Tech Tree

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

Tech Tree Data File
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: 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
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)
 * 129: Oxygen/Nitrogen Atmosphere
 * 130: Gaseous Atmosphere
 * 131: Thick Atmosphere
 * 132: Thin Atmosphere
 * 133: Dense Atmosphere
 * 134: Violent Atmosphere
 * 135: No Atmosphere

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 Effect s, 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
Tech Categories 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.
 * 1 - Warfare Techs
 * 2 - Transportation Techs
 * 3 - Science Techs
 * 4 - Technology Techs
 * 5 - Medical Techs
 * 6 - Society Techs