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Supreme Commander 2 - Cybran Research Tree Walkthrough, Hints and Tips for PC Games. | | |
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Supreme Commander 2 - Cybran Research Tree
Aintaer © 2010
Tech Tree
=========
Land
----
Radar 1 - Hunker 2
/
Regeneration 2 - Health 3 - Repair Rate 2 - Nanoshield 6 - Bomb Bouncer 7
\
Megalith 7 - Speed Reducing Mega Amor 3
\
Cybranasaurus Rex 14
/
Cobra 2 - Power Detonate 4
/
Rate of Fire 3 - ADV Adaptor 3 - Light Pulse Laser 3
\
Movement Speed 4 - Jump Jets 7 - Jump Jet Distance 3
Training I 3 - Training II 4 - Training III 5 - Training IV 6 - Training V 7
Air
---
Renegade 3 ----- Damage 6 - Soul Ripper II 13
/ \ /
Flight Speed 2 - Dragon Fly 3 Rate of Fire 3
/ \
Regeneration 2 - Radar 2 - Vision 2 Giant Transport 7
\
Health 4 - Nanoshield 7
Training I 3 - Training II 4 - Training III 5 - Training IV 6 - Training V 7
Naval
-----
Command Class 5 - Sea Operations 8 - Build Time 4
/
Radar 1 - Vision 2 - Weapon Range 7
/ \
/ Executioner Class 6 - Kraken 12
/ /
Naval Movement Speed 3 - Health 3 - Regeneration 3
\
Land Emergency Galleon System 4 - Land Movement Speed 3
Training I 3 - Training II 4 - Training III 5 - Training IV 6 - Training V 7
Structure
---------
Radar 2 - Sonar 1 - Long Range Artillery 9 - Magnetron 12
/ /
/- Power Detonate 3 - Rate of Fire 5
/
Build Time 2 - Build Cost 2 Nuke Defense Silo 8
\ /
Health 4 - Shield Generator 5 - Nuke Missile Silo 14
\
Mass Conversion 6 - Proto-Brain Complex 10
Training I 3 - Training II 4 - Training III 5 - Training IV 6 - Training V 7
ACU
---
Dynamic Power Shunt 4 - Nanobot Weapon 7
/
Radar 3 Nanite Missile System Anti-Air 4
/ /
Vision 1 - Rate of Fire 4 - LOA Tactical Missile Launcher 5 - Overcharge 9
\ \
Hunker 5 Quantum Force Blast 3
\
Health 5 - Escape Pod 7 - Core Dump 4
\
Movement Speed 5 - Jump Jets 5 - Jump Jet Distance 3
Training I 3 - Training II 4 - Training III 5 - Training IV 6 - Training V 7
Details
=======
Land
----
Regeneration
Cost: 2
Effect: Increases regeneration by 100%
Radar
Cost: 1
Requires: Regeneration
Effect: Increases radar range by 40%
Hunker
Cost: 2
Requires: Radar
Activate: 0 energy
Effect: Increases defense, but cannot move or fire
Health
Cost: 3
Requires: Regeneration
Effect: Increases health by 20%
Repair Rate
Cost: 2
Requires: Health
Effect: Increases repair rate by 100%
Nanoshield
Cost: 6
Requires: Repair Rate
Effect: Personal shield for land units
Comment: Does not affect ACU, Engineer or Experimentals
Bomb Bouncer
Cost: 7
Requires: Nano Shield
Effect: Unlocks Bomb Bouncer Experimental Reflector Shield
Megalith II
Cost: 7
Requires: Repair Rate
Effect: Unlocks Megalith II Experimental Megabot
Comment: Tied with Illuminate for fastest Experimental out the gate at 12
points. Use engineers' repair rate increase to speed this up.
Speed Reducing Mega Armor
Cost: 3
Requires: Megalith
Activate: 20 energy
Effect: Increases health and decreases movement speed
Comment: Only affects Loyalists
Cybranasaurus Rex
Cost: 14
Requires: Speed Reducing Mega Armor or Power Detonate
Effect: Unlocks Cybranasaurus Rex Experimental Lizardbot
Comment: Most ridiculous and therefore best unit, survives two simultaneous
nukes with training.
Rate of Fire
Cost: 3
Effect: Increases rate of fire by 15%
Cobra
Cost: 2
Requires: Rate of Fire
Effect: Unlocks Cobra Mobile Missile Launcher
Power Detonate
Cost: 4
Requires: Cobra
Activate: 0 energy
Effect: Self-destruct that damages surrounding units
ADV Adaptor
Cost: 3
Requires: Rate of Fire
Effect: Unlocks ADV Adaptor Mobile Shield Generator
Comment: Includes anti-air missiles and anti-missile point-defense. Is there
anything this little guy can't do?
Light Pulse Laser
Cost: 3
Requires: ADV Adaptor
Effect: Adds direct fire turret to engineers
Movement Speed
Cost: 4
Requires: Rate of Fire
Effect: Increases movement speed by 15%
Jump Jets
Cost: 7
Requires: Movement Speed
Activate: 20 energy
Effect: Adds jump jets
Jump Jet Distance
Cost: 3
Requires: Jump Jets
Effect: Increases jump jet distance by 100%
Training I-V
Cost: 3-7
Effect: Increases health and damage by 10%
Comment: Training is universal to all branches of research, affecting all
units including experimentals under that branch.
Air
---
Regeneration
Cost: 2
Effect: Increases regeneration by 100%
Flight Speed
Cost: 2
Requires: Regeneration
Effect: Increases flight speed by 5%
Renegade
Cost: 3
Requires: Flight Speed
Effect: Unlocks Renegade gunship
Damage
Cost: 6
Requires: Renegade
Effect: Increases damage by 35%
Rate of Fire
Cost: 3
Requires: Renegade
Effect: Increases rate of fire by 30%
Soul Ripper II
Cost: 13
Requires: Damage or Rate of Fire
Effect: Unlocks Soul Ripper II Experimental Gunship
Dragon Fly
Cost: 3
Requires: Flight Speed
Effect: Unlocks Dragon Fly Air Transport
Giant Transport
Cost: 7
Requires: Dragon Fly
Effect: Unlocks Giant Transport Experimental Air Transport
Radar
Cost: 2
Requires: Regeneration
Effect: Increases radar range by 40%
Vision
Cost: 2
Requires: Radar
Effect: Increases vision radius by 75%
Health
Cost: 4
Requires: Regeneration
Effect: Increases health by 30%
Nanoshield
Cost: 7
Requires: Health
Effect: Personal shield for air units
Training I-V
Cost: 3-7
Effect: Increases health and damage by 10%
Naval
-----
Naval Movement Speed
Cost: 3
Effect: Increases naval movement speed by 15%
Radar
Cost: 1
Requires: Naval Movement Speed
Effect: Increases radar range by 50%
Command Class
Cost: 5
Requires: Radar
Effect: Unlocks Command Class Aircraft Carrier
Sea Operations
Cost: 8
Requires: Command Class
Effect: Adds long-range artillery to Sea Factory
Build Time
Cost: 4
Requires: Sea Operations
Effect: Decreases build time by 15%
Vision
Cost: 2
Requires: Radar
Effect: Increases vision radius by 75%
Weapon Range
Cost: 7
Requires: Vision
Effect: Increases weapon range by 40%
Kraken
Cost: 12
Requires: Weapon Range or Executioner Class
Effect: Unlocks Kraken Experimental Giant Submarine
Health
Cost: 3
Requires: Naval Movement Speed
Effect: Increases health by 20%
Executioner Class
Cost: 6
Requires: Health
Effect: Unlocks Executioner Class Battleship
Regeneration
Cost: 3
Requires: Health
Effect: Increases Regeneration by 100%
Land Emergency Galleon System
Cost: 4
Requires: Naval Movement Speed
Effect: Allows units to travel on land
Land Movement Speed
Cost: 3
Requires: Land Emergency Galleon System
Effect: Increases land movement speed by 10%
Training I-V
Cost: 3-7
Effect: Increases health and damage by 10%
Structure
---------
Build Time
Cost: 2
Effect: Decreases build time by 10%
Radar
Cost: 2
Requires: Build Time
Effect: Increases radar range by 50%
Sonar
Cost: 1
Requires: Radar
Effect: Increases sonar range by 200%
Power Detonate
Cost: 3
Requires: Build Time
Activate: 0 energy
Effect: Self-destruct that damages surrounding units
Rate of Fire
Cost: 5
Requires: Power Detonate
Effect: Increases rate of fire by 30%
Long Range Artillery
Cost: 9
Requires: Sonar or Rate of Fire
Effect: Unlocks Long Range Artillery
Magnetron
Cost: 12
Requires: Long Range Artillery
Effect: Unlocks Magnetron Experimental Unit Magnet
Build Cost
Cost: 2
Requires: Build Time
Effect: Decreases Build Cost by 10%
Health
Cost: 4
Requires: Build Time
Effect: Increases health by 25%
Shield Generator
Cost: 5
Requires: Health
Effect: Unlocks Shield Generator
Nuke Defense Silo
Cost: 8
Requires: Shield Generator
Effect: Unlocks Anti-Nukes
Nuke Missile Silo
Cost: 14
Requires: Shield Generator
Effect: Unlocks Nukes
Mass Conversion
Cost: 6
Requires: Health
Activate: 1000 energy
Effect: Exchanges energy for mass
Proto-Brain Complex
Cost: 10
Requires: Mass Conversion
Effect: Unlocks Proto-Brain Complex
Training I-V
Cost: 3-7
Effect: Increases health and damage by 10%
ACU
---
Vision
Cost: 1
Effect: Increases vision radius by 150%
Radar
Cost: 3
Requires: Vision
Effect: Increases radar range by 300%
Dynamic Power Shunt
Cost: 4
Requires: Radar
Effect: Increases energy production when ACU is idle
Nanobot Weapon
Cost: 7
Requires: Dynamic Power Shunt
Effect: ACU attack gains area damage over time
Rate of Fire
Cost: 4
Requires: Vision
Effect: Increases rate of fire by 30%
Nanite Missile System Anti-Air
Cost: 4
Requires: Rate of Fire
Effect: ACU gains anti-air weapon
LOA Tactical Missile Launcher
Cost: 5
Requires: Rate of Fire
Effect: ACU gains tactical missiles
Overcharge
Cost: 9
Requires: LOA Tactical Missile Launcher
Activate: 2000 energy
Effect: ACU damage increases dramatically
Quantum Force Blast
Cost: 3
Requires: Rate of Fire
Activate: 250 energy
Effect: ACU weapon fire pushes back
Hunker
Cost: 3
Requires: Vision
Activate: 0 energy
Effect: Increases defense, but cannot move or fire
Health
Cost: 5
Requires: Hunker
Effect: Increases health by 75%
Escape Pod
Cost: 7
Requires: Health
Activate: 0 energy
Effect: Detaches ACU head for escape
Core Dump
Cost: 4
Requires: Escape Pod
Effect: Prevents ACU from nuclear explosion upon destruction
Movement Speed
Cost: 5
Requires: Health
Effect: Increases movement speed by 50%
Jump Jets
Cost: 5
Requires: Movement Speed
Activate: 200 energy
Effect: Adds jump jets
Jump Jet Distance
Cost: 3
Requires: Jump Jets
Effect: Increases jump jet distance by 200%
Training I-V
Cost: 3-7
Effect: Increases health and damage by 30%
| |
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