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=== 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 *Maximum ID for tech entries is 2048 (GR/SR2030: 3000) 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: {| class="wikitable" |+ ! ! ! ! |- |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 / #2 [ / #3 / #4] | |See List below. ''SRU and earlier: 2 Effects per tech. GR/SR2030: 4 Effects per tech'' | |- |effectparm x - magnitude of each effect | -/+ float |Value of 0.0 is no change. ''SRU and earlier: 2 Effects per tech. GR/SR2030: 4 Effects per tech'' | |- |Leadsto ID #1 | |For techs that build up to a major discovery, this is a "Leads to" tech; ie Era techs or important discoveries. | |- |Leadsto ID #2 | |''...(Used for UI display and also AI determination of best techs to research) (GR/SRNG Only)'' | |- |Region Available |(Region Codes) |Similar to use with Unit Designs, restricts techs to regions with a matching ''buildavail'' region code . Currently does not prevent trading or stealing tech. ''(GR/SRNG Only)'' | |- |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 | |- |AI (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 === 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: Fuel Consumption ''(ie 1.0 will double fuel consumption (increase by 100%), cut range in half. 0.5 will reduce fuel consumption (reduce by 50%), increase range)'' * 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 (''GR: Used as 'Space Knowledge' value'') * 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: Increment Garrison Version ** 97: Increment Locomotive Version ** 96: Garrison Infantry Level (New SRGW/SRU) ** 97: Locomotive Unit Level (new SR2030) ** 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 * '''''Effects 116 to 127 Adjust stats of ALL military units of a region''''' **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: Space Ballistic Defense Values (GR) *130: Space Beam Defense Values (GR) *131: Space Ballistic Attack Values (GR) *132: Space Beam Attack Values (GR) *133: Space Ballistic Range (GR) *134: Space Beam Range (GR) *135: Space Shield Efficiency (GR) *136: FTL Charge Speed (GR) *137: Ore Harvester Drone Capacity (GR) *138 - 139 : Reserved *'''''Effects 140 to 170 Affect Stats of Units When Used as Unit Upgrade Tech (SR2030 max 4 effects per tech)''''' **140 - 149 : Value Modifier for values by attack target type) for Unit Upgrade Tech (adjusted per-unit) (GR/2030) ***140: Soft Attack ***141: Hard Attack ***142: Fort Attack ***143: Low Air Attack ***144: Mid Air Attack ***145: High Air Attack ***146: Naval Surface Attack (In GR: Ballistic) ***147: Naval Submerged Attack (In GR: Energy) ***148: Close Combat Attack ***149: Reserved **150 - 153: Attack Range Modifier for Unit Upgrade Tech (adjusted per-unit) (GR/2030) ***150: Ground ***151: Air ***152: Naval Surface (In GR: Ballistic) ***153: Naval Sub (In GR: Energy) **154 - 157: Defense Type Modifier (for defense values by defense type) for Unit Upgrade Tech (adjusted per-unit) (GR/2030) ***154: Ground (In GR: Hull) ***155: Tactical Air (In GR: Shield) ***156: Indirect (Artillery / Strategic Bombing) ***157: Close **158: Unit Speed **159: Unit Stealth **160: Unit Initiative (specinitiative) **161: Unit Combat Time ''(ie 1.0 would reduce ammo use by half, would double number of shots; 2.0 would triple number of shots (increase by 200%)'' **162: Fuel Consumption for Air/Sea/Space Units (like 13) ***''This will affect move move range by fuel use, ie 1.0 would reduce range by half (increase fuel consumption by 100%). Use 166 for Fuel Capacity'' **163: Unit Missile Capacity **164: Unit Efficiency **165: Unit Ammo Capacity **166: Unit Fuel Capacity **167: Unit Spotting1 Range **168: Unit Spotting2 Range **169: Unit Spotting1 Strength **170: Unit Spotting2 Strength 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 Cyberattack Mission Type * 210: Enables Full Colour Leader pictures * ''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'' *'''''Effects 225 to 231 set atmosphere support/habitability in GR:''''' *225: Oxygen/Nitrogen Atmosphere *226: Gaseous Atmosphere *227: Thick Atmosphere *228: Thin Atmosphere *229: Dense Atmosphere *230: Violent Atmosphere *231: No Atmosphere *232: Enables Shields Technology (GR) (See [[GR - Shields]] ) *233: Enables Beam Weapons Technology (GR) *234: Unit ECM Equiped * 0: No Effect 500 to 755 are [[GR - Subsystem Upgrades|Subsystem Upgrade Effect]]<nowiki/>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 - SR/SRU/SRNG * 1 - Warfare Techs * 2 - Transportation (Infrastructure) Techs * 3 - Science Techs * 4 - Technology Techs * 5 - Medical Techs * 6 - Society Techs Tech Categories - GR * 1 - Warfare Techs * 2 - Transportation (Infrastructure) Techs * 3 - Science Techs When choosing a category, 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. [[Category:Guides]]
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