Tech Tree

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Tech Tree[edit | edit source]

You can find a link to the tech tree here: https://abload.de/img/techtree-supremerulers2pwt.png

Tech Tree Data File[edit | edit source]

The data for the tech tree is stored in two different files.

  • /Maps/Data/default.ttrx
  • /Localize/LOCALEN/LocalText-TTR.csv

The .ttrx file is also in csv format. The ID column is used to match the text to the data. The columns in the .ttrx file are as follows:

Tech ID
Tech Category [1-6] Zero indicates invalid entry
Tech level of project 0 to 255 In GR/SRNG, Tech Level 0 will be automatically researched
Email ID email will be triggered when research of this tech is completed.
Prerequisite technology ID #1
Prerequisite technology ID #2
Effect #1 See List below.
Effect #2
effectparm 1 - magnitude of effect -/+ float Value of 0.0 is no change.
effectparm 2 - magnitude of effect
Time to research float In Days
Cost to research float
Public support -1.0 to +1.0
World support -1.0 to +1.0
AI interest 0.0 to 1.0
Tradeable Y/N
Default set Y/N If set, tech will be included for regions if within 15 years of region's tech level
Is Unit Prereq Y/N Is used for Tech details display
Is Tech Prereq Y/N Is used for Tech details display
Is Facil Prereq Y/N Is used for Tech details display
Is an Era Tech Y/N Is used by AI and for display
Cabinet (Minister) Interest 0.0 to 1.0
Exclude from Start Tech Y/N If set, this tech will be excluded from automatic starttech research additions

The Pic value (#4) was updated to support an email ID value. If placed here, the email will be triggered when research of this tech is completed.

Tech Effects[edit | edit source]

Tech Effects 1 to 199 are cumulative values (they are multiplication factors); these values can be increased or decreased by Tech Tree Technologies (individual tech effects multiplied together).

Default value for all is 1.0 until changed by known techs.

Example: Starting value 1.0; Tech A effect 0.2, results in a modifier value of 1.2; Tech B effect -0.6, which is a multiplier of 0.4 (1 - 0.6) and results in a final modifier value of 1.2*0.4 = 0.48

  • 1: (Not used?)
  • 2: Finished Goods Facilities Cost
  • 3: Facilities Construction Materials Use
  • 4: Pollution Levels (Not used)
  • 5: Research Efficiency
  • 6: Counter Intelligence Efficiency
  • 7: Intelligence Efficiency
  • 8: Military Efficiency
  • 9: City Power Generation
  • 10: Mine Field Damage on us (Not used)
  • 11: Mine Field Lethality (Not used)
  • 12: Chemical Weapon Protection (Unused prior to SRGW / SRU 9.1.26)
  • 13: Vehicle Fuel Consumption
  • 14: Cost of Motorized Units
  • 15: Unit Build Speed
  • 16: Facility Build Speed
  • 17: Urban Development (no longer used; now uses replaceby and Tech PreReq's in Equip List)
  • 18: Finished Goods Facilities Efficiency
  • 19: Finished Goods Costs
  • 20: Transportation Improvement (Not used)
  • 21: Space Race
  • 22: Nuclear Plant Maintenance Cost
  • 23: GUI Skin (Special case, selects GUI Skin)
  • Effects 24 to 34 Modify the use of Raw Goods in Finished Goods Production
    • 24: Finished Goods Agri Raw Use
    • 25: Finished Goods Rubber Raw Use (was Water pre-SR1936)
    • 26: Finish Goods Timber Raw Use
    • 27: Finished Goods Petrol Raw Use
    • 28: Finished Goods Coal Raw Use
    • 29: Finished Goods Ore Raw Use
    • 30: Finish Goods Uranium Raw Use
    • 31: Finished Goods Electrical Raw Use
    • 32: Finish Goods Consumer Raw Use
    • 33: Finished Goods Industrial Raw Use
    • 34: Finish Goods Military Raw Use
  • Effects 36 to 55 are referenced from the Equipment List Facilities Entries uProdTech
    • 35: Synthetic Rubber Production
    • 36: Hydroponic Plant Production
    • 37: Composites Plant Production
    • 38: SynthFuel Plant Production
    • 39: Power - Coal Production
    • 40: Power - Nuclear Production
    • 41: Power - Petrol Production
    • 42: Power - Other Production
    • 43: Power - Fusion Production
    • 44: Consumer Goods Plant Production
    • 45: Industrial Goods Plant Production
    • 46: Military Goods Plant production
    • 47: Power - Antimatter Production
    • 48: Power - Dark Energy Production
    • 49: N/A
    • 50: N/A
    • 51: N/A
    • 52: N/A
    • 53: N/A
    • 54: N/A
    • 55: Oil Derrick Production
  • 56: Atomic Race
  • 57: Reserved
  • 58: Internet Race
  • 59: Mars Race
  • Effects 60 to 71 are for Modifying Population Use of Resources
    • 60: Population Agri Use
    • 61: Population Rubber Use (was Water pre-SR1936)
    • 62: Population Timber Use
    • 63: Population Petrol Use
    • 64: Population Coal Use
    • 65: Population Ore Use
    • 66: Population Uranium Use
    • 67: Population Power Use
    • 68: Population Consumer Goods Use
    • 69: Population Ind Goods Use
    • 70: Population Mil Goods Use
    • 71: (Reserved)
  • Effects 72 to 83 are for Modifying Output of Goods Production
    • 72: Output of Agriculture
    • 73: Output of Rubber (was Water pre-SR1936)
    • 74: Output of Timber
    • 75: Output of Petrol
    • 76: Output of Coal
    • 77: Output of Ore
    • 78: Output of Uranium
    • 79: Output of (All) Power
    • 80: Output of Consumer Goods
    • 81: Output of Industrial Goods
    • 82: Output of Military Goods
    • 83: (Reserved)
  • Effects 84 to 95 are for Modifying the Efficiency of Goods Production
    • 84: Efficiency of Agriculture
    • 85: Efficiency of Rubber (was Water pre-SR1936)
    • 86: Efficiency of Timber
    • 87: Efficiency of Petrol
    • 88: Efficiency of Coal
    • 89: Efficiency of Ore
    • 90: Efficiency of Uranium
    • 91: Efficiency of Power
    • 92: Efficiency of Consumer Goods
    • 93: Efficiency of Industrial Goods
    • 94: Efficiency of Military Goods
    • 95: (Reserved)
  • 96: Garrison Infantry Level (New SRGW/SRU)
  • 97:
  • 98:
  • 99:
  • Effects 100 to 107 Adjust the Social Spending Ratings
    • 100: Health Care Rating
    • 101: Education Rating
    • 102: Infrastructure Rating
    • 103: Environment Rating
    • 104: Family Rating
    • 105: Law Enforcement Rating
    • 106: Cultural Rating
    • 107: Social Services Rating
  • Effects 108 to 115 Adjust the Social Spending Costs
    • 108: Health Care Cost
    • 109: Education cost
    • 110: Infrastructure Cost
    • 111: Environment Cost
    • 112: Family Subsidy Cost
    • 113: Law Enforcement Cost
    • 114: Cultural Cost
    • 115: Social Services Cost
  • 116: Hard Target Defense
  • 117: Soft Target Defense
  • 118: Ground Attack Values
  • 119: Anti-Air Attack Values
  • 120: Anti-Ship Attack Values
  • 121: Anti-Sub Attack Values
  • 122: Ballistic Artillery Range
  • 123: Missile Accuracy
  • 124: Stealth Strength Values
  • 125: Spotting Strength Values
  • 126: MLRS Range
  • 127: Facility (Fortification) Defense
  • 128 - 199 : Added for Version 9.1.204, Rest Currently Unused
  • 128: FTL Range (GR)

200 to 231 (GR/SRNG: 263) are True/False Tech Effects, and do not have a cumulative value.

  • 201: Enables SOSUS Submarine Spotting Line.
  • 202: Enables Nuclear Weapons Production.
  • 203: Enables Chemical Weapons Production.
  • 204: Enables Biological Weapons Production.
  • 205: Enables Communications Satellite Production.
  • 206: Enables Recon Satellite Production.
  • 207: Enables MDI Satellite Production.
  • Effect 208 to 224 are Unimplemented:
  • 208: Enables Advanced Next Gen Radar
  • 209: Enables Land Radar Station 39
  • 210: Enables Long Range Radar systems 54
  • 211: Enables Advanced Long Range Radar
  • 212: Enables Advanced Land/Air Radar Systems
  • 213: Enables Basic Sonar Buoy
  • 214: Enables Sonar Buoy
  • 215: Enables Advanced Sonar Buoy
  • 216: Enables Stealth Sonar Buoy
  • 217: Enables Fish Farm
  • 218: Enables Modern Fish Farm
  • 219: Enables Advanced Fish Farm
  • 220: Enables Future Fish Farm
  • 221: Enables Ocean Farm
  • 222: Enables Modern Ocean Farm
  • 223: Enables Advanced Ocean Farm
  • 224: Enables Future Ocean Farm
  • 0: No Effect

500 to 755 are Subsystem Upgrade Effects, 8 per unit class.

  • Subsystem Upgrade Effects are Additive (not multiplied like core Tech Effects)
  • Subsystem Upgrade Levels start at 0 (zero), and visual upgrades are triggered at each whole number increment (1, 2, 3), although partial levels will still improve specs
    • Upgrade levels are not capped at 3 however there are no visual effects after that point.

Categories[edit | edit source]

Tech Categories

  • 1 - Warfare Techs
  • 2 - Transportation Techs
  • 3 - Science Techs
  • 4 - Technology Techs
  • 5 - Medical Techs
  • 6 - Society Techs

When choosing a class, make sure you match it with your tech (ex: Laser Rifles is obviously a warfare tech and not a medical tech). The category determines which tree that the tech will appear in.