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:

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)
* ***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 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.