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:
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
- 140 - 149 : Value Modifier for values by attack target type) for Unit Upgrade Tech (adjusted per-unit) (GR/2030)
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 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 - 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.