There are many research upgrades shared with multiple research trees in some form or another. Some are identical for all trees whilst others have the same name but affect different units with varying effects. Note that all of the following researches do not affect experimentals with the exception of training.
Found on every single research tree in the game and for the same costs. For all Land, Air and Naval units each rank improves the health and damage output of the unit by 10% additively. This is the same for structures but with an additional 3% build cost and time reduction as well. The ACU gains +25% damage and health per rank with the exception of the third rank, which increases the blast radius on the ACU's primary weapon. Unlike most other research, training is able to boost the statistics of experimental units of the correct type.
Training research costs 3, 4, 5, 6 or 7 RP depending on the training level. Given this increasing cost it is generally preferable to only use the lower levels of training and focus on other abilities.
Increases the visual range of the specified units by a percentage of their normal range.
Boosts the radar range of the specified unit by a percentage.
As with radar, only applying to sonar equipped units.
Much like Training, health adds a specific percentage of extra health to the specified units. The extra health added is always calculated from the base health value for the unit.
|Research Tree||Upgrade||Additional Health||Affects||RP to unlock||Cumulative RP||Unlocked By||Unlocks|
|UEF Land||Health I||+10%||All Land units excluding ACU and experimentals||3||6||Regeneration or Range||Health II|
|UEF Land||Health II||+15%||All Land units excluding ACU and experimentals||4||10||Health I||Personal Shield|
|UEF Air||Health||+25%||All Air units excluding experimentals||4||6||Veternacy Rate||Personal Shield|
|UEF Naval||Health I||+15%||All Naval units excluding experimentals||2||2||-||Regeneration|
|UEF Naval||Health II||+25%||All Naval units excluding experimentals||4||8||Regeneration||Poseidon Battleship|
|UEF Structure||Health||+15%||All Structures excluding experimentals||3||4||Build Cost||Shield Generator|
|UEF ACU||Health I||+25%||ACU only||2||2||-||All other upgrades|
|UEF ACU||Health II||+50%||ACU only||5||11||Hunker||Anti Air|
|Cybran Land||Health||+20%||All Land units excluding ACU and experimentals||3||5||Regeneration||Repair Rate, Megalith II|
|Cybran Air||Health||+30%||All Air units excluding experimentals||4||6||Regeneration||Personal Shield|
|Cybran Naval||Health||+20%||All Naval units excluding experimentals||3||6||Movement Speed||Regeneration, Executioner Class Battleship|
|Cybran Structure||Health||+25%||ACU only||4||6||Build Time||Shield Generator|
|Cybran ACU||Health||+75%||ACU only||5||9||Hunker||Escape Pod|
Boosts the natural self-repair speed of the specified units by the specified percentage. This is typically a large amount such as +200%.
Adds a personal shield to the specified units. The strength and rebuild times of these shields vary dependent on the individual unit possessing them.
Unlocks the hunker ability for the specified unit. See Hunker.
A straight up addition to the damage dealt by the specified units' weapon. Stacks additively with Training and other damage increases.
Boosts the weapon range by a percentage, which can apply to several weapons at once if the specified units posses them.
Rate of FireEdit
Increases the number of shots fired in a given amount of time by a percentage. Note that this bonus stacks multiplicatively with damage bonuses since firing faster with a bigger gun reaps the benefits of both at the same time.
Attaches an anti-air weapon to the specified units. The properties of the weapon granted varies dependant on the unit affected, even if all of those anti-air weapons were unlocked in the same research.
Adds a direct fire weapon to a specified unit which would not normally have such a weapon.
Increases the movement speed of the specified unit by a percentage.
See Jump Jets
Unlocks the teleporting ability for the specified units.
Reduces the time to build the specified units. Stacks additively with other build time reductions.
Reduces the cost to commence building of the specified unit. Does not reduce the cost of units or buildings already underway. Stacks additively with other reductions.
Increases the number of experience points gained whenever the specified unit earns or assists in earning a kill. Not only does this increase the speed at which units gain ranks, but also the research points generated through combat involving the affected units.
Increases the rate at which research is generated by research stations. Does not affect research gained through combat.
Boosts the amount of energy that either the Energy Generator or the ACU produces by a percentage, depending on the research tree used.
Boosts the amount of mass that either the Mass Extractor or the ACU produces by a percentage, depending on the research tree used.