

Army Mobilization and Reserves:
1895 Dated (-1): Can maintain one reserve unit per 2 active strength units
1900 Baseline (0): Can maintain one reserve unit per one active strength unit
1905 Advanced (+1): Can maintain two reserve units per one active strength unit

1910 Cutting Edge (+3): Can maintain three reserve units per one active strength unit OR at General Mobilization can begin moving units from depots on day 5

CBR warfare:
1880 Baseline(0) Blankets with smallpox, trebuchets with dead animals.
1905 Advanced (+1): Tear-producing substances, chlorine,plague fleas and rats etc.

1910 Cutting Edge (+3): Phosgene
1915: Futuristic (+5) mustard gas, anthrax spores
1920: Terrifying (+7) Early nerve gases,

Heavier-than-air crafts
Baseline: None, perhaps a few private experimenters with gliders
1902: Advanced: Primitive flying machines: Wright Flier, Langley Aerodrome etc. 1906 historical year
1906: Cutting Edge: Historical 1910 aircraft level
1910: historical 1914 aircrafts

1913: historical 1916 aircrafts
1917: historical 1918 aircrafts (wireless possible in multi-engine types)
1921: historical 1922 aircrafts (wireless possible in single-engine types)
1925: historical 1926 aircrafts
1929: historical 1930 aircrafts
1933: historical 1934 aircrafts
1937: historical 1938 aircrafts

Dirigible airships
Dated: None
1898 Baseline: Type 0: Volume 10 000m³ nonrigid airships, 30kts
1905 Advanced (+1): Type 1 Volume: 20 000m³ and 4 tons military payload over 700 nm speed 40 kts
1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts

1915: Type 3 Volume: 70 000m³ and 16 tons military payload over 2200 nm speed 60 kts
1920: 4 Volume: 130 000m³ and 31 tons military payload over 3900 nm speed 65 kts
1925: Volume: 210 000m² and 60 tons military payload over 5200 nm speed 70 kts

Anti-aircraft gun and altitudes
1903 (-1):  Machine gun caliber weapons aimed by hand and eye. Field guns firing non-AA specific ammunition.
1910 (0):  Purpose designed weapons and ammunition, including hand adjusted timed-fused shells for larger calibers, and tracers in machine guns and autocannon.

1918 (+1): Improved timed fuses. AA fire plans. Central post AA fire control.
1926 (+2): Improved ammunition supply for automatic weapons. Early AA fire control tables. Dual Purpose guns.
1936 (+3): Mature AA fire control. Radar guided AA fire control. Proximity fuses for guns larger than 75mm.

Amphibious Technology
Baseline(0)  lifeboats and the use of enemy harbors.
1905: Advanced (+1) shallow draft barges and shallow draft support ships

1910: Cutting edge (+3)  LST ships
1920: Futuristic (+5) Landing support ships and LST carriers
1928: Ultimate (+7): Mulberry harbors and amphibious vehicles.

Railway guns
1900: Baseline (0): Railway guns of up to 150mm, armored trains
1905: Advanced (+1): Railway guns of up to 254mm
1910: Cutting Edge (+3): Railway guns of up to 356mm
1915: Futuristic (+5): Unrestricted caliber railway guns

Motorization
($0.5 and 0.25 BP per level of Motorization)
Baseline is granted automatically upon possession of both of the below:
1900: Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1895: Baseline (0) Line Infantry 4/2 or Special 4/1 Corps

1900 Baseline - 0; Experimental:  A few cars and trucks have been bought by your army to see what they can do; everything else follows from this.
1910 Advanced +1; Support Units: Several army support functions, but not all, such as HQ, logistics, artillery, etc have been equipped with trucks.  This is the level that Nazi's Germany's infantry units were at during most of WW2; the Wehrmacht had more horses, mules and donkeys than the Kaisers army.
1920 Cutting edge +3); Uniform Support Motorization: Basically everything other than leg infantry now rolls to battle.  This would be the level of the US infantry in WW2.
1930 Futuristic +5; Whole Motorization: The leg infantry now have wheels also.

Light Armor (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $2 per level plus a flat 1 BP)
1905 Advanced +1; Experimental Armored Cars:  Someone in your army decided to slap a machine gun and some sheet steel onto one of those cars or trucks to see what it can do.  This tech requires experimental motorization.
1910 Cutting edge +3; Armored Car Unit: A few units have been given armored cars; mostly for use in scouting.
1915 Futuristic +5; Basic Tankette: The need for better cross country mobility has led to use of tracks; 5 to 15 tons and no more than machine guns or light cannon.  Reliability of the Tankette can be an issue.  Still in numbers these can break trench lines.
1920 Way out +7; Improved Tankette:  Faster and improved reliability of the Tankette; still a support unit and not a formation onto itself.

Heavy Armour (allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $4 per level plus a flat 4 BP)
Requires Experimental Armored Cars or Motorized Support Units

1910 Advanced +1; Experimental Tank:  Someone has decided that those armored cars or perhaps an artillery prime mover show the way to even larger mechanical monsters. The result is a tank like the British Mark I "Mother", French St Chamond or German AV7; and just like there real world contemporary would be highly unreliable mechanically. Requires Experimental Armored Cars or Motorized Support Units
1915 Cutting edge +3; Basic Tanks: Can now build fairly reliable tanks in numbers and have the tactics to make use of them.  This allows the production of something like the British Mark IV/V or German A7V/U (a mark IV clone).
1925 Futuristic +5; Improved Tanks: Much better mechanical reliability and designs; use of turrets instead of hull mounts, smaller crews, etc.
1935 Way Out +7; PzIII

Secret Service/Intelligence
Baseline (0): ability to create simple codes (if a player requests this ability.)
1900 Advanced (+1): ability to use and break simple codes, bored crews at wireless stations listening to radio traffic
1905 Cutting Edge(+3): basic encoding protocols, dedicated radio and telegraph line listening stations
1912: Futuristic(+5): centralized cryptographic institutions, enforced radio discipline, Room 40
1920: Primitive mechanical encoding/decoding machines etc.
"All treaties between great states cease to be binding when they come in conflict with the struggle for existence."
Otto von Bismarck

"Give me a woman who loves beer and I will conquer the world."
Kaiser Wilhelm

"If stupidity were painfull I would be deaf from all the screaming." Sam A. Grim