Tech tree and abilities
The War Lab, the three doctrines, Logistics, and the one-click abilities they unlock.
The War Lab researches the tech tree. A faction chooses one doctrine for the whole match: researching it closes the other two. Logistics can be researched before or after that choice. That choice is the faction. Two players on the same map can field different units, use different abilities and carry different bonuses, and on a team allies can split doctrines the way they already split the army, the air force and the fleet.
The War Lab
An engineer builds it, one per faction, on the ground your headquarters hold. It researches one node at a time from a short queue and is paid for as the work is done, like a factory's queue, so a power shortage slows it and an EMP stops it. You can tell a lab at work from across the base: its skylight and windows shine while a node is in research, and go dark when the queue is empty. What it has researched is kept for good: losing the lab stops new research and loses the work on the node in progress, nothing more.
The three doctrines
| Lightning | Hammer | Anvil | |
|---|---|---|---|
| The choice | every unit moves 8% faster | HE and rocket rounds do 10% more damage | your buildings take 15% less damage |
| Ability | Smoke Screen: Wolf, Viper, Gator | Incendiary Load: Vulture, Wraith | Countermeasures + ERA: Bison, Mammoth |
| Unit | Hornet Suicide Drone | Scorpion Ballistic Missile Launcher | Hercules Recovery Vehicle |
| Ability (needs a Radar Station) | Afterburner: Falcon, Thunderbolt, Albatross | Rapid Barrage: Thunder, Tempest, Sovereign | Damage Control: Aegis, Aircraft Carrier |
Once the doctrine is chosen its three nodes can be researched in any order; the last ability waits for a Radar Station standing, like Tier 3.
- Lightning is speed: be somewhere else. The Hornet is a suicide drone sent in by hand at the enemy's armour, smoke hides a column from anything more than two tiles away, and the afterburner gets a fighter into a fight or out of one.
- Hammer is firepower: the siege. The Scorpion throws two ballistic missiles far beyond its own sight, incendiaries leave a bomb run burning, and a barrage doubles a battery's rate of fire for eight seconds.
- Anvil is endurance: the hold. A Bison with its countermeasures up shoots down the missiles fired at it and shrugs off shells, the Hercules mends the column in the field, and a damage-control party puts a warship's hull back together.
Logistics
Three economy upgrades any doctrine may research, in any order: Deep Drilling (extractors mine 15% more metal), Grid Tuning (power plants put out 20% more) and Field Engineering (engineers build and repair 30% faster).
The Nuclear Program
The last node of the tree belongs to no doctrine: any faction may research it once it has researched the three nodes of its own column (or has them on the queue ahead of it, so a doctrine's whole path, the choice, the column and the bomb, fits one queue of five). It costs 1,000 metal and a minute, and it opens the Nuclear Silo and the nuclear warhead, for the silo and the Kraken, and the Wraith’s nuclear bomb. The EMP warhead is not behind it. Take a node of the column off the queue and the Nuclear Program waiting behind it comes off too.
With the tree off, the silo needs only the radar and the reactor. This is the campaign rule and the default in Breakthrough.
Abilities
A unit has at most one ability, and not every unit has one. Using it is one click, or the ability key (T): every unit in the selection that has its ability ready uses it, and nothing needs aiming or holding. Each ability runs for a few seconds and then cools down. The Recon Buggy's sprint is there from the first minute; most of the rest wait on a node of the tree.
| Ability | What it does | Lasts / cooldown |
|---|---|---|
| Sprint | 60% faster (Recon Buggy) | 4 s / 20 s |
| Afterburner | 80% faster; the turns open up with the speed | 5 s / 30 s |
| Smoke Screen | a cloud round the unit; nothing on the ground inside it is seen from more than 2 tiles away | 8 s / 40 s |
| Incendiary Load | the next bomb run sets the ground alight where it lands | armed up to 30 s / 45 s |
| Rapid Barrage | reloads twice as fast | 8 s / 45 s |
| Countermeasures + ERA | the first 3 missiles or rockets fired at the hull are shot down, and shells do 40% less damage; it keeps moving | 10 s / 40 s |
| Damage Control | mends 30% of the hull, paid for like a repair | 10 s / 60 s |
| Emergency Repair | the Hercules' repair aura, three times as strong | 6 s / 30 s |
Your units can use defensive abilities automatically when threatened or damaged. Offensive abilities stay manual unless the units are assigned to the commander. The computer's own armies use both.
In the setup
The tree defaults to on in Conquest and off in Breakthrough, including those modes in multiplayer. Local setup and the lobby let you change it before starting. The campaign uses its mission-defined roster without the tree.
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