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::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:
-Chemistry
-Sociology
Chemistry
(50 RP's - Chemistry (General))
-Nuclear Missile:
Carries a high-yield nuclear warhead that inflicts 8 points of damage.
Modifications: MIRV, emissions guildance, fast, heavily armored and ECCM.
-Standard Fuel Cells:
Supplies sufficient energy to propel a ship 4 parsecs before refueling.
-Extended Fuel Tanks:
Increases the overall range of a ship by +50%, but at the cost of considerable
amount of space.
-Titanium Armor:
The standard armor of ships.
(250 RP's - Advanced Metallurgy)
-Duterium Fuel Cells:
Supplies sufficient energy to propel a ship up to 6 parsecs before refueling.
-Tritanium Armor:
Ships with this armor have twice the base structure and armor points. The hit
points of fighters are multiplied by 1.5. Adds +10 to ground troop combat
strengths.
(650 RP's - Advanced Chemistry)
-Merculite Missile:
Carries a powerful chemically-based explosive warhead capable of delivering 14
points of damage. Modifications: MIRV, emissions guidance, fast, armored, and
ECCM.
-Pollution Processor:
Uses advanced chemicals to process factory waste. Only half of the actual
production of the planet used to calculate pollution.
(1150 RP's - Molecular Compression)
-Pulson Missile:
Carries a powerful high-energy pulse capable of delivering 20 points of damage.
-Atmosphere Renewer:
Eliminates many dangerous particles from the atmosphere of a planet. The amount
of production is quartered before calculating pollution. Effects are cumulative
with a pollution processor.
-Iridium Fuel Cells:
Supplies sufficient energy to propel a ship 9 parsecs before refueling.
(2000 RP's - Nano Technology)
-Nano Disassemblers:
Microscopic nano-machines capable of breaking down environmental contaminants.
Doubles the number of production units a planet can produce before any pollution
is created.
-Microlite Construction:
Using microscopic nano-machines to construct buildings and ships with less
metal, but with the same strength and durability. Increases productivity of all
workers by +1 production.
-Zortrium Armor:
Ships with this armor have 5 times the base structure and armor points. The hit
points of fighters are multiplied by 2. Adds +15 to ground troop combat
strengths.
(4500 RP's - Molecular Manipulations)
-Zeon Missile:
Carries a powerful explosive warhead capable of delivering 30 points of damage.
Modifications: MIRV, emissions guidance, fast traveling, armored and ECCM.
-Neutronium Armor:
Ships with this armor have 6 times the base structure and armor points. The hit
points of fighters are multiplied by 5. Adds +20 to ground troop combat
strengths.
-Uridium Fuel Cells:
Supply sufficent energy to propel a ship 12 parsecs before refueling.
(10000 RP's - Molecular Control)
-Thorium Fuel Cells:
Advanced fuel system that self-regenerates, providing all ships with an
unlimited fuel supply and range.
-Adamantium Armor:
Ships with this armor have 8 times the base structure and armor points. The hit
points of fighters are multiplied by 4. Adds +25 to ground troop combat
strengths.
Sociology
(150 RP's - Military Tactics)
-Space Academy:
Trains ship crews, adding 1 to their starting level. Ships stationed in the
system gain 2 experience each turn.
(650 RP's - Xeno Relations)
-Xeno Psychology:
Focuses on the motivation of other races in an attempt to form deals that are
more appealing. The effect is to permanently add +30 diplomatic points to every
deal offered to your opponents.
-Alien Control Center:
Provides better control of occupied alien populations: aliens work harder,
assimilate into your empire twice as fast, and are half as likely to revolt.
(1150 RP's - Macro Economics)
-Planetary Stock Exchange:
Increases the revenues earned on a planet by +100%.
(2000 RP's - Teaching Methods)
-Astro University:
Using the most advanced teaching methods available, the efficiency of farmers,
workers, and scientists is increased. Each receives a +1 bonus.
(4500 RP's - Advanced Government)
-Confederation:
-Imperium:
Advanced form of dictatorship. Total command points generated are increased by
+50% and all defensive spy rolls are at +20.
-Federation:
-Galactic Unification:
(6000 RP's - Galactic Economics)
-Galactic Currency Exchange:
Eliminates the need for hard currency, replacing it with instantaneous
electronic exchanges. Increases the money generated by all colonies by +50%.
Sociology
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