Re: Techtree
So I'm back from work, so I'll try to explain the myself....
The above techtree is based on these premises;-
a) Single Race Ship Stats:
Using research you enable the damage/cloak/emp/steal tech (stat tree would need changing).
b) Keeping it real:
Scientists will research things they would in real life. Out are the direct Cov-op and Waves tree line (to a degree)..
Cov-op / Intel techs, are now scattered and merged to other research items.
One such item is "Warp Core Sabotage", this is enabled once you research Anti-Matter Asymmetry (which enables the warp drive).
Another is the "Exploding Fist" operation, this requires you research EMP tech and Nanotech (to shrink it to a portable size).
c) Single resource called Credits
The three resources (M/C/E) are pretty useless in the current game. So replacing them actually removes redundancy and makes it all easier to understand.
d) Infrastructure:
This tree line changed and now the Power Station structure has been added. All structures require power, so the power station provides the energy. The tree line now adds 5%-20% bonus to the powergrid of you planet.
e) PDS
Dont panic, its not really PDS, but a new structure is the Command Center which adds 1-5% to the defenders fleet attack power per structure (value depended on the testers).
f) Core Extraction Tree Line
This has changed from adding fixed value resource to a 5-20% per level.
g) Unified ship ETA
All ships have the same eta, but a new structure is added called the jumpgate, this structure will form your hub for your alliances jumpgate network reducing all defending fleets eta by -1.
Only one of these structures will give you the bonus, but you can build as many as you like.
h) I was thinking of adding back in the cost of research, because those scientists have got to eat.
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