Council of Gloom
Accepting Applicants, New Positions Always Welcome
Government Administration
Chairman of the National Government: Carmen510
Vice Chairman of the National Government: Karmic Knight
Foreign Minister: potatokiosk
Minister of Economic Development: Luckymoose
Director of Chinese Research and Development: Position Available
Military Administration
Chief of the Armed Forces: germanicus12
Chief of the ROC's Army: Dachs
Chief of the ROC's Navy: Position Available
Chief of the ROC's Air Force: PrinceScamp
Chinese Intelligence Agency
Director of the Chinese Intelligence Agency (CIA): taillesskangaru
Minister of Internal Security: Position Available
European Surveillance Committee Chairman: Position Available
Japanese Surveillance Committee Chairman: Jos Ballenbak
African/Middle Eastern Surveillance Committee Chairman: Position Available
Americas' Surveillance Committee Chairman: Position Available
Military Personnel
General of the Anti-Comintern Front: IronMan2055
General of the 1st National Chinese Army: Equuleus
Available Technology Research:
(?) -> Means that tech effects may be screwed up, such as when something says +0 Soft Attack
Industry:
Census: +5% Manpower Growth (
Blueprint Acquired)
Wartime Industry: Negates the below. +5% dissent, +18% Peacetime IC, +7% IC Efficiency, +5% IC Resource Efficiency, less time to make units, +7% Production Bonus to Fortifications.
Peacetime Industry: Negates the above. -5% dissent, -3% Peacetime IC, +18% Research Modifier, +7% IC Efficiency, +4% IC Resource Efficiency, +8% Production Bonus to IC and Infrastructure, +1 to Dove Lobby and Isolationism.
Study Centers: +2% Research Modifier
Circuits Theory: +2% Research Modifier
Economic Theory: +1% TC, +300 supplies, +250 money
Infantry:
Mountain I: Enables Mountaineers.
Prioritize Quantity: Negates the below. -5% Organization for all units, -3% IC Resource Efficiency, -7 or 8 days for production.
Prioritize Quality: Negates the above. +5% Organization for all units, +3% IC Resource Efficiency, +7 or 8 days for production.
Basic Cavalry: Better Cavalry, better attack and moving for several terrains.
Marines Theory: +5% Amphibious Assault Efficiency, opens up research to actually get Marines.
Initial Theory of Paratroopers: Enables Paratroopers.
Arsenals: +5% Supply Distance Modifier, allows Strategic Redeployment
Commando Theory: +2 Ground Defense to Mountaineers, Marines, and Paratroopers.
Electronic War Theory: +4% Detection, -2% Detection for Enemy, +2% Surprise for all units.
Armor & Artillery:
Light Tank Prototypes: Allows Light Armored units
Basic Ammunition Fuse: +13 Flak Power, +1 air attack and defense for all ground division units
Basic Anti-Tank Gun Prototypes: Allows Anti-Tank Brigades, +1 Infantry Hard Attack
Light Anti-Air Prototypes: Allows Anti-Air Brigades
20mm Heavy Anti-Air: +26 Flak Power, allow Capital AA Brigade (Naval)
Light Artillery Prototypes: Allows Light Artillery Brigades, +1 Soft Attack to Marines, Paratroopers, and Mountain Infantry (
Blueprint Acquired)
Heavy Artillery Prototypes: Allows Heavy Artillery Brigades, +1% Fort Attack to Infantry, Cavalry, Motorized, and Mechanized
Rocket Launcher Prototypes: Allows Rocket Artillery Brigades, +1 Soft Attack to Marines, Paratroopers, and Mountain Infantry
Armored Vehicle Prototypes: +1 Ground Defense to all land units
Welded Armor: Allows Armored Car Brigades, +1 Ground Defense to Light Armored and Armored
Basic Mechanical Components: +1 Speed to Light Armored and Armored
Prioritize Speed: Negates the below two. +3 Speed to Light Armored and Armored
Prioritize Power: Negates the above and below. +3 Hard Attack and +2 Soft Attack for Light Armored, +2 Hard Attack and +1 Soft Attack for Armored
Prioritize Speed/Power: Negates the above two. +2 Speed and +1 Hard Attack for Light Armored and Armored.
Land Doctrine:
Defense Principles: +2% Org and +3% Morale to Land units.
Small Units: +5% Attrition, +1% Land Unit Morale.
Naval:
203mm Naval Cannon: +2 Naval Attack for Light Cruisers
700 Ton Destroyer: +5% Convoy Escort Efficiency, Allows Naval Torpedoes, Better Destroyers
5,000 Ton Light Cruiser: Better Light Cruisers
Medium Range Naval Transport: Better Transport Ships
Coastal Submarines: Better Submarines, Allows Naval Torpedoes
Flat Carrier Deck: Allows Aircraft Carriers
Landing Support Ships: +2 Naval Transport Speed, +7% Organization for Naval Transports
20 Ton Naval Patrol Boat: +2 Surface and Air Detection for Destroyers, +1 Surface and Air Detection for Light Cruisers
Naval Doctrine:
Sea Control: Negates the below, Better positioning for Battleships, Battlecruisers, and Heavy Cruisers, Allows Convoy Escorts
Commerce Raiding: Negates the above, +5% Convoy Raiding Efficiency, -5% Convoy Escort Efficiency, Worse positioning for
Battleships, Battlecruisers, and Heavy Cruisers, -3% Production Bonus for convoy transports and convoy escorts
Decisive Battle: Negates the below, +15% Naval Unit Organization, Better positioning for Battleships, Battlecruisers, and Heavy Cruisers, Worse positioning for Light Cruisers and Destroyers, +5% Snow Attack, Rain Attack, Night Attack, and Night Defense for Battleships, Battlecruisers, and Heavy Cruisers
Block Enemy Ships: Negates the above, +5% Convoy Raiding Efficiency, +5% Naval Unit Organization and Morale, Better positioning for Light Cruisers and Destroyers, Worse positioning for Battleships, Battlecruisers, and Heavy Cruisers
Combined Land & Sea: Negates the below, +5% Naval Unit Organization and Morale, Allow Carrier Strikes on Ports and Airbases
Mobile Warfare: Negates the above, +3% Naval Unit Organization, +5% Naval Unit Morale, Allow Carrier Strikes on Ports and Airbases, +5% Snow Attack, Rain Attack, Night Attack, and Night Defense for Aircraft Carriers
Naval Intelligence: +5% Carrier Port and Airbase Strike Efficiency, +5% Anti-Submarine Warfare Efficiency, +5% Convoy Escort Efficiency, +5% Convoy Raiding Efficiency,
Logistical Support: +3% Industrial Supplies Efficiency, Greater Speed and Ranges for all ships
Aircraft:
Interceptor/Fighter Prototypes: Allows Fighters and Interceptors
Bomber Theories: Unlocks Bomber Techs (
Blueprint Acquired)
Basic Bombs: +1 Soft Attack for CAS and Tactical Bombers
Light Surveillance Aircraft: +1 Surface and Air Detection for Fights, Interceptors, and Escort Fighters
Rocket Theory: Unlocks Rocket Techs
Jet Engine Concepts: Unlocks Jet Techs
Heavily Armed Light Planes: Negates the below, +1 Air Attack and Air Defense for Fighters, Interceptors, and Escort Fighters(?)
Longer Range Light Planes: Negates the above, -0.2 Fighter, Interceptor, and Escort Fighter Supply Consumption, longer range for Interceptors, Escort Fighters, and Fighters
Air Doctrine:
Air Defense: +3% Interceptor and Fighter Organization and Morale
Independent Air Force: Negates the below, +5% Air Unit Organization, +8% Air Unit Morale, IC discounts for air units
Tactical Air Support: Negates the above, +10% CAS and Tactical Bomber Organization, +15% CAS and Tactical Bomber Morale, IC Discounts on CAS and Tactical Bombers, IC Increase on other aircraft
Secret Weapons:
Nothing available yet. (Nuclear Techs should be, but aren't appearing.)