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%