---
+TechTable=(TechTemplateName="AutopsyAdventTrooper", ... ResearchPointCost=2000, ... PrereqTech1="AlienBiotech" ((AutopsyAdventOfficer)), ... RequiredScienceScore=5 ((15))..)
+TechTable=(TechTemplateName="AutopsyAdventStunLancer", ... ResearchPointCost=2600, ... PrereqTech1="AutopsyAdventTrooper" ((AutopsyAdventOfficer)), ... RequiredScienceScore=15)
+TechTable=(TechTemplateName="AutopsyAdventShieldBearer", ... ResearchPointCost=3000, ... PrereqTech1="AutopsyAdventTrooper" ((AutopsyAdventOfficer)), ... RequiredScienceScore=15)
+TechTable=(TechTemplateName="AutopsyDrone", ... ResearchPointCost=2400, ... PrereqTech1="AutopsyAdventTrooper" ((AutopsyAdventOfficer)), ... RequiredScienceScore=10)
---
+TechTable=(TechTemplateName="AutopsyAdventOfficer", ... ResearchPointCost=4000, ... PrereqTech1="AutopsyAdventTrooper" ((AlienBiotech)), ... RequiredScienceScore=15 ((5))..)
---
+FacilityTable=(FacilityTemplateName="ProvingGround", ... RequiredTech="AutopsyAdventTrooper" ((AutopsyAdventOfficer)), ..)
---
GREENS for REDS.
While swapping their respective RequiredScienceScore values and taking the "ProvingGround" unlock situation seriously too.
* Effectively giving early access to "Magnetic Weapons" BUT that could be switched too.. later on if need be? Any other unforeseen concerns i should be made aware of?
PS; This isn't a critic on gameplay design choices made by the LW team, btw. I simply wanna have that acutely memorized feeling of a specific XC2 structural strategy (as in GoldenPath instances) -- again, for myself only.
![Geek :geek:](./images/smilies/icon_e_geek.gif)