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%