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Tech points and resource nodes

The two kinds of build spots on every map: tech points for Command Stations and Hives, resource nodes for Extractors and Harvesters.

Every map has two kinds of fixed build spots. Holding them is what the map fight is about: tech points decide where a team can spawn and tech up, resource nodes decide how much it earns.

Tech point Resource node
Marines buildCommand Station (15 team res)Extractor (10 team res)
Aliens buildHive (40 team res)Harvester (8 team res)
GivesA spawn point, research, a commander chair; for aliens biomass and eggs1 team res every 6 s plus personal res for every player (Resources)
Needs–Extractor: room power. Harvester: infestation
One per spotyesyes

Tech points#

  • Each team starts on one tech point. The map decides which tech points can be a marine or alien start; the map pages mark them.
  • Every other tech point is an expansion: a second hive (more biomass, a backup spawn, a new hive type) or a forward Command Station.
  • A team loses when its last Command Station or Hive dies, so an extra one on another tech point is also insurance.
  • Marines often put a Command Station on a free tech point just to deny the aliens a hive there.

Resource nodes#

  • Every extractor or harvester pays the same, so income is simply how many nodes you hold. The ink economy is a good example of how fast that adds up.
  • The start rooms have a node next to the tech point; the rest are spread over the map. Count the nodes near each base on the map pages: that is the early game economy.
  • Killing enemy towers is the most direct way to win the long game. There are cheaper ways too: a dead power node stops an extractor, and a cut cyst chain leaves a harvester off infestation, slowly dying.

See also#

Resources · Maps · Command Station · Hive · Extractor · Harvester

Hover any number to see where in the game code it comes from.
Page source: content/mechanics/tech-points-and-resource-nodes.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.