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    Cybran Research Tree by Aintaer

    Updated: 03/08/10 | Printable Version | Search This Guide

    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%