Battlegoatstudios (talk | contribs) Tag: Visual edit |
Battlegoatstudios (talk | contribs) Tag: Visual edit |
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+ | |Leadsto ID #1 |
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+ | |For techs that build up to a major discovery, this is a "Leads to" tech; ie Era techs or important discoveries. |
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+ | |Leadsto ID #2 |
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+ | |''...(Used for UI display and also AI determination of best techs to research) (GR/SRNG Only)'' |
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+ | |- |
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+ | |Region Available |
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+ | |(Region Codes) |
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+ | |Similar to use with Unit Designs, restricts techs to regions with a matching ''buildavail'' region code ''(GR/SRNG Only)'' |
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+ | |AI (Minister) Interest |
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Revision as of 21:26, 13 April 2021
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 | |||
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 (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: 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.