Command Center

**Command Center** can be accessed through either Boot Camp or War Zone.

Here you create and use your technology.

* Research students: Available from the start. Initially it takes 24h for a research. Upgrades can reduce this to 12h (100 RP), 9h (200 RP), 6h (300 RP), and finally 3h (500 RP).
* Lab team: Unlocked at level 100. Initial time to research is 6h. Upgrades can reduce this to 5h (200 RP), 4h (300 RP), 3h (400 RP), and 2h (500 RP).
* Prototype lab: Unlocked at level 300. Initial time to research is 3? h. Upgrades can reduce this to 2h (500 RP), and ?? (??? RP)

All teams share the same research level (see below), their only difference is time taken for the research.

### Research level

You have a research level, which starts at 1. It is upgraded by number of researches. Combining or re-inventing does not affect this level (contrary to what the in-game help says). You need to make 3 techs for Level 2, and +1 for every level capping at 10. So after the first 42 researches (which is sooner than you think) you will be at research level 8 and from that point onwards it will be 10 researches per level.

The upgrades which shorten research times are very much worth it, as they allow you to progress much faster. After level 100 and 600 RP spent, you can get two techs every 6 hours and level up every two days, and after 1400 RP more, you can get two techs every 3 hours and level up your Research daily.

### Types

Every new tech will be for one of the three loadouts: Boot Camp, War Zone and Country HQ. Then, for each type there are 5 different possible names (6 for HQ). Then, every tech can have one of four possible upgrades, as appropriate for its type. All names can have the same upgrades. But there is a limit of three differnt powerups (of the possible four ones) in the same tech.

This means there are 16\*4 = 64 possible upgrades, that you can get at random on every technology researched.

* Boot Camp
	+ Names/Types: Economic Growth, Factory Upgrades, Higher Education, Inflation, Bribery
	+ Upgrades: Land/Air/Sea/Boot Camp Production MX
* War Zone
	+ Names/Types: Headquarters, Ammunition upgrade, Morale Booster, AI Targeting, Advanced Warfare
	+ Upgrades: Support Power MX, DPC MX, PvP Power MX, Battle Stars from Units MX
* Country HQ:
	+ Names/Types: Mercenaries, Diplomacy, Espionage, Politician, Sabotage, Propaganda
	+ Upgrades: Clicking Force MX (BTL), Clicking Force MX (invasions), Spoil Points MX (invasions),

### Levels

Techs will be of the level your Research Teams were when it was created, plus bonuses for Rarity (see below). Keep in mind that combined techs may have a different level for every bonus, up to 3 different bonuses (e.g. a War Zone tech can be DPC MX Lv 10, PvP Power Level 6, Battle Stars Lv 13)

<TO COMPLETE>

### Rarity

Techs can also have rarity. Rarity (stars) gives +0 to +4 levels. So Very Rare (3 stars) on a level 8 Research Team will produce a lv 11 tech. Also, Rarity gives additional bonuses (see on Increases). Rarity is apparently random.

Rarities above Normal (+0) also have an "Additional Rarity Boost" from its type of boost. So, an Uncommon War Zone tech, lv 24, for DPC, will have both the "+4.80% DPC MX (level 24)" base bonus and a "1.X MX to "DPC MX" boost (if applicable)", from rarity. The multiplicative rarity boost is apparenty random, and can be as low as 1.01 or as high as 1.12.

A tech can only have a single rarity bonus, the highest multiplier from its combined original techs (see "combining", below).

### Re-inventing / recycling

Re-inventing destroys the tech and refunds RP spent. But beware! If you recycle a tech with a single bonus, you get your 10 RP back. If the tech had several different bonuses (from combining) it refunds up to 30 RP. **BUT** if you combine two techs with the same bonus, you \*destroy\* RP permanently (since you cannot get those RP back from re-inventing, the game will treat the new tech as if it was created anew with the current bonus). So you should recycle low-level techs instead of combining when you get a new, higher level one, depending on the bonuses from combining (see below).

### Combining

The base rules are:

* Name/type of technology will be taken, the higher rarity of the technologies will be taken, level of the highest technology will be taken.
* If boosts are different, it will combine the top 3 (highest leveled!) boosts.
* If more than 3 different boosts, and the type of top boosts did not change, then the highest leveled boost will be increased by one level, and the technology level will also be increased by one. **Warning** This may cause you to permanently spend RP if there are more than 3 different boots between the two merged techs.
* If combining technologies have one boost, and its of the same type, the higher leveled boost will be taken, and its level increased by one. **Warning** This **will** permanently spend RP.
* Rarity boost of the higher percent boost will be taken. If these are equal, the rarity boost type of the "to" item will be preserved.

Thus, by combining you spend extra RP to get a better tech, but by recycling you can get the RP back and get a better tech anyway, because of the level ups on the research team levels. So combining should be done only as a temporary measure or when you are combining different boost types, and not used to increase the level of existing bonuses.

## Loadout

From help: "Having several of the same boosts equipped in your loadout is additive, but the overall effect of loadout equipped boosts is multiplicative".

You can have up to 3 Loadout slots for each type

* Boot Camp: Start with one, unlock the others at levels 150 and 250
* War Zone: Start with one, unlock the others at levels 200 and 300
* Country HQ: Unlocked at levels 125, 225 and 400

### Inventory

Limits to inventory.

You start with 3 inventory slots. Extra slots are unlocked at levels 25, 50, 100, 175, 250, 350, 450, 600, 700.

You can also use your Loadout slots as extra Inventory, but keep in mind that when your Inventory is full you cannot "swap" a tech for another one of the same name (dragging one into another triggers the "combine techs" screen).

Apart from these, you can buy up to 13 extra inventory slots from Upgrades & Unlocks for:

* First: 500 gold
* Second 500 gold
* Third: 500 gold
* Fourth and so on: <TO DO>

Since inventory slots quickly become a hard limit on your technology upgrades, spending gold in these is quite a good choice, only behind buying investors.