NAVIGATION
Home
Forum
Technology Tree
|
::Technology Tree::
This is the MoO2 tech tree in it's entirety, complete with research points
necessary to achieve that technology or group. It's in the same order you'd
find it in game on the research screen.
On this page:
-Constuction
-Power
Construction
(50 RP's - Engineering)
-Colony Base:
Creates a colony on another planet inside the sme star system as the building
colony.
-Star Base:
Armed orbital platforms used to service military ships. They are equipped with
extensive weaponry, the best available scanner with a =2 scanning range bonus
and a star dock capable of building ships larger than destroyers.
-Marine Barracks:
Lets the colony train troops for ground invasion protection. Begins with 4
marine units, then trains 1 unit every 5 turns, up to the planet's maximum
population. Eliminates morale penalties for dictatorships and feudal
governments.
(80 RP's - Advanced Engineering)
-Anti-Missile Rockets:
Can only target missiles. They have a maximum range of 15 squares and will
fire defensively against approaching missiles if not yet fired in that turn.
The chance to score a hit is 85% minus 5% per square distance.
-Fighter Bays:
Allows a ship to carry a group of 4 short-range fighters. They carry one beam
weapon of the best type that can have the point defense modification, and can
fire it 4 times before returning to the launching ship.
-Reinforced Hull:
(150 RP's - Advanced Construction)
-Automated Factories:
Aid industry workers in their building of finished products. Generates 5
production and increases the production each worker generates by +1.
-Missile Base:
Contains 300 space units of your best missiles, with unlimited ammo.
-Heavy Armor:
Heavy armor negates armor piercing effects and reinforces the armor of a ship,
tripling the amount of damage the armor can absorb.
(250 RP's - Capsule Construction)
-Battle Pods:
Battle Pods increase the available space on a ship by 50%.
-Troop Pods:
Troop pods house additional detachments of space marines, doubling the number
of marines on board a ship. The additional marines can defend the ship or
board enemy ships.
-Survival Pods:
Provides suspended animation facilities for legendary officers if their ship
is destroyed. At least one friendly ship must survive the combat to rescue any
surviving officers.
(400 RP's - Astro Engineering)
-Spaceport:
Site for commercial transactions, increasing the money generation of a colony
by +50%.
-Armor Barracks:
Creates tank battalions. It has 2 units when built, and adds 1 unit every 10
turns, up to half the planet's population. Eliminates the morale penalty for
dictatorships and feudal governments.
-Fighter Garrison:
Planetary base that houses 10-interceptors. Fighter Garrisons are equipped
with 6-bomber, or 4-heavy fighter squadrons when the appropriate technology
becomes available. New fighters become available every 10 combat turns.
(650 RP's - Robotics)
-Robo Mining Plant:
Automates many difficult tasks, increasing the productivity of industrial
workers. Generates 10 production and increases the production each worker
produces by +2.
-Battlestation:
Heavily armed star base, with +4 parsec scanning range bonus. Adds +10% to the
offense of ships in combat around it. Replaces a star base.
-Powered Armor:
Provides troops with superior power and mobility by mechanically magnifying
their natural strength. Powered armor equipped troops have a +10 bonus to
their combat rating and take +1 hits to kill.
(900 RP's - Servo Mechanics)
-Fast Missile Racks:
Allows a ship to fire two volleys of missiles in one turn. Will only fire one
per turn, after that unless the ship takes one full turn without firing
missiles to reload.
-Advanced Damage Control:
Completely repairs ships between battles. Automatically included in all ships
once the technology is researched.
-Assault Shuttles:
Squadron of 4 shuttles used to move 1 unit of marines each from the launching
ship onto enemy ships. They take 3 hits to destroy, modified by your best
armor, and move at a speed of 6.
(1150 RP's - Astro Construction)
-Titan Construction:
The titan class of starship is gigantic in proportion to other ships, and
requires advanced engineering techniques to both construct and integrate ship
systems.
-Ground Batteries:
Ground installation that contains 300 space units of heawy mount and point
defense versions of the best available beam weapons.
-Battleoids:
Giant robot fighting vehicles superior in power and mobility to conventional
tanks. They have a +10 bonus to their combat rating and take 3 hits to
destroy.
(1500 RP's - Advanced Manufacturing)
-Recyclotron:
Allows scrap material reuse, reducing construction costs. Every unit of
population generates +1 production. This increase does not count toward
planetary pollution level.
-Automated Repair Unit:
Repairs a ship during combat, restoring 20% of the armor or structure and 10%
of the ship's internal systems each turn during combat. After combat, the ship
is completely repaired.
-Artificial Planet Construction:
A colony that has an asteroid field or gas giant within its star system can
create a complete artificial planet capable of supporting life.
(2000 RP's - Advanced Robotics)
-Robotic Factory:
Builds mechanical workers that add production dependent on a colony's mineral
resources 5, 8, 10, 15 or 20.
-Bomber Bays:
Short range ships carrying a bomb that can be dropped on a planet or detonated
on a ship. They carry one bomb each of the best type available. They move in
groups of 4 at a speed of 10
(3500 RP's - Tectonic Engineering)
-Deep Core Mine:
Allows miners to build stable tunnels into a planet. Generates 15 production
annd increases the productivity of each worker by +3 production each.
-Core Waste Dump:
Take man-made toxic/polluting agents and store them deep within the surface of
a planet, far below water supplies. Planetary pollution is completely
eliminated.
(6000 RP's - Superscalar Construction)
-Star Fortress:
A large military orbital platform. Has a +6 parsec scan range bonus and adds
+20% to both the offense and defense of all ships in combat around it.
Replaces battlestations and star bases.
-Advanced City Planning:
Pre-planned, organized colony design techniques in organization increase the
maximum population that can live on all planets owned by the empire by +5
million.
-Heavy Fighters:
Allow ships to carry heavy fighters equipped with 2 of the best point defense
beam weapon and 2 of the best bomb available. They have 5 hits, modified by
yours best armor, and move at speed 12.
(7500 RP's - Planetoid Construction)
-Doom Star Construction:
Mobile planetoid bases. They are the largest ships that can be built.
-Artemis System Net:
Network of mines. Ships have a chance of damage based on size: frigate-20%,
destroyer-30%, cruiser-40%, battleship-50%, titan-80%, doomstar-100%. Damage
is 100-500 points less shields.
Power
(50 RP's - Nuclear Fission)
-Nuclear Drive:
Capable of moving ship 2 parsecs per turn. This is the first ship drive that
makes interstellar travel possible.
-Nuclear Bomb:
A high-yield orbital bombardment device engineered to destroy ground forces
and colony installations, inflicting 3-12 points of damage.
(80 RP's - Cold Fusion)
-Colony Ship:
Capable of creating a colony in a distant star system. Will not engage in
combat and will be destroyed when attacked if not escorted by a military ship.
-Freighters:
A group of ships to transport food or colonists as needed between worlds. Each
fleet contains 5 freighters. The fleet can transport 5 food units or one
population unit per turn.
-Outpost Ship:
Capable of creating an outpost on any uninhabited planet. Outposts functions
like a colony, except no population units may be moved there. Outpost ships
are unarmed and will be destroyed if not escorted by military ships.
-Transport:
Troop carrier for landing marine units on a planet. They do not engage in
combat and will be destroyed if not escorted by military ships. Once used,
they are dismantled. Can only be build on planets with marine barracks.
(250 RP's - Advanced Fusion)
-Fusion Drive:
Capable of faster than light travel, moving a ship 3 parsecs a turn. All ship
drives are automatically upgraded when this technology is discovered.
-Fusion Bomb:
A high-yield orbital bombardment device engineered to destroy ground forces
and colony installations, inflicting 4-24 points of damage.
-Augmented Engines:
Increases ship's combat speed by +5.
(900 RP's - Ion Fission)
-Ion Drive:
Capable of moving a ship 4 parsecs a turn. All ship drives are automatically
upgraded when this technology is discovered.
-Ion Pulse Cannons:
Fires a particle wave that overloads ships' systems and inflicts 2-10 pints of
damage, bypassing all armor and structure. Completely ineffective against
monsters and Antaran ships. Modifications: autofire, and continuous.
-Shield Capacitator:
Increases the recharge rate of ship shields by +70% of their maximum strength.
(2000 RP's - Anti-Matter Fission)
-Anti-Matter Drive:
Capable of moving a ship 5 parsecs a turn. All ship drives are automatically
upgraded when this technology is discovered.
-Anti-Matter Torpedo:
These torpedoes are balls of antimatter that explode on contact. They travel
at a speed of 20 and inflict 25 points of damage and fire every other turn.
Modifications: overloaded, enveloping and ECCM.
-Anti-Matter Bomb:
A high-yield orbital bombardment device engineered to destroy ground forces
and colony installations, inflicting 5-40 points of damage per bomb.
(2750 RP's - Matter-Energy Conversion)
-Transporters:
Allows a ship to move marines to an enemy ship at a range of 12 squares, as
long as the shield facing the ship is down. Can also be used to drop bombs on
planets up to 12 squares away.
-Food Replicators:
Alter the molecular structure of inorganic material to create edible food.
Having a facility in a colony allows you to convert 2 units of production
(energy) into 1 unit of food, as needed by the colony.
(3500 RP's - High Energy Distribution)
-High Energy Focus:
Allows a ship to channel the fire of its energy weapons more efficiently,
increasing damage by +50% over base regardless of range. It does not improve
the chances of hitting distant targets.
-Energy Absorber:
One quarter of all damage inflicted on a ship is instead stored in the energy
absorber. The ship must fire this stored energy at an enemy ship in the next
turn or it is lost.
-Megafluxers:
Conduct and magnify energy transmission in less space, giving a ship more
space for equipment. Increases the amount of equipment it can carry by +25%.
Megafluxers are used automatically on all ships once acquired.
(4500 RP's - Hyper-Dimensional Fission)
-Proton Torpedo:
Energy projectiles traveling at trans-warp speed, striking their target the
turn they are fired. They inflict 40 points of damage. Can be fired every
other turn, with a max range of 24 squares. Modifications: overloaded,
enveloping, ECCM.
-Hyper Drive:
Capable of moving a ship 6 parsecs a turn. All ship drives are automatically
upgraded when this technology is discovered.
-Hyper-X Capacitators:
Allows ship beam weapons to fire twice in a turn. After firing twice, one turn
must be spent without firing beam weapons; otherwise the weapon can only fire
once per turn.
(10000 RP's - Interphased Fission)
-Interphased Drive:
Capable of moving a ship 7 parsecs a turn. All ship drives are automatically
upgraded when this technology is discovered.
-Plasma Torpedo:
Plasma warhead capable of 120 points of damage. Travels with a combat speed of
24, losing 5 points of strength for each square traveled and firing every
other turn. Modifications: overloaded, enveloping, ECCM, no range dissipation.
-Neutronium Bomb:
A high-yield orbital bombardment device engineered to destroy ground forces
and colony installations, inflicting 10-60 points of damage.
<--Previous|Back to Top|Next-->
|