Experimental tech rate of fire (for balancing purposes do not change the damage per round. this would decrease the damage each shot does but put out more shots per round)
Experimental tech battle speed (obviously just move faster in combat)
Experimental tech attack range (obviously just increase attack range)
***** experimental tech for amortization, reduce the res required per day required for that ship
3 April 2017 09:58:40
Information
You are not authorized
1 users are reading the topic (guests: 1)
Users: 0