Supreme Ruler Wiki
Tag: Visual edit
Tag: Visual edit
(4 intermediate revisions by the same user not shown)
Line 6: Line 6:
 
* /Maps/Data/default.ttrx
 
* /Maps/Data/default.ttrx
 
* /Localize/LOCALEN/LocalText-TTR.csv
 
* /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]
 
# Tech level of project
 
# Picture for tech (unused for pic)
 
# First Prerequisite technology ID
 
# Second Prerequisite technology ID
 
# effect 1
 
# effect 2
 
# effectparm 1 - magnitude of effect (fractional)
 
# effectparm 2 - magnitude of effect
 
# time to research
 
# cost to research
 
# public support
 
# world support
 
# minister interest
 
# tradeable
 
# no research (not default set)
 
# unit prereq
 
# tech prereq
 
# facility prereq
 
# Is an Era Tech
 
# tech's name (comment)
 
   
 
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
  +
|
  +
|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.
 
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.
   
Line 176: Line 276:
 
*128: FTL Range (GR)
 
*128: FTL Range (GR)
   
200 to 231 are True/False Tech Effects, and do not have a cumulative value.
+
200 to 231 (GR/SRNG: 263) are True/False Tech Effects, and do not have a cumulative value.
 
* 201: Enables SOSUS Submarine Spotting Line.
 
* 201: Enables SOSUS Submarine Spotting Line.
 
* 202: Enables Nuclear Weapons Production.
 
* 202: Enables Nuclear Weapons Production.
Line 204: Line 304:
 
* 0: No Effect
 
* 0: No Effect
   
500 to 655 are Subsystem Upgrade Effects, 8 per unit class.
+
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 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''
 
* ''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 ===
 
=== 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.