Supreme Ruler Wiki

Equipment File Information[ | ]

  • Editor tool to modify
    • The &&RAWPROD section is created from the columns named for each of the commodities.
  • Exports to \Maps\Data\DEFAULT.UNIT for the version selected

Changes to the .UNIT file will require recaching of the scenario/sandbox/campaign to see the changes in game.

Variable Details[ | ]

Each variable has unique standards that must be followed. The variables listed below match in most part the title of a column in the unit database. Clean up in progress.

Unit Picture Variables[ | ]

  • Picnum
  • Picnumbase (Legacy SR2010)
  • Picnumturret (Legacy SR2010)

The Picnum is a unique value assigned to a 3D Mesh. Defining a 3D Mesh must be done in the database using the "Mesh" button for a record using the given Picnum. TheDEFAULT.PICNUMS file is generated when the equipment file is exported and defines the mesh properties for the engine.

ID[ | ]

This is the Database key. Never touch.

SRxActive[ | ]

  • There is a column for x=5, 6, 7 and 8.
    • 8 should be changed to 9 in anticipation of a CW expansion?
  • Indicates unit is active for SRx
  • Only mark active if unit entry has all required data filled in

PendingWork[ | ]

used to track status of units and some key clasifications

  • UX - X indicates version of game released in
    • CW and Apollo used for now since no released versions
  • use to mark duplicate entries
  • use to indicate rejected
  • use to indicate mod version
  • use to leave notes for others

ClassNum - Supreme Ruler[ | ]

Numeric value assigned as follows:

Class # Included ‘subtypes’ Notes
0 – Infantry
  • No penalty for move and shoot
  • Should be generally good at close combat
1 – Recon Radar Trucks, Cavalry
  • Advantage?
  • Radar: These units should be Strength 1
  • All "armored cars"
  • Green Archer types
2 – Tank ETC Tank, EM Tank, EM Rail Gun Tank, Laser Tank
  • No penalty for move and shoot
  • Usually Demolition capable (always?)
  • ETC Tank; Lvl 114, tech 158,
  • EM Tank; lvl 116, tech 157, 127mm
  • EM Rail Gun Tank; lvl 120, tech 160, 133mm, 6km range
  • Laser Tank; lvl 120, tech 252, 4mm, 10km range
3 – Anti-Tank Gun, ATGM,

Mech (all types)

  • Subject to Move & Shoot Penalty
  • Generally worse (lower) Initiative than Tanks; Used w/Turretless & limited firing arc Vehicles, also those without stabilized guns
  • Also for Anti-Tank armed Infantry
4 – Artillery Ballistic, MLRS, Mortar,

Launch Vehicle,


  • Standardized range per gun size
  • Ballistic: Ballistic = Y, Missile Cap = 0
  • MLRS: Ballistic=N, higher ammo usage
  • Mortar: Ballistic = Y; Missile cap = 0
    • Shorter Ranges; weak Hard Attack, but good Soft attack? Also, make lower ammo use, and longer combat time; Also, higher initiative (faster reload times)
  • Launch Vehicle: Missile cap > 0, attack values = 0, ammo = 0
  • ETC Artillery: dbl barrel 160mm gun on SP, single barrel towed
5 – Air Defense Gun, Missile, Combo
  • High rates of fire;
  • Radar FCS tech improves defensive rating
  • Missile: evaluate Reaction Time ratings
6 – Transport Bridging, supply
7 – Helicopter Attack, armed UAVs Not transport helos
8 – Missiles
9 – Interceptor best at air to air, armed UAVs also
10 – Tactical Bomber best at Air to ground, armed UAVs also
11 – Multi-Role
  • Multi-Role if Any Ground Attack >= 20 and Any Air Attack >= 30
  • armed UAVs
12 – Strategic Bomber
  • Units in this class are those that are indirect attacking vs. ground
  • what about light bombers? (Some notes on Discussion Page)
13 – Patrol/Fixed Wing Patrol, AWACS, Recon/Surveillance, ECM, ASW
14 – Transport Fixed Wing/Heli Cargo, Tankers WIG currently not used
15 – Submarines SS, SSN, SSBN, SSGN
16 – Carriers Aircraft/Heli Carriers, LHD/LHA class SR8 - includes Seaplane tenders with capacity > 10 aircraft
17 – Capital Ships BB, CG
  • Battleships, BattleCruisers, Monitors, Dreadnaughts
  • Heavy Cruisers, all types
  • (Pre-SR1936, included Light Cruisers, Destroyer Leaders, Torpedo Destroyers)
  • Generally ships > 10,000 tonnes
18 – Escort Ships Destroyers,


Missile Frigate, Heavy Corvettes

  • Sloops, Frigates, Heavy (long range) Corvettes
  • Destroyers, Destroyer Escorts, Light Cruisers
  • (Pre-SR1936, was Frigates)
  • Generally 1000-10000 tonnes; Crew complement usually over 150
  • Over 5000 km travel range
19 – Patrol Ships Light Corvettes,

Patrol Ships,

Support Ships?,

Spy Ships?

  • minesweepers not currently included
  • Motor Torpedo Boats
  • ASW Patrol
  • (Pre-SR1936, was "Patrol/Support")
  • Generally Under 1000 tonnes; Crew complement usually under 100
  • Under 5000 km travel range
20 – Transport Troop Transport, Cargo Ships,

Supply Ships, Landing Ships

  • Command Ships
  • Seaplane tenders?
21 – Upgrades

Excluded types

  • Dispatch Ships
  • River Monitors/River Patrol/River Gunship/etc.
  • Floating Barges
  • Yachts
  • Fishery Protection Vehicles
  • WiG aircraft

ClassNum - Galactic Ruler[ | ]

Numeric value assigned as follows:

Class # Included ‘subtypes’ Notes
0 – Infantry
  • No penalty for move and shoot
  • Should be generally good at close combat
1 – Recon Radar Trucks, Cavalry
  • Advantage?
  • Radar: These units should be Strength 1
  • All "armored cars"
  • Green Archer types
2 – Tank ETC Tank, EM Tank, EM Rail Gun Tank, Laser Tank
  • No penalty for move and shoot
  • Usually Demolition capable (always?)
  • ETC Tank; Lvl 114, tech 158,
  • EM Tank; lvl 116, tech 157, 127mm
  • EM Rail Gun Tank; lvl 120, tech 160, 133mm, 6km range
  • Laser Tank; lvl 120, tech 252, 4mm, 10km range
3 – Unused
4 – Artillery Ballistic, MLRS, Mortar,

Launch Vehicle,


  • Standardized range per gun size
  • Ballistic: Ballistic = Y, Missile Cap = 0
  • MLRS: Ballistic=N, higher ammo usage
  • Mortar: Ballistic = Y; Missile cap = 0
    • Shorter Ranges; weak Hard Attack, but good Soft attack? Also, make lower ammo use, and longer combat time; Also, higher initiative (faster reload times)
  • Launch Vehicle: Missile cap > 0, attack values = 0, ammo = 0
5 – Air Defense Gun, Missile, Combo
  • High rates of fire;
  • Radar FCS tech improves defensive rating
  • Missile: evaluate Reaction Time ratings
6 – Special (Ground) Command, transport, supply
7 – Helicopter Attack, armed UAVs Not transport helos
8 – Unused (Missiles) Formerly Missiles
9 – Unused
10 – Unused
11 – Multi-Role
  • Multi-Role if Any Ground Attack >= 20 and Any Air Attack >= 30
  • armed UAVs
  • All fighters
  • All Interceptors
12 – Strategic Bomber Manned & UAV
  • Units in this class are those that are indirect attacking vs. ground
  • what about light bombers? (Some notes on Discussion Page)
13 – Unused Patrol, AWACS, Recon/Surveillance, ECM, ASW
14 – Air Support Fixed Wing/Heli Cargo, Tankers
  • If unit has attack/defend then would most likely be in Multi-Role
  • Patrol aircraft without cargo could be carrier capable
  • Formerly "Transport" class
15 – Submarines SS, SSN, SSBN, SSGN
16 – Carriers Aircraft/Heli Carriers, LHD/LHA class Only Long deck
17 – Capital Ships BB, CG
  • Battleships, BattleCruisers, Monitors, Dreadnaughts
  • Heavy Cruisers, all types
  • (Pre-SR1936, included Light Cruisers, Destroyer Leaders, Torpedo Destroyers)
  • Generally ships > 10,000 tonnes
18 – Destroyers Destroyers,


Missile Frigate, Heavy Corvettes

  • Sloops, Frigates, Heavy (long range) Corvettes
  • Destroyers, Destroyer Escorts, Light Cruisers
  • (Pre-SR1936, was Frigates)
  • Generally 1000-10000 tonnes; Crew complement usually over 150
  • Over 5000 km travel range
19 – Unused
20 – Transport Troop Transport, Cargo Ships,

Supply Ships, Landing Ships

  • Command Ships
21 – Upgrades
22 - Space Fighter Not FTL ready

(To be docked on an FTL ship)



Attack Fighters

  • Would also include scouts (recon) with basic weapons but not good for combat
  • Each fighter is a battalion size of 6 ? (implementation concept)
  • Can be stationed on capital ships
  • Basic fighters, primarily for combat
  • ?Can only use ammo, no missile capacity
  • Ie Viper, Raptor, X-Wing, Tie fighter class (but no FTL)
23 - Space Capital Ship Cruiser (Gun Ship)


Bombers (large)

Battlecruiser (Fast/Armoured)

Command Ship (Buff other?)

Planetary Engineer

Stellar Engineer

  • Large investments, often purpose-driven
  • Other smaller ships could dock into the capital ship?
  • Can hold cargo and infantry units?
  • Extremely powerful
  • Some can be faster but can’t hold units
24 - Space Patrol FTL Ready (mostly)





  • Light Warship - Corvette, Recon, Scout, Escort
  • ?Uses missiles along with bullets
  • ?Slower than other combat ships
  • Non-FTL versions would be solar system only (not dockable)
  • Research Ships / Survey Ships (Scientific)
  • Drones (non FTL) if recon purpose
25 - Space Transport Munitions/fuel/Troops (Cargo)

Colony Ship

Landing Craft?

  • Resupply during a battle
  • Trade resources to other factions
  • Upgrades would allow it to be armed
  • Can carry infantry troops to attack a planet
  • Includes Colony Ships
26 - Space Upgrades Stars, Planets, Orbital Facilities

ClassText[ | ]

  • Originally used as a combination of the class number with text for clarification. Officially replaced by ClassNum. Not used by the engine
  • Now being used to leave notes on how a unit works within its class such as "MLRS" for a class 4 unit or "Biplane" for a class 9 unit.

SR5ID[ | ]

  • This is the unique ID number assigned to the unit used by SR5, SR6 and SR7 (all versions at this time)
  • DO NOT CHANGE if unit has been marked active for any project
  • Do not assign until ClassNum has been assigned
  • Numbered from 1 to 1000 for each Class
  • Unit ID must be within Class # * 1000+1 to Class # * 1000+999
  • Duplication not allowed

Implementation Note: UI should sort by spec, ie year etc, so ID # should be irrelevant; never any need to ‘renumber’ or be concerned about sequence in list, just don’t duplicate #s! SR4 required upgrades to have higher ID than original; this is not required for SR5

SR5IDText[ | ]

This is a text field that contains the SR5ID number at the time of conversion from the spreadsheet, kept to be able to find any "KJ" numbered units.

Model Code[ | ]

Equipment alpha-numerics ie M1A1, BGM-109

  • There should be no spaces in this cell at all, begin typing in Equipment Name as of first space.
  • the quotation mark character " is not allowed in this field.
  • Russian Ground Types prefix “T-xx”
  • Japanese Ground Types prefix “J-xx”
  • Chinese Ground Types prefix Chinese Local Designations:
Z: Armoured T: Tank S: Amphibious
Z: Main Battle
S: APC L: Wheeled
D: Tracked
B: IFV (L / D)
D: Missile Launcher F: Anti-Tank
H: Services B: Supplies
P: Artillery L: Howitzer (Gun) Z: Self-Propelled
L: Towed
P: Mortar
G: AA (Z / L)
T: Anti-Tank Gun (Z / L)
  • For Aircraft, use local region designations (MiG-17, F-18A)
  • Leave blank if no part # type for equipment.
  • If not named flag as "Needs Name"
  • For Chinese missiles, use this link
  • Ships with "type" or "project" in the name, replace with the following prefix, use the project/type number as the suffix
Battleship BB BBN could be used for Nuclear
Cruiser CC/CG/CGN Don't think we've had an occurrence of CC at this time
Destroyer DD/DDG/DDH G is Guided Missile, H is Helo
Frigate FF/FFG/DE/FFL DE is Destroyer Escort, FFL is for Corvette/Light Frigate
Patrol PC/PG/PGM
Transport Class specific many forms including AP/LCM/LPD/LST/LCU/etc.
  • Example a Slava Project 1164 Cruiser would be a CG-1164 Slava
  • Russian Ships; Do not use the BPK term

Equip Name[ | ]

Equipment English Name, ie “Abrams”, “Tomahawk”

  • the quotation mark character " is not allowed in this field.
  • Also, NATO names (ie ‘Frogger’) go here
  • the intention is to use Class names, not Unit names such as Arleigh Burke Class.
  • Do not use the term "improved"
    • Where we include multiple units within a given class to represent improved versions use the pennant and name of the version where the improvement is introduced. For example the SSN-764 Boise is an Improved Los Angeles class Sub
    • Ideally we would use only the class name for the unit and use the orbats to distribute pennant names and numbers to each ship.
      • This should also be done anywhere a ship is reclassified. Use the original class entry and use the Orbat to assign it's new name/number
  • Include post-name part numbers here, ie: “Leopard 2A3”
  • Include post-name ‘Mark’ indicators here, ie “Chieftain Mk 5”
    • Abbreviate Mark as "Mk" or optionally use dash (ie "Tomahawk-5")
  • Do not include modifier "Block", use dash or space instead (ie "Harpoon 1C")
  • Do not include redundant elements such as "Type", "Project", etc
    • Use J-90 instead of Japanese Type-90 etc
    • Use "CV-1143.4 Kiev" instead of Russian Carrier "Kiev Project 1143.4 CV"
  • Avoid redundancy (don’t use words “Tank”, “Missile” etc)
    • Keep terms of "Phaser, Ion, Gun, just lose the additional word.
  • remove AA or SPAAG from anti air names, AT or ATGM from AT units
  • watch for use of dashes to link parts of names that are not normally linked.
  • Where units use "w/" for with removed these characters, leave the name of the other associated equipment
  • Upper & Lower Case except for acronyms
  • Descriptors such as “Light”, “Heavy” should be capitalized first letter
  • Special Cases:
    • Infantry: Generic types such as ‘Engineer’, ‘Light Infantry’
    • Artillery: If Equipment has a Common name, ie ‘Rhino’, use it;
      • Name should include Mobility, Gun size, Type;
        • Mobility = “Towed” or blank for self-propelled
        • Gun Size in mm with no space
        • Type = “Howitzer” (exclude if has name), “MLRS”
      • Ie "Towed 155mm Howitzer", "214mm MLRS", "Rhino 155mm"
      • Inches should be "6in", no use of double-quote
    • Don’t include ‘SP’ (Self Propelled) or SPG, SPH
      • This standard is not consistently applied and is under challenge
    • Anti-Air: Follow similar rules to Artillery; use Common name if avail;
      • Otherwise Mobility, Gun size, Type;
      • Ie "Towed 85mm Gun"
    • NBC Missiles no longer need to include "NUCLEAR" or "CHEM" in name
      • Based on the fact that all GUI displays of missile name must include Nuclear icon shown
  • name ideas for India; [/ link]
  • For ships added as "non-buildable" to generate opening inventories, naming conventions can be less accurate but should follow these standards as much as possible.
  • Unit Naming Issues and Decisions:  See [/ Equipment List Standards - Unit Name Issues].

Implementation Note

  • UI will try to show full Model/Name entirely.
    • name is combined with model code on export
  • Maximum # of characters in Model & Name combined is 27 (enforced?); recommend under 20.
  • Effective Update 7 & CW, the GUI will display the full Equipment name (ie "27th TANK Leopard 2A4"), so no dashes or other elements are required to workaround clipping of important name elements. This also means that unnecessary name elements should be shortened or eliminated.

Naming Notes

  • Where NATO Model Codes and Names exist, use NATO Names only - any local names go into 'Alternate Name' field.
  • Where different names used in different countries, use the original (first developed) name, or if not known, use the most common name; other name(s) go into 'Alternate Name' field.

Errors[ | ]

Errors for units are generated and listed here when using QA Run

NeedName[ | ]

If this field is selected it indicates that the name of the unit does not match the standards for either the Equipment Name or Model Code data bits. This will also appear as an error in teh QA Run.

Region Codes[ | ]

This is sometimes refered to as "Researched by" or "Region of Origin". Region codes determine where a unit comes from.  The letters assigned should represent countries where the design could be achieved any time after game's start date without any other region having discovered it first.  A heavy preference should be given to regions how originally invented a design, regions building a design under licence should only get their code added to this field if their discovery of the design was "inevitable".  Some consideration is given to outdated designs to provide options to lower tech regions.

For the full list of Region Codes See Region Codes .

TechReq(x)[ | ]

There are two TechReq fields. Each one can be used to list a prerequisite technology required for research of a unit design. For information on how to assign technologies review the latest Tech Tree

UnitUpTech(x)[ | ]

(GR / SR2030 Only) There are eight UnitUpTech fields. Each one can be used to list a technology research that will enhance a unit design. See UnitUpTech

  • First Two Are Attack Unit Upgrade Tech Required / Defense Unit Upgrade Tech Required (these techs must be known for unit to be built)
  • Next six are three Attack Unit Upgrade Tech Optional / three Defense Unit Upgrade Tech Optional

Builder[ | ]

Text field used for making notes on countries of the world that build a certain unit type.

U/G to[ | ]

Unit ID# considered an ‘Upgrade’ of this equipment type.

  • ie M1A1 to M1A2
  • This is meant for Upgrades that can be physically done, or make sense for Gameplay purposes; ie, Leopard 1A4 to 1A5 is OK, Leopard 1 to 2 is not.
  • future engine may allow players to upgrade existing units along this path.
  • ID of unit to upgrade to may be lower than ID of the older unit
  • Units may be upgraded into a new class (interceptor to multi-role)
  • Make sure upgrades are equal or greater in tech year.
  • Entries in class “Upgrades” are not replaced by a unit listed as “upgrade to” being researched. Players have the option of building Micro and Mid goods plants even if they do have the research for Large.

Replace By[ | ]

Unit ID# considered a ‘Replacement’ of this equipment type

  • ie Leopard 1 to Leopard 2 To Challenger to Abrams
  • This is used to filter Build lists for players, to prevent display of obsolete types and provide suggestions on what new types to research. It is also used across similar units from different region codes to keep the list more manageable as players acquire foreign designs.
  • Units may be replaced by a new class (interceptor by multi-role)
  • ID of unit to replace with may be lower than ID of the older unit
  • Players will not be able to upgrade existing units along this path
  • Make sure replacements are equal or greater in tech year.
  • Entries in “Upgrades” class should use “Replaced by” values if we make generational versions of upgrades. So a 1930 industrial plant node added for modding/missions would get a “replaced by” value pointing to the current industrial node entry

Abandon to: (Upgrades only)[ | ]

Indicates upgrade ID# that is used for “Rubble” version of this facility.

  • implemented?

Refit To[ | ]

Currently Unused. If implemented as currently entered, the ID number indicates the other unit record to which a given you can be "refit".

Year Avail[ | ]

First Year of quantity ‘production line’ production. IOC date.

  • Should be introduction date, not first flight.  Having proper tech prereqs is however the critical factor.
  • Where unit is not yet/never was commercially produced, this will generally be a few years after prototype stage.
  • Tech level required to research = Year Avail – 1900
  • Year Avail must be > tech year of all prerequisite techs
  • For boats, using either data laid down or date commissioned.

Crew[ | ]

Soldiers per squad or equipment piece.

NumSquadInBatt[ | ]

This is the default number of Squads or Equipment pieces in a Battalion, as determined by the standards of the producing region, for Scenario Design purposes.

  • Ships are always Quantity 1
  • ‘Single Purpose’ Units with no combat or supply purpose are Quantity 1
    • Command Unit – should be Quantity 1
    • Bridging Unit (non-Combat) – should be Quantity 1
  • In-Game, new construction defaults to ‘Standard Quantities’ set by WMData file
    • Can no longer adjust using a 50%-150% Strength Slider or over/under str.
    • This value is only used to determine the strength of units assigned via orbats

Classe Defaults[ | ]

Class # Standard Qty Notes
0 – Infantry 54 (Special Forces usually 35? Mechs s/b 24?)
1 – Recon 38
2 – Tank 44 (Allows str range 22-66)
3 – Anti-Tank 45
4 – Artillery 18
5 – Air Defense 40 Long range AA usually ½ this
6 – Transport 24
7 – Helicopter 24
9 – Interceptor 18
10 – Attack Fighter 18
11 – MultiRole Fighter 18
12 – Strategic Bomber 12 what about light bombers?
13 – Patrol/Fixed Wing 6 / 12 SR2020, SRCW: 6  / SR1936 (pre '49 units): 12
14 – Transport 12 non-Mission Air units will get this Doubled

Cost[ | ]

This value is cost per million, example (0.15 = $150 000).


  • Does NOT include Mil Goods cost (which is from weight of unit)
  • Should be the real-world ‘Per Additional Unit’ cost
    • CW change - Cost is based on Year of introduction (IOC).  A 1960s unit should have it's 1960s price
    • CW - price is adjusted based on inflation and the world economy
      • a 1960s unit will cost less in 1949 and more in 1980 than it's cost listed in the database
    • Ie Development cost should not be included, only ‘per unit cost’
      • (“Development cost” is part of tech prereq research costs, etc)

DaystoBuild[ | ]

Days to build/train 1 squad/piece

  • Costlier Units should experience higher build times
  • Heavier Units should experience higher build times
  • An approximate guideline for Ground units is also ‘Cost in Millions / 2’
  • Presence of tech pre-requisites does not affect build time or cost (it is part of ‘development time’, which is not included here)

Speed[ | ]

‘Standard’ (cruise) traveling speed of Unit

  • In km/h, if not researched as such use Online Conversions website
    • mph*1.6
    • knots*1.852
    • 1 mach = 1 225.044 kilometer/hour
      • Should be ‘standard’ (cruise) speed, not burst/peak speed.
    • In cases where only maximum speed is listed, it is preferable to assume 80% of maximum as cruise speed.
      • This has not been applied to many aircraft from SR2020 even through some early Apollo entries.
      • The entry for the F-4 Phantom in Persicope offers a good view that this is a poor system.  We should be using max speed and using the engine to trim that.  Else we never know if we entered the right value
  • For ground, should be cruise/travel speed in clear/road terrain.
  • For towed units use common speed of 25km/h
    • KJ methodology - fuel value per gun weight/year range
      • older/light guns
        • 25-30km/h, range 200km, fuel 1.0
      • Medium caliber ~75-120mm
        • 25-30km/h, range 200km, fuel 2.0
      • Heavy guns >140mm
        • 25-km/h, range 200km, fuel 3.0
      • guns after ~1940
        • 35km/h, range 225-250km, fuel value 1.5-3.5

MoveType[ | ]

Integer value assigned as follows;

  • 0 Leg
  • 1 Wheel
  • 2 Half-Track
  • 3 Tracked
  • 4 Towed (generally same as ‘Wheel’)
  • 5 Variable (Track/Wheel)
  • 6 Mech
  • 7 Hover (Also Special Case: Amphibious Water on Land)
  • 8 Unused
  • 9 Unused
  • 10 Naval
  • 11 GR - Space
  • 12 Air – Close (Helicopters)
  • 13 Air – Mission (Fixed Wing)
  • 14 Internal Use (Special Case: Amphibious Land Unit on Water)
  • 15 Internal Use (Special Case: Supply Route)


  • Hover Type always allowed on Water; only allowed on land if ‘Amphibious’ Flag set
  • Amphibious Land units get set with their main type (ie Wheel); when on water, movement type is over-ridden to special case.

MoveTypeText[ | ]

This is the old Move Type field which used to contain the number for the move type and some text to further specify subtype. In newer entries it is being used only to indicate move subtypes.

  • For air units we should begin listed ceiling altitude here for help assigning other values if standards change.
    • big job to push back to existing.
  • Also used at times for indicating # of wheels
  • could be used to specify prop/jet and move service ceiling values to TargetTypeText?

MoveRange[ | ]

Used to calculate fuel range for units. Important to be accurate!

  • Ground: Typical Move range in Clear Terrain - usually range on 1 tank of fuel.
  • Towed units always 350km
  • Air: Indicates Standard travel distance with typical load
    • Ideally look for values listed as "normal range"
    • Usually double the ‘combat radius’; use ‘2x max combat radius’ as alternate
    • Do not use ‘ferry range’ since that assumes no weapons load.
      • 1x combat radius was used in SR4 at times REVIEW!
      • ferry range/2 was used in some cases. Case by case
  • Tanker Air: Fuel Range must include the total distance tanker would travel with a full load of fuel in refueling tanks available!
  • Naval: Distance traveled on one tank of gas. If nuclear, =spd*17520 hours
  • Facilities: 0

FuelCap[ | ]

Volume in Barrels of petroleum carried by each squad/aircraft/ship/sub.

GR: All units (space and planetary) use Energy as their Fuel type.

  • Gas/Diesel/Fuel Oil:
    • use Online Conversion website to barrel US liquid
    • gallons p/pound fuel – 0.138 (or 7.24 lbs p/gallon;
    • or 304 pounds / barrel
    • Pounds per gallon: 6.04 Pounds / barrel: 304
    • Barrels per Metric ton – 7.25
    • U.S. gallon = 3.78 liters (or 0.264 U.S. barrel)
    • U.S. barrel = 42-gallons (or 158.98 liters)
  • Residual fuel oil, ie naval fuel oil has differing weights that standard Gas/Diesel/Fuel oil above – being:
    • Pounds per gallon: 7.88
    • Pounds / barrel: 331
    • Barrels / metric ton: 6.66
  • Motor gasoline also has differing weights:
    • Pounds per gallon: 5.83
    • Pounds / barrel: 259
  • Tanker Aircraft: Include Standard capacity PLUS Refuel Capacity
  • 1 barrel = 0.155 tons (tonnes/.155= barrels)
  • Ships: Special Rules Apply:
    • Fuel Consumption is 0.360 lbs per hp per hour
    • To calculate Fuel use rate per hour: [Fuel Cap/ (Km Range/Km Speed)]
    • When setting fuel capacity for Diesel or Gas ships the consumption rate can be used to reverse guess the total fuel capacity.
      • Expected ship fuel capacity is:(Engine HP*Max Move per day/Move Spd*0.36/2000/0.155).
    • Consumption rate per class will generally be in the following ranges:
      • Benchmark: Arleigh Burke, 100,000hp @ 61km/h is ~120 b/h (Barrels per Hour)
      • Diesel Sub: 1.8 to 6 b/h
      • Non-nuclear Carriers: around 250b/h
      • LHD Carriers: around 100b/h
      • Naval-Electric Carriers: around 180b/h
      • Non-nuclear Cruisers/Battleships: 150-220b/h
      • Destroyers: 60-130b/h
      • Frigates: 30-90b/h
      • Corvettes: 10-60b/h
      • We could program a common factor, consistent with the period of 4 Prop aircraft of the period.
        • That CONSUMPTION figure is: 0.50 LBs/HP/Hour of Flight Time, for each Engine.  Therefore, if the unknown is a single engine 9 Fighter type, use the above figure.  If the type is a 2-Engine, double the Consumption rate....3-Engine, triple, etc. etc.
  • Forum thread

Spotting Types[ | ]

Units can be assigned two different spot types. Lookup ID for Spotting Type from list

  • Optional Secondary Spotting Type, usually used for ASW
  • Lookup Provides Spotting Range & Spotting Strength.
    • Details on how to determine range and strength of a radar type are in the Spotting Type page.
  • Spotting Type ‘0’ (no spotting) will not even spot ‘own hex’
  • If SpottingType1 is not set, then SpottingType2 is ignored
  • Entries in “Upgrades” class can also be given a Spotting type.
    • Required if the node/container is to have the ability to spot (radar/Airstrip)
  • any ship with a spot type in the 500s (sonars) should have tech #110 if it does not already have two more important prereqs
  • It has been proposed to add the ability to give an advanced order to air units for "low detection range" during movement. The effect would cause them to move down to "close" range for flight and targeting but decrease their profile making them harder to spot. This is based on notes in the Target Level Rules Ballistic Anti air units should have inherently a lower profile than SAM Anti air units due to the electronic "noise" generated by SAM stations.

Stealth Strength[ | ]

Rating of how visible unit is. Used in conjunction with spotting strength and range.

  • Lower values will make units more visible.
  • Stealth = 255 will make the unit invisible.
    • modifiers such as efficiency can result in that not being the case
  • Stealth = 10 will make the unit visible to any level of spotting.
  • Stealth = 0 will make the unit visible even under fog of war.
  • Details on spotting system are in /Design Docs/SR5_LOSRules.doc

GR Stealth type ranges for unit generation[ | ]

  • Class 0;: 30 to 45
    • If Hover, stealth = 20
  • class 1; 40 to 60
    • Radar Truck only; 20
  • class 2; 25 to 35
  • class 4; 25 to 45
  • class 5 gun; 40 to 60
  • class 5 SAM; 20 to 40
  • class 6; 20
  • class 7; 40 to 90
  • class 7 ASW; 40
  • class 11; 30 to 50
    • 100-120 for stealth aircraft
  • class 11 ASW; 40
  • class 12; 40
    • 140 for stealth
  • class 14; 25 to 40
  • class 15; 200, 210, 218, 225, 230, 235, 237, 240, 245, 250
  • Class 16; 20
  • Class 17; 25 to 35, 55 for last
  • Class 18; 30 to 40, 60 for last
  • Class 20; 20 to 35

Weight[ | ]

Weight of Military Goods in metric tonnes of each Squad or Equipment piece.

  • Weight regarding vehicles, ships and aircraft is without Fuel, Ammunition, or Cargo (to include passengers).
  • Weight in game is used as follows
    • Air Units: Empty Weight, shown in metric tonnes (MT).  Where Empty Weight is not known, a general estimate of ~70% of Take-Off Weight (T/O) can be used, which is a rough average of the aircraft empty weight without fuel, ammunition, pilot/crew, etc. (not "max take-off" weight)
    • Naval Units: ships shall be Standard displacement value.
    • Land Units - generally, either Empty Weight or British term "Unstowed Weight" shall suffice for Vehicles.

Note: Military goods used to build are 1:1 for weight, except Naval classes where ½ weight is used.

Industrial Weight[ | ]

Weight of Industrial Goods in metric tonnes; generally for Facilities.

Uranium Weight (Ur Weight Kg)[ | ]

Weight of Uranium in kilograms for each unit; generally for Nuclear Missiles.

GR: Not used.

  • Standard of Raw Uranium kg to Nuclear Yield:
    • Uranium kg = Sqrt( Yield ) * 10,000
    • This means smaller yield will require a more reasonable amount,
    • but huge-yield will not be unusually large.

TransportCap[ | ]

Weight that can be carried in cargo by the unit.

  • This includes max payload + sling load.
  • Units will fill with supplies up to this value x # of units in battalion.

Common values:

  • Utility Helicopters: 4-2
  • Cargo Helicopters: 5-20
  • Planes: 7.5-40 (some as large as 150-250)
  • Carriers: 1000-25000
  • Cargo ships: 1000-5000 (some as large as 30000)

The weight is in Metric tons. Set the capacity for one piece, it’s multiplied by the battalion/squadron size.

Long Deck Carrier[ | ]

(Y/N)Indicates whether ‘Long Deck’ squadrons can land on this ship. - ‘Short Deck Takeoff’ units can land on any carrier - ‘Long Deck Takeoff’ units require a carrier with this flag set Entries in “Upgrades” class use this value to indicated if aircraft can land on the node

Air Carrier Capacity[ | ]

Indicates the number of air squadrons which can land on the ship.

  • Type of air units allowed to land depends upon ‘Long Deck Carrier’ setting
  • SR8 - used for Seaplane Tender ships.  They are treated as short deck carriers.
    • only ships with capacity > 10 are included
    • know issue that this will make them capable of landing helicopters and VTOL in late games

TargetType[ | ]

Indicates Unit ‘Target Defense’ type. Determines what attack values unit will defend against and where they are located as relates to "levels" within the game.

  • 0 Soft (ground level target)
  • 1 Hard (ground level target)
  • 2 Fort (used for facilities, planets)
  • 3 Close Air
  • 4 Mid Air
  • 5 High Air
  • 6 Surface (ground level target, space facilities)
  • 7 Submerged (Submarine)
  • 8 Close Combat
  • 9 Reserved

For rules on which level of air a unit should be assigned, see the Target Level Rules

GR: Space Level Target Type (spectype):

  • 2: Planets / Stars
  • 6: Space Units / Space Facilities

TargetTypeText[ | ]

Carry over field from SR2010, now being used to note key characteristics of units such service ceiling or to note special technologies used that should be considered when assigning values.  Not used by the game engine, for DB editing and notes only.

Initiative[ | ]

Unit ‘Initiative’, generally 1 (low) to 8 (high)

  • "First Shot / First Move" base value
  • Higher val = more likely first shot & Faster Reloading
  • Units without Combat capability get Initiative (1)

See Baseline Charts at end of Document.

Indirect[ | ]

(Y/N)Indicates if damage targets a unit in the hex or entire hex.

  • Y for Artillery, Bombers, Battleships, Ships using 155mm AGM guns.
    • Battleships and Battle Cruisers generally had main guns > 300mm capable of indirect
  • Should be for Surface-to-Ground and Surface-to-Surface ranges > 1 hex

Ground Attack Range[ | ]

Range of fire for attack weapons versus ground targets

  • Range for most gun types can be researched (Periscope)
  • Missile Ranges also used for units that fire missiles not modeled as units.
  • Land Guns, AA, Surface to Surface Missiles: Periscope
  • Ballistic Artillery: Charted range according to gun size
  • Fighter: usually 24km (Mavericks)
  • Other basic units: 5-10 km

Air Attack Range[ | ]

Range of fire for attack weapons versus air targets

  • AA: Research (Periscope)
  • AA-ADATS: 10/25/40km for techs 254/255/256
  • Jet: AMRAAM: 75-100km, BVRAAM: 145km, AA-12: 80km
  • Other basic units: 5-10 km
  • Land force pre Cold War should have far less AA capabilities
    • tanks with <13mm guns given no AA value

Surface Attack Range[ | ]

Range of fire for attack weapons versus surface naval targets

  • Value often equal to ground attack, particularly for land units
  • Air: Gun, torpedo or missile range. 24km for missile is common (Maverick)
  • Subs: torpedo range
  • Ships: torpedo or main gun range

Submerged Attack Range[ | ]

Range of fire for attack weapons versus submarine naval targets

  • (0) for land units
  • Air, and Sub: torpedo range
  • Ship: Torpedo or Depth Change range
  • Ship w/ ASW helo:
    • 60-km for Agusta AB-212, MD-500 ASW
    • 100-km for SH-60/SH-70/AS.532 Cougar/Lynx
    • 100-km for Ka-27?

GR Space Unit Attack Ranges[ | ]

  • Ballistic Weapon Attack Range (replaces "Surface Attack Range")
  • Energy Weapon Attack Range (replaces "Submarine Attack Range")
  • Other two ranges are unused.

Attack Values[ | ]

To determine if a unit should have a given attack value, see the Target Level Rules

  • 0: Soft Attack
  • 1: Hard Attack
  • 2: Fort Attack
  • 3: Low Air Attack
  • 4: Mid Air Attack
  • 5: High Air Attack
  • 6: Naval Surface Attack
  • 7: Naval Submerged Attack
  • 8: Close Combat Attack (see below)
  • 9: Reserved

GR: Space Level Attack Values (0 to 5 are unused)

  • 6: Ballistic and Indirect Attack Against Target (replaces Surface)
  • 7: Energy Attack Against Target (replaces Submerged)
  • 8: Attack against Close target of any type (not currently implemented)

Value representing strength of attack versus specific types of targets.

  • Factor in all weapons systems of units and any unmounted squads (inf).
  • Damage should be evaluated by ammo of weapon type and amount of that ammo expended per “shot”. See also “Supply use per squad”

Certain factors should be variables in the weighting;

  • Maneuverability (including Speed/Climb Rate for Air Units)
  • Fire control
  • Onboard Weapons (not those modeled separately as missiles)
  • Ammo Weight per shot (and associated weapons used to determine weight)

Class Notes[ | ]

  • Carriers are zero vs. all land types (As of SR8)
  • land are zero vs. all sub types
  • to determine if the AA capabilities of a unit are within low/med/high use the Target Level Rules
  • The AA values for towed artillery units before MANPADS capabilities should be zero. (As of SR8)
  • Tanks with nothing but Machine Guns should have hard attack = 1
  • Tanks with 37mm ~ 1930 hard attack = 6

Close Combat Attack[ | ]

An override value for Soft Attack AND Hard Attack Value, used when:

  • Attack type is Direct (not Indirect/Artillery fire)
  • Defender Unit is in ‘Close Combat’ (Urban/Low Vis) Terrain
  • Applies to attacks from Ground and Air Units
    • Attacker can be in either open terrain or close terrain; only defender terrain decides.

Ground defense[ | ]

Value used when any unit type attacked from direct-fire Ground/Naval/Sub Units Special Cases:

  • Landed Air Units – use ‘Close Defense’ value
  • Defending Ground Unit in Close Combat Terrain – use ‘Close Defense’ value

Tac Air defense[ | ]

  • For Ground & Naval Units: Defense against close air (bombing/strafing)
  • For Air Units: Defense against attack from other air units
  • Aircraft with Afterburner or greater maneuverability should get a benefit

Indirect defense[ | ]

Indirect Fire: Artillery, Strategic Bombing, and Indirect (Area Effect) Missiles.

  • For Ground & Naval Units: Defense against Indirect Fire
  • For Air Units: Defense when unit is landed and hit by Indirect Fire
  • Value is not used by Missiles and Submarine

Close Defense[ | ]

  • For Ground Units: Defense when defender in ‘Close Combat’ (Urban/Low Vis) Terrain
    • Attacker can be in either open terrain or close terrain; only defender terrain decides.
  • For Air Units: value used when landed and attacked directly by ground forces
  • Value is not used by Missiles, Naval Surface, and Submarine
    • Subs might need this value if we make them surface to fire on land/naval targets

GR Space Unit Defense[ | ]

  • 0: Defense against Ballistic attack (Armor/Hull strength against Ballistic) (replaces Ground Defense)
  • 1: Defense against Energy attack (Armor/Hull strength against Beam) (replaces TacAir Defense)
  • 2: Defense against Indirect "Flak" attack (replaces Indirect Defense) (not currently implemented)
  • 3: Defense against Close Attack (replaces Close Defense) (not currently implemented)

Combat Time[ | ]

The number of “shots” the unit can take with a single load of ammo.

  • Rate of fire should be factored in. Units that fire faster should do more damage but have less combat time if they have the same supply cap.
  • Generally reported as Combat Time in ‘hours’, but this is not entirely accurate depending upon units firing rate; in-game, this is the number of shots per full load.

Supply cap per squad[ | ]

Sum weight of all ammunition stored for each weapon system assuming max payload.

  • Supply cap is decreased by weight of missiles units loaded on.
    • Loading heavy missiles could “empty” stores of a unit
    • High supply capacity to accommodate missile units could cause a unit to have “too many shots”.
  • Special Baseline Rules for Ships:
    • Supply cap is set as percentage of total fully loaded weight
    • Ammo use (to determine combat time) is also fixed
    • For Ships with main gun turrets > 90mm:
      • 1.5% Supply Cap, 5 tonne/hour per main gun turret use rate
    • For Ships without a main gun turret > 90mm:
      • 1% Supply Cap, 2 tonne/hour use rate

Supply Values

  • A P-47 carried about 2.5t of MG ammo for 8x12.7mm guns
  • BF-110 carried about .04t of MG ammo for 2x20mm+5x792mm
    • currently modeling an increase in supply carried for class 9 @ '34 and '39 and'42

Weapons Variables[ | ]

There are three weapons related variables

  • Weapons
  • PrimaryWeapon
  • SecondaryWeapon

currently they are not used by the engine but at times an effort has been made to record the weapons systems on ships so that all boats with "2x127mm" have similar stats.

Missile Points Value[ | ]

  • numeric value, Missiles Only
  • Number of points used when missile is loaded onto platform.
    • KJ heavily reviewed from 05/09 - 10/09

Value Assignment

Generally, Missiles were rated along following lines:

  • 2 point = AS-10 Karen, Nord AS-30/-30L, AGM-12 Bullpup…..and several of the bomb types.
  • 3 “ = Exocet, Harpoon, Otomat, YJ-82/83 and a few others
    • hence a surface ship with a Missile Capacity indicated as ‘23” would be carrying normally 8 Harpoon, or Exocet, etc.
  • 4 and 5 – several of the larger Russian SSMs, got this rating because of their larger size than found in standard Western SSMs (usually rate 3s)
    • Example, #17770 Slava CG with 16xP-500 Basalt (SS-N-12s) SSMs was rated ‘112’ in order to carry 16.
    • Similar situation with #177768 Kirov (Orlan) CGN with ‘140’ rating because of its 20xP-700 SSMs.
  • P-500 and P-700 are the largest SSMs around and were rated “7”

Because of the SR2020s design system, one could in theory arm a standard US or Japanese DD/DDG with capacity of ‘24” (standard with 8xHarpoon) with 3 of these missiles, but there is no way to prevent this given the game design as you explained it (it causes potential aberrations – but it is the closest to keeping it realistic.

Several Chinese DDDG – such as #17417 Luda III/Zhanjiang are carrying 16xSSMs – all Ying-ji-82s – Each rated at “3” and therefore have a capacity of 48. Same type of thing happens with new Indian missile corvettes of Kora class – 16xUran/SS-N-25. Too large to rate as “2” (comment follows).

In Aircraft rating for missile capacity, the smaller ASMs – based on weight and size – were rated ‘2’. Others, most common like AM-39 Exocet, remain at “3”, the bigger “7” ASMs carried on Tu-95KM (Bear-C) etc are translated into how many they can carry (as with case of Tu-16s, missiles like KSR-5/AS-6A capacity was only 2 missiles, and thus Tu-16s are limited to ‘14’. That in theory they could therefore carry 4xExocet or PJ-10 BraMos cannot be avoided, only minimized. Later, Tu-142M-Sea Dragon (II) /#13929 has been specifically modified to Indian Navy spec’s to carry PJ-10 on special under-wing racks, and therefore rating higher capacity.

Some of the larger AGMs, like Raptor/Popeye and others got bumped up to “4” size – and thus, an aircraft like the F-4E is limited to carrying 2xAGM-142, which is historical. Israeli’s for example us Popeye as standard on their F-4E-2000 – as was proposed for the Turkish F-4 upgrade program.

And, like the huge Mikoyan Kh-20/Kh-20M (AS-3 Kangaroo) were so large as to be comparable with the size of a Mig-19 fighter (in fact, prior to missile carriage, the R’s tested a modified Mig-19 airframe on one aircraft to test drop characteristics, impact on flight characteristics, performance, etc.) rated 9, which limits the Tu-95KM Bear-C to its historical “1” missile capacity. Later aircraft, such as #12206/ Bear-G are modified to accommodate their general AGM loads of cruise missiles.

On balance, the overall Missile Cap assigned does not imbalance the game, but does in some cases require more Port reloading (where several surface ship classes were rated ‘30’, they got knocked down to ‘24’ because of the standard 8xHarpoon or Exocet carried. Older French DDs often only carried 4xMM.38/39 series or 12 rating.

Missile Points Capacity[ | ]

  • numeric value, never for missiles
  • Number of points available for loading missiles
    • Land units: value indicates maximum size of missiles that can be loaded
    • Air units: value indicates maximum size of missiles that can be loaded (/2?)
    • Naval units: maximum size of missiles that can be loaded = value/4
      • The 4x multiplier on ships means historical two on board missiles will actually get four.
        • Assuming minimum size of Anti-Ship missile being a 3, 12/4 = 3 pts size capacity.
  • If value given to an “upgrade” type unit may encounter situations the GUI is not built to accommodate.
  • Assign values according to notes on missile size values.

NuclearYield[ | ]

  • Missiles Only
  • Kt yield of warhead for nuclear missile units.
  • Researched value, displayed in game but directly used by engine. (?)
    • need to confirm this
  • Used to determine damage values based on separate Nuclear Yield Damage chart.

NBC Prot[ | ]

  • Y/N Unit is equipped for protection from nuclear, chemical or biological attacks.
  • Value can generally be researched.
  • For Facilities also
  • GR: For Space Units, this indicates "Shields Capable" Unit

StratNuke[ | ]

  • Y/N Strategic Nuclear Missile (generally 90 KT or greater and/or longer range)
  • Used only for missiles – Different ‘specialty’ icon in game, but not used in calcs/no engine effect

TacNuke[ | ]

  • Y/N Tactical Nuclear Missile (generally less than 90 KT and/or shorter range)
  • Used only for missiles – Different ‘specialty’ icon in game, but not used in calcs/no engine effect

GuidedMis[ | ]

  • Y/N unit follows target unit after launch. Missiles only.
  • Otherwise will always hit original target hex.

No Eff Loss / Move[ | ]

  • Y/N unit can move without a loss of efficiency.
    • need to confirm this defeats long term flight efficiency loss not just "move/fire penalty" style.
  • Set Y for Air Patrol class (ie multiple crews, resting not required)

Move&Fire penalty[ | ]

  • Y/N unit suffers penalties for moving and firing at the same time.
  • Y for all land classes except Infantry and Tanks
    • should turretless tanks be N? (Stridsvagen)

Turret Arc[ | ]

  • numeric value, If ‘Limited Firing Arc’ and ‘Turret Rotation’ is set, this is total firing arc in degrees
    • Ie 90 would allow turret to rotate 45 degrees to left or right
  • If ‘Limited Firing Arc’ or ‘Turret Rotation’ is not set, then this is ignored.

Limited Firing Arc[ | ]

  • Y/N can unit fire 360 degrees
  • If Unit has Turret, Set Y if Turret Rotation Arc is limited (see ‘TurretArc’ Value)
  • If Unit has no Turret, Set Y if Unit must turn to face direction of fire.
  • Set Y for most units without Turret (new SR5 standard), ie Anti Tank, AA
  • Set N for Infantry types (can shoot in all directions)
  • Set N for Air units (fighters, bombers) that don’t need to face unit to attack

Turret Rotation[ | ]

  • Y/N Turret can Rotate.
  • Set Y for Tanks, units with Turrets.
  • If Set to N, then unit must turn to fire if ‘Limited Firing Arc’ is set.

Turret Immediate[ | ]

  • Y/N Turret Rotations are ‘immediate’.
  • Unit with Turret can immediately turn turret towards any target.
  • No common use for this at present.

No land cap.[ | ]

  • Y/N Unit cannot capture terrain.
  • Y for Art, AA, aircraft, missiles and submarines
    • CW - also for Class 20 transport
    • SR8 - also for class 16 carrier

River Xing[ | ]

  • Y/N unit is fording capable
  • Unused

Amphibious[ | ]

  • Y/N Unit can move across terrain using amphibious move rules
  • "Ground equipment on water, Naval equipment on land"
  • GR: Space: Indicates unit is capable of landing on planet - "dropship" capability

FTL[ | ]

  • GR: Space: unit is FTL capable (transit between star systems)

Airdrop[ | ]

  • Y/N Unit can be unloaded from cargo while transporting unit is flying (and land safely)

Air Tanker[ | ]

  • Y/N Unit can give fuel to a unit marked Air refuel=Y while flying

Air refuel[ | ]

  • Y/N Unit can take fuel from a unit marked Air Tanker=Y while flying

ECM Equipped[ | ]

  • Y/N unit has ECM effects
  • For Facilities also
  • Unimplemented

Dock to unload[ | ]

  • Y/N. If N unit can unload cargo onto any shore hex using amphibious move rules

Has Production[ | ]

  • True/False - Node produces a commodity
  • Facilities only.

LowVis[ | ]

  • True/False - reduced spotting and sets hex as close combat
  • Facilities only

Naval Port[ | ]

  • True/False - can load/unload even if Dock to unload = true
  • ships will use as home base
  • Facilities only

Military Base[ | ]

  • True/False -Anything more than storage and fabrication nodes? Check usage
  • Facilities only

Industry[ | ]

  • True/False - is an industry. All nodes related to commodities
  • Facilities only

Urban[ | ]

  • True/False - is a city
  • Facilities only

Transportation[ | ]

  • True/False - is transport type. Roads, rails and cities.
  • Facilities only

Bridging[ | ]

  • True/False - can be used to cross rivers. Roads, rails and cities.
  • Facilities only

Rubble[ | ]

  • True/False - type of rubble.
  • Version 9.1.203 : if set, then this upgrade will not display a Map name HUD
  • Facilities only

Synthetic Production[ | ]

  • True/False - node does not require on map resource. Includes goods and power (other than hydro)
  • Facilities only

SynthAddCost[ | ]

  • True/False - ?
  • Facilities only

Container[ | ]

  • True/False - is a central hub upgrade
  • Facilities only

Civilian Node[ | ]

  • True/False - Indicates type of container or where node can be placed
  • Facilities only

Industrial Node[ | ]

  • True/False -
  • Facilities only

Military Node[ | ]

  • True/False -
  • Facilities only

Water Node[ | ]

  • True/False -
  • Facilities only

Short Deck Take-off[ | ]

  • True/False - unit is capable of landing on any Carrier Units
    • Helicopters
    • VTOL
    • Seaplanes within certain sizes

Long Deck Take-off[ | ]

  • True/False - the unit is capable of landing on AirCarrier=Y units that are not short deck

Direct Def[ | ]

  • True/False -

For missile units, Y will give Launch Authority on by default

When minister queues missiles Autodeploy is on if Launch Authority on

When AI queues missiles all non-WMD Autodeploy on by default

When player queues missiles Autodeploy matches last used setting.

Ballistic Artillery[ | ]

  • True/False - Unit is affected by all ballistic artillery technologies (Howitzer/Gun & Mortar)
  • Artillery without this flag set are considered Missile (MLRS) types

Stand-off unit[ | ]

  • True/False - Unit is ‘Stand Off’ for Battle situations
    • Unit cannot be directly targeted if any Stand-off=N units are in the hex
      • Unit cannot knowingly enter ZOC of enemy units
      • Applies to Land and Naval units. Does not apply to Air units.
  • Generally Set for Land Unit Types: Artillery, Air Defense, Transport.
  • Generally Set for Naval Unit Types: Carrier, Transport

Bridge Build[ | ]

  • True/False - can function as a bridge for other units.
  • Must be amphibious=Y

U/G Demol[ | ]

  • True/False - can allow destruction of upgrades in non-loyal territory

Engineering unit[ | ]

  • True/False - provides construction bonus for facilities in same hex

UPGRADE Unit[ | ]

  • True/False - unit is a facility
  • Class 21/units IDed 21xxx only

No Research[ | ]

  • True/False - is not shown in list of available to research units.
    • Used for units that are “refits” of other existing units, that are never built from scratch
    • GR: If True, adding the prerequisite technology will not make this design known, must be added manually in .CVP file if desired.

No Build[ | ]

  • True/False - Redundant?
    • would only be useful if we wanted a known design to be

Def Res[ | ]

  • True/False - flagged as researched for all regions

Out of Prod[ | ]

  • True/False - Tech level at which unit is hidden as “obsolete”
    • will not be shown in unit lists unless filter for “view obsolete” is made active.

Specialty:[ | ]

  • Indicates a facility of a given specialty
  • Facilities only
      • A Spaceport is an on-planet facility that will allow trade with the Merchant AI and also trade with other factions (sending/receiving goods and units etc). The Spaceport can also work with an orbiting Space Dock to facilitate moving units from planet level to space level.
      • An Orbital Sensor will allow detecting incoming FTL events in a system even if outside of line of sight.
      • A FTL Beacon is an upgrade that will allow FTL travel into that hex
      • A Space Dock is a system level facility that allows Space Units to enter into reserves, as well as allowing 'Orbital Transfer' orders to move units between the Space Dock and the on planet Space Port
      • See SpecSpace for Space upgrade specialties (Star/Planet/Moon/Asteroid)

StoreCap[ | ]

  • Indicates a facility can store a limited number of units compatible to its StoreType.
  • Facilities only

StoreType[ | ]

  • Bitmask. Indicates a facility stores units. Database presents bitmask in common named groupings. Request has been made to specify built type by class instead of by branch.
  • Facilities only

HexReqs[ | ]

  • Bitmask. Unique equipment file ID# of facility that precedes this unit in build hierarchy. Max of 2 facility prereqs.
  • Facilities only

Special Tech[ | ]

  • numeric value, two fields
  • Technology required before unit can be researched

Launch type[ | ]

  • bitmask value, Missiles Only
  • Indicates platform type missile can be launched from. Used only for missiles
    • 1 Land
    • 2 Air
    • 4 Sea
    • 8 Sub
    • 16 Silo

Market Availability[ | ]

(numeric value 0-9)

Probability of unit being offered by World Market. Does this exist in SR2020? 0 Never 1 Rarely 9 Often

SpecialType[ | ]

(Added Version 9.1.293 to remove hard-wiring of some infantry unit types in game engine)

  • 0 : Unit Equipment Entry is Regular / no Special Type for game engine use
  • 1 : Garrison Unit
  • 2 : Partisan Unit
  • 3 : Guerrilla Unit
  • 4 : Zombie Unit

Uses larger Block Size[ | ]

  • Facilities: Set to indicate that node shows ‘full hex’ (don’t display other nodes). Generally should only be used for full-hex containers (ie large cities)
  • Units: Unused.

Fire SND [3][ | ]

  • (numeric value)

Units / Facilities :

  • 0: Direct Fire
    • For air units, direct fire on ground (could be gun like A-10 or dive bomb like Stuka)
    • Missile Launch
    • GR: For space units, Energy Attack (Beam Weapon)
  • 1: Indirect Fire
    • For air units, strategic bombing on ground targets
    • Missile Hit?
    • GR: For space units, Ballistic Attack (Armor piercing) (Direct and Indirect/"Flak")
  • 2: AntiAir Fire
    • For air units, air to air fire
    • GR: For space units, Close Attack (not implemented yet?)


0: Launch Sound

1: Hit Sound

2: Unused

Indicates to use [n].wav as Regular fire sound for unit where[n] = value

Death Sound[ | ]

  • (numeric value)

Sound for Unit Destruction (or Missile Interception)

Move Sound[ | ]

  • (numeric value)

Sound unit makes while moving? Usage unknown.

Pic [4][ | ]

Animation / Shot Graphic Effects 0: Direct fire 1: Indirect Fire 2: AntiAir Fire 3: Death (Only Death defined for Missiles?)

UnitDesc[ | ]

  • Text that sends to $UNITSTEXT in LocalText-Game.csv, not exported to the file. Unit Description that is visible in game.
  • Requires LocalizeName=True to push into localization text

Description[ | ]

  • Used only by designer currently for notes on unit entry.

Webdata[ | ]

  • Used only by designer to track sources.

Gun Size[ | ]

  • This column is not used in calculations; for show, & reference use
  • Keep this up to date for tanks & artillery in particular – in mm.

Engine HP[ | ]

  • Not used in calculations; keep for show (ie web info interface?)
  • Only for self-propelled ground units & ships; blank for rest

Fuel Type[ | ]

  • Not used in calculations, keep for show
    • EXCEPT Nuclear – make sure that is flagged accurately for future use
      • 1 Diesel
      • 2 Gas / Gas Turbine
      • 3 MultiFuel
      • 4 Jet Fuel – 4 Prop was also used to indicate prop planes
      • 8 Nuclear
  • As of SR2020 not even shown.

Special Unit Notes[ | ]

UAV[ | ]

UAVs are now considered by their role and specs:

  • UAVs with less than 100 km range are now ‘integrated’ with Infantry, Tank, and Recon units, as a ‘Spotting Range Enhancement’ (for Recon UAVs) Production Technology. Not modeled as separate units.
  • UAVs with greater than 100 km range may to be added to the appropriate Air class for their purpose – Attack or Patrol Class; depending on their limitations, they could also treated as integrated.
  • UAVs that would normally be attached to a battalion are not intended to be modeled separately. Only those that would be used independently.

Land Mines[ | ]

Minefields are not simulated in SR5. As such, dedicated Mine Layer and Mine Sweeper units are not to be included.

Naval Mines[ | ]

Naval Mines are not simulated in SR5. Dedicated Naval Mine-Laying vessels are not to be included in the equipment list, and dedicated Naval Mine-Sweeping vessels are also not to be included. Only vessels that have a primary role outside of Mine warfare are still be in.

Air Tankers[ | ]

All tankers are assumed to have the ability to ‘refuel themselves’; as such, the maximum range of an air refueling tanker is to be recorded as the maximum ‘self-refuelled’ traveling range.

Cargo & Tender Ships[ | ]

All Resupply, Cargo and Tender vessels are assumed to be able to adjust their cargo capacity between ‘Military Goods’ (fuel and/or Ammo) and Unit Transport.

Mortar Artillery[ | ]

Weaker Hard Attack than Gun/Howitzer Artillery, but good Soft attack Lower ammo use, and longer combat time Higher initiative (faster reload times) Ranges are generally short, much shorter than Gun types Should be Cheaper Cost & Faster Build than Gun types

Hovercraft, Mechs[ | ]

Class for unit is based on role and specs. - Hovercraft would tend to be Naval Patrol - Mechs would tend to be Infantry or Recon


Values are per Squad/Equipment Piece.

‘Baselines’ are for average/median units of a certain type.

This information is likely out of date regarding equipment list edits and updates made in various content updates.

Unit Type Cost

(incl goods)



Soft Infantry $0.5M 0.25 3-4 14 10 4 10 0 0 2 0 25
Hard Inf 1970 $1-1.5M 0.5 3-4 16 16 9 8 0 0 2 0 25
Hard Inf 1990 $1.5-2.0M 0.75 3-4 24 18 12 10 0 0 3 0 25
Laser Inf
Mech 2
Elite Infantry 50
Tank 1970 $1.5-2.5M 1.1 2-5 10
Tank 1990 $2.5-4.5M 1.75 3-6 10
Laser Tank 3-6
Recon 3-4 24
Anti-Tank Gun 3-4 12
Anti-Tank HOT/TOW 1-2 8
Artillery Ballistic 1-2 6
Artillery Mortar 5-6 24
Artillery MLRS 1-2 2-4
AA – Short Range 7-8 10
AA - MANPADS 7-8 3
AA – Long Range 1-2 1-4
Helicopter 3-4 4
Interceptor 5-6 12
Fighter/Bomber 3-4 8
Multi-Role 4-5 12
Strategic Bomber 2
Other Aircraft 4-7
Patrol Boat 1-2 40
FF Class 3-4 80
DD Class 125 3-4 120
BB / CG 140
CV Class 2 120
Transport Class 1
Submarine 1 40

Facilities[ | ]

Columns generally have the same meaning. The following columns are either different for Facilities or else only used for Facility types:

Cost[ | ]


In the wake of Turkey's joining NATO, prior to this there were not jet airfields in Turkey.  Longest concrete airfields were at Istanbul and Ankara with regard to civil / commercial airline service.  With US aid,  NATO  embarked on on the construction of 11 new airbases, all with jet fighter capable airfields.  The average cost was US$3.477 million - say $3.5 million average - as the total cost of the program was some L7.5 million (Pounds). - KJ

Ground Move Cost[ | ]

  • numeric value, Terrain/Hex Move Cost when Facility Present – Only for Container/Centre Elements!

Naval Move Cost[ | ]

  • numeric value, Terrain/Hex Move Cost when Facility Present – Only for Container/Centre Elements!

Supply Level[ | ]

  • numeric value 0.00-1.00, Indicates level of supply generated by facility (cumulative among all nodes in hex)

Pollution[ | ]

  • numeric value 0-255? Indicates level of Pollution generated by facility. Not currently used.

IG Cost[ | ]

  • numeric value, Total value of industrial goods required during construction of facility.
Agri Output numeric value 0.00-1.00
Ore Output numeric value 0.00-1.00
Petrol Output numeric value 0.00-1.00
Coal Output numeric value 0.00-1.00
Uranium Output numeric value 0.00-1.00
Timber Output numeric value 0.00-1.00
Water Output numeric value 0.00-1.00
Electricity Output numeric value 0.00-1.00
C. Good Output numeric value 0.00-1.00
I. Goods Output numeric value 0.00-1.00
M. Goods Output numeric value 0.00-1.00

Maximum output for this type of resource when built in a hex

Raw Source[ | ]

  • Products (by bitmask) used as raw materials for production output.
  • Raw Material use is from cvars2 value for amount used per output unit.
  • Both Synth and non-Synth use the Raw Materials as per this bitmask!
  • Caution: Bitmask and cvars2 values must be ‘in sync’ for each facility type.

uProdTech[ | ]

  • This value ties a tech effect to a facility. Example the Hydroponics facility would be tied to effect 36, Hydroponic Plant Production. A tech could be created with effect 36 at 0.1 to increase output by 10% for all Hydroponics facilities

uSynth[ | ]

  • True/False, Facility is ‘Synthetic’, and so does not require map-resources.

uSynthAdd[ | ]

  • True/False, Used for Synth production – when this is set, then the base cost of production is still added to the raw materials to get the total production cost. If this is not set, then the base cost of production is zero (only raw materials per Raw Source setting are used).
  • Electricity and Hydroponics has this flag set; Agri-Fuel does not have it set.

Facility Types[ | ]

  • as returned by getugtype():
SR2010 SR2020
0 Urban 0 Unknown
1 Transport 1 Urban Container
2 Bridge 2 Industrial Container
3 Fort 3 Military Container
4 Base/Port 4 No-Container (Emplacement)
5 Industry 5 Industry
6 SpecialBase
  • 1 - Research
  • 2 - Missile Silo
  • 3 - Launch Pad
  • 4 - Spy/Intel
6 Business/Tourism
7 Other Base (supply point) 7 Mil Base (reserves)
8 8 Military Production
9 9 Research
10 10 Missile Silo
11 11 Launch Pad
12 12 Intel Academy
13 13 Other Military
  • Radar, Airdef, L/M Control etc
14 14 Bridge

Military Base Facilities[ | ]

  • Reserve Bases: Must have ‘carriercap’ to indicate reserves capacity (option controlled)
    • Air: Set ‘Long Deck Carrier’ flag
    • Naval: Set ‘Naval Port’ flag
    • Land: Any others
  • (Note: should be possible to have airfields / seapiers by setting flags but no carriercap)
  • Production Bases:
    • Must have ‘buildcap’ to indicate number of build slots (usually 1)
    • Must have ‘buildclass’ value to indicate what classes can be built
  • (Allowing one facility to build multiple of land/air/sea/miss types not supported)