Battlegoatstudios (talk | contribs) m (→Tech Effects) Tag: Visual edit |
Battlegoatstudios (talk | contribs) Tag: Visual edit |
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+ | === Tech Tree === |
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+ | You can find a link to the tech tree here: https://abload.de/img/techtree-supremerulers2pwt.png |
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+ | |||
=== Tech Tree Data File === |
=== Tech Tree Data File === |
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The data for the tech tree is stored in two different files. |
The data for the tech tree is stored in two different files. |
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* /Maps/Data/default.ttrx |
* /Maps/Data/default.ttrx |
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* /Localize/LOCALEN/LocalText-TTR.csv |
* /Localize/LOCALEN/LocalText-TTR.csv |
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+ | |||
− | 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 .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" |
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⚫ | |||
+ | |+ |
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⚫ | |||
+ | ! |
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− | # Picture for tech (unused) |
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+ | ! |
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⚫ | |||
+ | ! |
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⚫ | |||
+ | ! |
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− | # effect 1 |
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+ | |- |
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− | # effect 2 |
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⚫ | |||
⚫ | |||
+ | | |
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⚫ | |||
+ | | |
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⚫ | |||
+ | | |
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⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
⚫ | |||
+ | |[1-6] |
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⚫ | |||
+ | |Zero indicates invalid entry |
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− | # tradeable |
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+ | | |
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− | # no research (not default set) |
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+ | |- |
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− | # unit prereq |
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⚫ | |||
− | # tech prereq |
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+ | |0 to 255 |
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− | # facility prereq |
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+ | |In GR/SRNG, Tech Level 0 will be automatically researched |
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⚫ | |||
+ | | |
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− | # tech's name (comment) |
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+ | |- |
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+ | |Email ID |
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+ | | |
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+ | |email will be triggered when research of this tech is completed. |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | |
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+ | | |
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+ | | |
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+ | |- |
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+ | |Effect #1 |
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+ | | |
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+ | |See List below. |
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+ | | |
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+ | |- |
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+ | |Effect #2 |
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+ | | |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | -/+ float |
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+ | |Value of 0.0 is no change. |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |float |
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+ | |In Days |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |float |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | -1.0 to +1.0 |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | | -1.0 to +1.0 |
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+ | | |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |0.0 to 1.0 |
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+ | | |
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+ | | |
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+ | |- |
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+ | |Tradeable |
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+ | |Y/N |
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+ | | |
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+ | | |
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+ | |- |
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+ | |Default set |
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+ | |Y/N |
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+ | |If set, tech will be included for regions if within 15 years of region's tech level |
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+ | | |
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+ | |- |
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+ | |Is Unit Prereq |
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+ | |Y/N |
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+ | |Is used for Tech details display |
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+ | | |
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+ | |- |
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+ | |Is Tech Prereq |
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+ | |Y/N |
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+ | |Is used for Tech details display |
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+ | | |
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+ | |- |
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+ | |Is Facil Prereq |
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+ | |Y/N |
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+ | |Is used for Tech details display |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |Y/N |
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+ | |Is used by AI and for display |
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+ | | |
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+ | |- |
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+ | |Cabinet (Minister) Interest |
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+ | |0.0 to 1.0 |
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+ | | |
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+ | | |
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+ | |- |
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+ | |Exclude from Start Tech |
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+ | |Y/N |
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+ | |If set, this tech will be excluded from automatic starttech research additions |
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+ | | |
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+ | |} |
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+ | 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. |
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=== Tech Effects === |
=== Tech Effects === |
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− | Tech Effects 1 to |
+ | 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. |
Default value for all is 1.0 until changed by known techs. |
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+ | |||
+ | ''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'' |
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+ | |||
* 1: (Not used?) |
* 1: (Not used?) |
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* 2: Finished Goods Facilities Cost |
* 2: Finished Goods Facilities Cost |
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Line 46: | Line 155: | ||
* 15: Unit Build Speed |
* 15: Unit Build Speed |
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* 16: Facility Build Speed |
* 16: Facility Build Speed |
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− | * 17: Urban Development (no longer used; now uses replaceby in Equip List) |
+ | * 17: Urban Development (no longer used; now uses ''replaceby'' and Tech PreReq's in Equip List) |
* 18: Finished Goods Facilities Efficiency |
* 18: Finished Goods Facilities Efficiency |
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* 19: Finished Goods Costs |
* 19: Finished Goods Costs |
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Line 53: | Line 162: | ||
* 22: Nuclear Plant Maintenance Cost |
* 22: Nuclear Plant Maintenance Cost |
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* 23: GUI Skin (Special case, selects GUI Skin) |
* 23: GUI Skin (Special case, selects GUI Skin) |
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+ | *'''''Effects 24 to 34 Modify the use of Raw Goods in Finished Goods Production''''' |
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⚫ | |||
− | * |
+ | ** 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 |
⚫ | |||
− | * |
+ | *'''''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 |
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⚫ | |||
− | * |
+ | ** 47: Power - Antimatter Production |
⚫ | |||
⚫ | |||
− | * |
+ | ** 49: N/A |
− | * |
+ | ** 50: N/A |
− | * |
+ | ** 51: N/A |
− | * |
+ | ** 52: N/A |
− | * |
+ | ** 53: N/A |
⚫ | |||
− | * 55: Oil Derrick Production |
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⚫ | |||
* 56: Atomic Race |
* 56: Atomic Race |
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* 57: Reserved |
* 57: Reserved |
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* 58: Internet Race |
* 58: Internet Race |
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* 59: Mars Race |
* 59: Mars Race |
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+ | *'''''Effects 60 to 71 are for Modifying Population Use of Resources''''' |
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⚫ | |||
− | * |
+ | ** 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 |
⚫ | |||
− | * 71: (Reserved) |
+ | ** 71: (Reserved) |
⚫ | |||
+ | *'''''Effects 72 to 83 are for Modifying Output of Goods Production''''' |
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− | * 73: Output of Rubber ''(was Water pre-SR1936)'' |
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− | * |
+ | ** 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 |
⚫ | |||
⚫ | |||
− | * |
+ | ** 82: Output of Military Goods |
⚫ | |||
− | * 85: Efficiency of Rubber ''(was Water pre-SR1936)'' |
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− | * |
+ | *'''''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 |
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⚫ | |||
+ | ** 93: Efficiency of Industrial Goods |
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+ | ** 94: Efficiency of Military Goods |
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⚫ | |||
* 96: Garrison Infantry Level (New SRGW/SRU) |
* 96: Garrison Infantry Level (New SRGW/SRU) |
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* 97: |
* 97: |
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* 98: |
* 98: |
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* 99: |
* 99: |
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+ | *'''''Effects 100 to 107 Adjust the Social Spending Ratings''''' |
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− | * 100: Health Care Rating |
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− | * |
+ | ** 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 |
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− | * 108: Health Care Cost |
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+ | *'''''Effects 108 to 115 Adjust the Social Spending Costs''''' |
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− | * 109: Education cost |
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− | * |
+ | ** 108: Health Care Cost |
− | * |
+ | ** 109: Education cost |
− | * |
+ | ** 110: Infrastructure Cost |
− | * |
+ | ** 111: Environment Cost |
− | * |
+ | ** 112: Family Subsidy Cost |
− | * |
+ | ** 113: Law Enforcement Cost |
+ | ** 114: Cultural Cost |
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+ | ** 115: Social Services Cost |
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* 116: Hard Target Defense |
* 116: Hard Target Defense |
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* 117: Soft Target Defense |
* 117: Soft Target Defense |
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Line 151: | Line 266: | ||
* 119: Anti-Air Attack Values |
* 119: Anti-Air Attack Values |
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* 120: Anti-Ship Attack Values |
* 120: Anti-Ship Attack Values |
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− | * 121: Anti-Sub |
+ | * 121: Anti-Sub Attack Values |
* 122: Ballistic Artillery Range |
* 122: Ballistic Artillery Range |
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* 123: Missile Accuracy |
* 123: Missile Accuracy |
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Line 158: | Line 273: | ||
* 126: MLRS Range |
* 126: MLRS Range |
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* 127: Facility (Fortification) Defense |
* 127: Facility (Fortification) Defense |
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+ | *''128 - 199 : Added for Version 9.1.204, Rest Currently Unused'' |
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⚫ | |||
+ | *128: FTL Range (GR) |
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+ | |||
⚫ | |||
* 201: Enables SOSUS Submarine Spotting Line. |
* 201: Enables SOSUS Submarine Spotting Line. |
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* 202: Enables Nuclear Weapons Production. |
* 202: Enables Nuclear Weapons Production. |
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Line 185: | Line 303: | ||
* ''224: Enables Future Ocean Farm'' |
* ''224: Enables Future Ocean Farm'' |
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* 0: No Effect |
* 0: No Effect |
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+ | |||
+ | 500 to 755 are [[GR - Subsystem Upgrades|Subsystem Upgrade Effect]]<nowiki/>s, 8 per unit class. |
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+ | |||
+ | * ''Subsystem Upgrade Effects are '''Additive''''' ''(not multiplied like core Tech Effects)'' |
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+ | * ''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'' |
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+ | **''Upgrade levels are not capped at 3 however there are no visual effects after that point.'' |
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=== Categories === |
=== Categories === |
Revision as of 00:16, 31 December 2020
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:
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
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
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.