recursal/Fanatic-Fandom huggingface dataset:
Patch 9.0.5.0

**Patch 9.0.5.0** was released on 2015-11-08, and made significant changes to the AI diplomacy code & economic model code, particularly for games that play from 1936 into the 1950's. Additionally, improved coding was added for games played with the 'High Volatility' world option, and for AI alliances and endless wars.

## Patch Changes

* In High volatility, more use of variability in AI decisions on alliances, wars
* In increased volatility, more chance of AI attacks against protected (sphere ally) regions
* Volatility increases movement of diplomatic relations and belli over time
* Idle wars will improve relations and reduce belli over time
* treatyintegrity and externalintegrity will gradually increase (dip difficulty related, civ appr too)
* Casus Belli is gained against largest army / largest build cap (2020 style, reduced)
* wmapproval and subsidyrate gradually rise over time, based on civ approval
* AI consider idle war in peace offers (prevent endless wars)
* Ruler AI - "nosphere" game option expanded to more alliances / war calculations
* Improvements to some random factors
* Petrol, Electricity, and Finished goods production & use multipliers will gradually increase from SR1936 to SRCW/2020 values (10x and 20x) over 10 years
* Node production will slowly increase/decrease if less/greater than world demand (not U)
* Fixed bug preventing regions selling colony stocks to market (ie rubber) causing hoarding
* Increased AI frequency of trade offers for goods with incoming trade source (ie colony)
* AI regions will offer los/transit/mutualdef first before an alliance offer
* More possibility for AI regions with smaller armies to declare war in "gang up" situation
* Greater emphasis to ally / war with bordering regions
* greater use of aistance (.scenario file) and playeraistance (.cvp file) for decisions
* Clean up AI thread random number functions to new standard
* Casus Belli no longer has gradual decline on maps with AI stance above normal
* If govt falls in AI region that is not part of superpower alliance, then major policy and relations shift (except if volatility is lowest)
* Reported region-fall crash fixed, somehow. Original cause unknown.
* AI regions-not-at-war issue with not researching units resolved
* Minor UI fixes related to UN territory
* Games will begin with a wider range of election dates starting 2 years out
* US Election dates now progress when leader doesn't change
* State Department democracy ETT now shows polls of inspected region properly
* Considerable refactor/fixing of AI Region Enemy/Offer Peace code
* Fixed issue where AI Regions would negotiate with colonies instead of parents

## Windows XP Compatibility

This patch officially ended support for Windows XP after Microsoft discontinued any support and/or patches for the OS. While BattleGoat released a statement that they would investigate backwards compatibility, in the interim there is a separate WinXP-compatible update branch - more details can be found in a topic on the BattleGoat forums here.
Country Orbats

For game purposes, an Orbat is the inventory of Land, Air, Sea and Missile units of a region in a map.

* Orbat data is "baked into" a cache file when Creating a Cache
* Orbat data overrides can be used in the .Scenario file
* Placing units through the use of Orbats is one of the longest processes in Creating Cache Files, doing to many as an override will create long load times for a map.

Orbat Files

There are two types of orbat files, .OOB list files and .CSV inventory files.

* The .OOB List indicates what .CSV files to read
* The .OOB fiels are located in \Maps\ORBATS
	+ The .OOB file(s) to be used in a map are specified in the .scenario file for that map
* The .CSV Inventory files contain the quantities of specific units by ID for a specific region.
	+ The .CSV Inventory files are located in \Maps\ORBATS
	+ The .CSV Inventory files are named according to the [regionnumber] as listed in the Regional Data

Orbat Data Formats

* When setting locations for units in reserve they need status = 1 to be in reserve
* When setting locations for deployed units they need status 0= deployed or status 2= deployed and entrenched

The data columns in the file are as follows;

* Unit ID#
* Location X Coordinate
* Location Y Coordinate
* Location Name (Overrides the hex name
* Quantity of unit type specified
* Status of unit (0: Deployed, 1: Reserve, 2: Entrenched)
* BattNum (such as 1st, 5th, etc. Integer values only)
* BattName (override unit name)
* Entrench (Integer value, % entrenchement)
* Efficiency (Float value, % efficiency 0-1)
* Experience (integer value 0-4)
* Special (not supported)
* Str
	+ current strength value for unit. if blank will be "full health"
* MaxStr
	+ maximum strength value for unit. Sets value of "full health" (Integer value = # of Pieces in the batt)
* DaysLeft
	+ if status =1 and location has fabrication will put unit in construction with X days left.
* Facing hex side x (x=0-5)
* Starting Force Size value (Default 0; is imports only if this value is <= Starting Force Size Scenario setting) (GR/SRNG)
* *Values not yet included:*
	+ Group# (not supported)
	+ TargetRole (not supported)
	+ StatustoBattC (not supported)
	+ StatustoBattN (not supported)

Any columns beyond this are not used by the game but are notes for the designers. Usually unit class and unit name are included in the files for ease of use.
Supreme Ruler Wiki

***Supreme Ruler*** is a computer strategy game series in which a player controls a region's government and attempts to conquer a fictional world of fragmented states. The game simulates raising funds through taxes and spending on agriculture, government services, and the military.

Game History
* **2018-08-03** - Map Editor and Content Editor Tools released
* **2018-08-03** - Patch 9.1.76 and *Trump's World* Content update released
* Prior Update History

* Facilities
* Units
* Unit Deployment
* DEFCON
* Glossary
* Cheats
* Naval Unit Classes
* Air Unit Classes
* Land Unit Classes
* Combat Notes
* Warfare Guide - Land Units
* Warfare Guide - Naval Units
* Warfare Guide - Air Units
* Warfare Guide - SR2020
* Inflation
* Ministers
* GDP
* Domestic Approval Rating
* Casus Belli
* Unit Command
* Hotkeys
* Workaround & Fixes
* Mouse Functions
* FAQ

**Modding Information**
* NEW - Steam Workshop
* NEW - Map Editor
* Scenario Creator Tutorial
* Modding Supreme Ruler
* Mod Cabinet Ministers
* Mod Unit 3D Meshes
	+ DEFAULT.PICNUMS definition file
* Events (Scripted Events)
* REGIONINCL
* Regional Data
* Country Orbats
* Tech Tree
* Creating a Cache
* Equipment Data (Units and Facilities)
	+ Spotting Types
	+ Region Codes
	+ Unit Classes
	+ Urban Upgrades (Cities and Towns)
* Equipment List Standards
* NewsItems
* Terrain File
* Department Priorities
* Objectives System
* Theatre Information
* Audio and Music

 **Social Media**
Facebook
Twitter
Youtube
Discord
.
SR2020 Spheres of Influence

As part of the Regional Data file there are spheres of influence that can be set. Here are the spheres;

Regions that are a high percentage in multiple similar spheres will like each other. Regions that are a high percentage in entirely different spheres will dislike each other.

InfluenceName

* 0 None
* 1 Anti Israel
* 2 Capitalism
* 3 Commonwealth
* 4 Continued Independence
* 5 Culture and Heritage
* 6 Economy - Africa
* 7 Economy - Asia
* 8 Economy - Europe
* 9 Economy - North America
* 10 Economy - South America
* 11 Environmentalist
* 12 Have
* 13 Have Not - Africa
* 14 Have Not - Asia
* 15 Have Not - China
* 16 Have Not - Europe
* 17 Have Not - Russia
* 18 Have Not - South America
* 19 Have Not - US
* 20 Intimidation - Africa
* 21 Intimidation - China
* 22 Intimidation - Europe
* 23 Intimidation - Germany
* 24 Intimidation - Moscow
* 25 Intimidation - Russia
* 26 Intimidation - US
* 27 Military Might - Africa
* 28 Military Might - Arab
* 29 Military Might - China
* 30 Military Might - Europe
* 31 Military Might - Iran
* 32 Military Might - N Korea
* 33 Military Might - Russia
* 34 Muslim Values
* 35 OPEC
* 36 Peaceful
* 37 Pro India
* 38 Religious Theocracy - Iran
* 39 Religious Theocracy - Rome
* 40 Religious Tolerance
* 41 Responsible US
* 42 Social Spending
* 43 Socialism
* 44 Technology Advancement
* 45 Unification
* 46 United Nations
* 47 US Manifest Destiny
* 48 World Tourism
* 49 Brazil Influence
* 50 Red Sphere
* 51 Western Sphere
* 52 Neutrality
* 53 Red Pressure
Modding Flags

Flags are assigned to regions using the Regional Data .cvp file. The flag numbers correspond to the images in \Graphics\FLAGBITSn.PNG where n= 0-8. FLAGBITS1.PNG contains flags 0-39 with the first row being 0-4 from left to right. Any of the flags can be replaced and the file resaved to make a change to the flag.
9.1.36

Patch 9.1.36 is an update for **Supreme Ruler Ultimate**

Version 9.1.36

* Audio fix - if unit sound doesn't exist for Strategic or A-A, will use default sound
* Content: Fixed AA sound in Equip list for older units (pre-1957) from missile to AA gun
* Added support for roe-use-chem-tactical and bchem artillery
* ... (Chemical Artillery, and Chemical Weapon Rules of Engagement)
* Game Engine Compatibility with SR Great War save games
* Support for multiple WMDATA files - 'dayswmlevel:"
* Support for TECHEFFECTGARRISONTYPE (96) - 8 garrison types (unitgarrison:)
* ... (Garrison unit types will improve over time, tied to tech advances)
* Fix issue where facilities (ie Land Fabs) don't get properly set to region after grouping
* ... (Issue with a few regions where their unit production capacity appears as zero)
Orders

The orders file contains all the information on what an order does, as well as where it can be used.

It is located in the INI directory of the game directory, look for 'orders.csv'.

The &&ORDERS section is proceeded by a row of headers that identify the values used.

Columns are as follows...

Header string:

```
//,,0x1 Popup; 0x2 Adv Ord; 0x4 Opt Dest,Ground Units,Air Units,Naval Units,Space Units,Drop Ship,FTL Capable,Spec - Reserved Use,Spec AirDrop,Spec AirCarrier,Spec Heli Carrier,Spec Carrier Capable,Spec Direct Fire Defense Only,Spec - Reserved Use,Spec Mine Layer,Spec Mine Sweeper,Spec Bridge Builder,Spec U/G Demolish,Spec Mission ONLY,Spec Engineer,NOT Spec Direct Fire Defense Only,NOT Spec Mission ONLY,SPY UNIT ONLY,Check if unit is large enough to split,Check if unit is small enough to be merged,Direct Attack Value >0,Indirect Attack Value >0,Destination BASE only,Destination Air Base Only,Transport Capacity Check,Destination Transp Cap Check,Require Missiles Available,Require Loaded Unit,Destination Water-Adjacent Only,Can Combine w/Firing,Attack Opportune if possible,Requires Destination Unit Select,Allow for planet sourcehex,Allow for system sourcehex,Allow for galaxy sourcehex,Allow for planet destination hex,Allow for system destination hex,Allow for galaxy destination hex,Restrict to same level,Allow For Own Hex,Allow for Allied Hex,Allow for Neutral  Hex,Allow for Enemy Hex,Allow For Own Upgrade,Allow for Allied Upgrade,Allow for Neutral  Upgrade,Allow for Enemy Upgrade,Allow For Own Unit,Allow for Allied Unit,Allow for Neutral  Unit,Allow for Enemy Unit,Shortcut Key <Ctrl>+<Shift>+,1,Return to Base,Go Into Reserve,Naval Transport,Air Transport,Bridging,Mine - Sweep,Mine - Lay,1,Fire Missiles (within ROE),Bombard (forced bombing),Demolish/Attack Upgrades,Attack Defensively (Harass/Stall),Attack Specific Unit,Attack Hex (all in hex),Unit is FIRING,Capture Territory Order,Pursue/Follow Unit,Moveto (with Minimal Engage),Escort Mode,Patrol Mode,Hunt (Aggressive) Mode,Recon (Defensive) Mode,Unit is MOVING,1,Resupply,Unload Us,Load Unit into Us,Load into Transport,Hold Ground/Defend,Entrench/Dig In,Increase Readiness,,Spy Recon,Spy Espionage,Spy Sabotage,Spy Assassinate,Spy Infiltrate,Spy Influence,7,Spy Counterintel,Space Drop,Space Launch,Space FTL,Space Colonize,Space Dock,6,7,8,Air Superiority Mission,2,3,4,5,6,Retreat,Construction,Training,Split Unit,Merge Unit,Scrap Unit,Sell Unit,Embark,Disembark,Strategic Pool,HK action,Int0,Int1,Int2,Int3,Flt0,Flt1,Flt2,Flt3,cursorNum,changeLevel

```
Patch 9.0.7.1

**Patch 9.0.7.1** was released on 2016-07-27. Patch 9.0.7.1 was a next-day hotfix to the Patch 9.0.7.0 release on 2016-07-26.

## Patch Changes

* Fixed Social And Taxation screens using wrong datacode (icons)
* Fixed orientation of Trump Wall to east-west
* Some Adjustments to ISIL relations (world gets belli, Syria-ISIS, etc)
* Fixed applyapproval code for handling approval penalties more consistently
* US partitions have been given US Military Unit Availability
Spotting Types

* hexes seen=range/(km/hex) round up
* km/hex SR2020 = 16
* spotting loss = str/(hexes seen+1)
* first hex str=str
* next hex str = previous hex str - spotting loss

### **Formula Explanations**

So what does all this mean? Spotting is done in a fashion similar to supply, it has a source and weakens over distance. each additional hex away, the strength is weaker. If the spot strength at a certain distance is more than the stealth of units at that location, the units are seen. If not, they are not. Here's an example of how to calculate this manually;

Our targets will be an F-15K (stealth 30) and an F-22a (stealth 120)

For this example our spotting source will be a Tu-142M. It carries two spot types;

* type 101
	+ Range 101km
	+ Strength 130
* type 540
	+ Range 40km
	+ Strength 302

Based on the above stats we know that both aircraft types can be spotted, we just need to determine when and where. If the aircraft are all in the same hex, the strength of the spotting would be 130/302 respectively and more than enough to see both aircraft. But even next hex, those values would be going down. Based on the above notes we can determine what the values would be;

#### Example: Type 101

* hexes seen=range/(km/hex) round up
* km/hex SR2020 = 16
	+ so in this case 101/16=6.3 so 7 is our "max hex range". Strength at the 8th hex will be officially zero.
* spotting loss = str/(hexes seen+1)
	+ so here we have 130/(7+1)=16.25
* first hex str=str
	+ In this case, in it's own hex, the unit sees anything stealth 130 or less
* next hex str = previous hex str - spotting loss
	+ This means that at hex 0, the unit spots @ 130, but at hex 1 (Zone of Control) it spots @ 130-16.25=113.75, round up to 114. Here are the rest of the values for a type 101;

 **Strength** | 130

So a Type 101 can't see an F-22 till it's on top of it (str 130 @0 vs. 120) but will see an F-15 from 6 hexes away (str 16.25 @6 vs. 30)

#### Example: Type 540

If we try the same thing with the type 540 we get the following values

* hexes seen=range/(km/hex) round up
* km/hex SR2020 = 16
	+ So 40/16=2.5 round up to 3.
* spotting loss = str/(hexes seen+1)
	+ 302/(3+1)=13.33
* first hex str=str
* next hex str = previous hex str - spotting loss
	+ This means that at hex 0, the unit spots @ 130, but at hex 1 (Zone of Control) it spots @ 130-16.25=113.75,

 **Strength** | 302

Meaning a Type 540 can see an F-22 or an F-15 up to 3 hexes away but sees nothing beyond that range.

This assumes that no factors are affecting the stealth rating of the aircraft such as combat or RoE.

## Spot Types: Radar

**NOTE** To be a valid radar type, the type must also have a spot range and a spot strength. Some of the spot types listed below are incomplete.
UISettings

As of version .268 UI Settings have been moved to an external file.
The data can be imported using &&UISETTINGS tags, see the example below.
\INI\UISettings.csv is the location for the data file, and it is included by referencing it in the \INI\AllLoad.ini file.

See Also AllLoad.ini

### Example

```
&&UISETTINGS
classbhead, 0.000, 1.000, 2.000, 3.000, 4.000, 5.000, 6.000, 0.000, 0.000, 1.000, 2.000, 3.000, 4.000, 5.000, 6.000, 0.000, 1.000, 2.000, 3.000, 4.000, 5.000, 0.000
classbybtype, 0.000, 1.000, 2.000, 3.000, 4.000, 5.000, 6.000, -1.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 7.000, 9.000, 10.000, 11.000, 12.000, 13.000, 14.000, -1.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 15.000, 16.000, 17.000, 18.000, 19.000, 20.000, -1.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 8.000, -1.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000
classmask, 127.000, 32384.000, 2064384.000, 256.000
classtobtype, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 1.000, 1.000, 1.000, 1.000, 1.000, 1.000, 1.000, 1.000, 2.000, 2.000, 2.000, 2.000, 2.000, 2.000, 0.000
defdipdur, 7.000, 15.000, 30.000
defnumpays, 1.000, 7.000, 30.000, 60.000, 90.000
&&END

```

#### classbhead

Order of which the class appears within its set
Update 9.09

**Update 9.09** is one of the Updates in the game Supreme Ruler Ultimate.

## List of changes

* Fixed AI minister setting of production levels when trade but no local demand
* Loyalty penalty for production in non-loyal areas reduced if civapr > 35%
* Optimized size of many unit textures (improve memory/performance issues)
Diplomatic offers Explained

Diplomatic offers
A nation has a number of diplomatic treaty's available to it and this page will explain what they mean and do. All of the treaties give a bonus to relations between the two nations, however some give a larger boost than others. Any relation boosts are one time boosts. All the Transit Treaties allow proxy war's to be fought with that type of unit, by the nations who sign.

All treaties MUST be signed as a two way agreement for the AI to consider accepting. Unless the AI is a colony of the offering nation or unless the offering nation offers a one way treaty without any requirements. I.e. If the UK (Player) offers Full Transit to Slovakia without asking for Full Transit in return.

Embassy - The most basic treaty recognizing the sovereignty of the other nation. Provides a relationship boost.

Criminal Extradition - Provides a relationship boost.

Land Transit and Supply Treaty - This allows you to send units into and across their territory. It also allows them to keep in supply so they do not run of of fuel or supplies whilst doing this.

Sea Transit and Supply Treaty - This allows the nation to send ships through its waters and resupply them there. All nations start the game with this treaty with Egypt (Suez canal) and Turkey (Daradnelles) so that you are able to use there waterways to take shortcuts.

Air Transit treaty - This allows you to fly air units over their territory, as well as using their airports/airbases to refuel or base your planes.

Full Transit Treaty - Just a compilation of the three transit treaties.

Line of Sight Treaty - This allows both of you to see what each others units are seeing.

Free Trade - Increases your relationship with the nation you sign with. Also increases your UN rating. Provides a Minor economic Benefit.

Free Flow of Labour Force - Provides a Minor economic Benefit.

Missile Defence Treaty - As of Supreme Ruler: Cold War this treaty only increases relations between the two nations that sign this treaty. Best used as a stepping stone to other treaties.

Mutual defence treaty - Creates an agreement between the two nations that if one is attacked then the other will come to its defence. Does not actually force the player into war, just provides Casus Beli against the invader and causes a loss in relations if this treaty is ignored. Works well to dissuade nations from declaring war on the signatories. \*\*This is the treaty that allows Proxy wars.. with a mutual defense and the proper Transit treaties Proxy war is possible. The treaty works in both aggressive and defensive wars\*\*

Non-Aggression Pact - A formal agreement that neither nation will attack the other. Breaking this causes a large loss of relations internationally.

Formal Alliance - A compilation of the following treaties - Embassy, Full transit, Non-Aggression, Line of Sight and Mutual defense.
Supreme Ruler Cold War

Supreme Ruler Cold War is a game that was developed and published by BattleGoat Studios. The game was released on July 29th, 2011

Get it now on Steam!

## Description

Building on Supreme Ruler 2010 and 2020, BattleGoat Studios invites you to relive the tension and uncertainty of the Cold War. As the 1950’s approach, the Korean War looms, the Arms Race intensifies, the Berlin Crisis leads to the formation of NATO, and the world anticipates a new World War.

As leader of the United States or the Soviet Union, you must make the correct Economic, Diplomatic, Domestic and Military decisions to successfully navigate your country through this dangerous historical era and increase your nation’s Sphere of Influence on the world stage.

## Features

* + Play as the United States or Soviet Union in Campaign Mode
	+ Control any Nation in Post-World War II Era in Sandbox Mode
	+ Use Diplomacy, Trade and Espionage to influence the policies of other nations
	+ Research new Technologies to give your nation an edge
	+ Grow and Modernize your Economy
	+ Control Military production and deployment, or let your Ministers take care of the details
	+ And when Diplomacy Fails… Sophisticated Real-Time Strategic and Tactical Control of your Military Forces!
	+ Enhanced Graphics and Sound including New 3D Terrain
	+ Experience the redesigned GUI with improved On-Map feedback and streamlined controls
Robotics

The Robotics field deals with Drones, Rovers and Shuttles, as well as building automation.

The table below is sorted first by tier, then alphabetically. Note that technologies in a lower tier will always be unlocked before technologies in a higher tier, but that the order within a tier is randomized.

 Explorer AI

 Low-G Drive

 Transport Optimization

 Drone Hub
Concrete

**Concrete**  is extracted by Concrete Extractors on regolith rich deposits found all over the Martian surface. It is a basic building material and is used in a wide range of building types.

## Description

On Mars, water is a rare and difficult to obtain commodity. As such, turning the Martian regolith into traditional, water based concrete was deemed unpractical very early on during the planning stages. Luckily, Mars is rich in another element with which a different type of concrete can be made into: sulfur.

Sulfur-based, waterless concrete is literally the foundation for every aspiring Martian city. Concrete Extractors placed on spots rich in sulfur in the Martian soil, dig up the sulfur-rich regolith and store it as ready to use mix. It is later transported and heated by our Drones on construction sites, turning it into strong and enduring concrete.

## Surviving Mars

Concrete can be used to build Domes, Wind Turbines, and others. It's a fairly early-game accesible resource, until most deposits are depleted.

The Concrete Extractor will be a useful method until you research Excavator technology and Waste rock liquefying. It is recommended that you place a Dumping Site or two nearby.

## Notes

*This article is a stub. You can help Surviving Mars Wiki by expanding it.*
Facilities

Within the game there are two important types of buildings. Facilities and complexes (sometimes known as hubs).

There are many facilities and complexes in the Supreme Ruler series with a wide range of uses. Both require Industrial Goods for construction, while some also require Military Goods.

Both facilities and complexes are built within a hex which can hold a maximum of 1 complex and 6 facilities.

## Complexes

Complexes are the center, or base, of a hex and one must be present before other facilities can be built on a hex. Different types of complex have different uses. Most complexes enable construction of similar types of facilities and do not allow other types of facilities. For example a military complex will allow military facilities to be built around it, but not industrial facilities.

It should be noted that, because of the overlay of categories for some types of facilities this is not a universal rule. For example military goods facilities can be built on both an industrial and military complex.

Civilian population centers, towns etc, act as a type of complex and can hold a wide range of facilities; however it should be noted that while new industrial & military complexes can be built as needed on the map, you can't order the construction of new cities.

## Facilities

Facilities are the backbone of your economy and range in type from factories to power plants, fortifications to airfields. Which facilities can be built depends on what type of complex is present and what type of facility you wish to construct, as well as the available resources on the hex.

### Industrial Facilities

Industrial Facilities are for harvesting or creating resources, and include everything from farms to power plants. The number of industrial facilities that can be placed inside a single hex are limited by the percentage of resource found in the hex. For example a hex with 33% Agriculture (lowest amount) can support 2 Agriculture facilities, where a hex with 66% (middle amount) can support 4 Agriculture facilities, and a hex with 100% (highest amount) of Agriculture can support 6 Agriculture facilities.

### Civilian Facilities

Civilian Facilities are facilities that fall into another category but can be built in Cities and towns as well. Most Industrial facilities and some military facilities fall into this category as well.

### Military Facilities

Primarily used for the creation, repair and storage of military units these facilities are important defending a nation. Other types of military facilities include Air defense sites and radar stations.
Supreme Ruler Ultimate

**Supreme Ruler Ultimate** is a game that was developed and published by BattleGoat Studios. The game was released on October 17th, 2014.

Get it now on Steam!

## Features

* Play Historical or Futuristic Campaigns.
* Take Control of any Nation in Sandbox Mode and impact the outcome of an era.
* Challenge yourself with Historical Scenarios for a faster-paced gameplay experience.
* The butterfly effect... Influence the timeline and outcome of thousands of historical events.
* Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
* Guide your Nation through an era of unprecedented Scientific Advancement.
* Modernize your economy to support your social and military policies.
* Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
* Detailed historically-accurate armies down to the Battalion level.
* Choose your level of control. Make all decisions or use your Cabinet Ministers to help.
* Battle the elements! Fully integrated weather model influences battlefield outcomes.
* Up to 16 players in Multiplayer over local network or Internet (PC only)

## Requirements

• Processor: Intel Core 2 Duo or higher
• Memory: 4 GB RAM
• Graphics: ATI/Nvidia/Intel HD Graphics
• Storage: 2 GB available space
•Additional Notes: Not compatible with 64-bit-only OSX versions
 Windows
• Processor: Intel Pentium IV or better
• Memory: 1 GB RAM
• Graphics: ATI/Nvidia/Intel DirectX 9 Compatible
• DirectX: Version 9.0c
• Storage: 4 GB available space
• Sound Card: Direct X Compatible
• Additional Notes: Resolution: 1280x800 or higher
• Processor: Intel/AMD Dual or Quad Core
• Memory: 2 GB RAM
• Graphics: ATI/Nvidia/Intel DirectX 9 Compatible
• DirectX: Version 9.0c
• Storage: 8 GB available space
• Sound Card: Direct X Compatible
•Additional Notes: Resolution: 1440x900 or higher
BattleGoat Studios

**BattleGoat Studios** is a Canadian Software Developer committed to developing leading edge “Intelligent Strategy Games” for the PC. Founded in 2000, by George Geczy (Lead Programmer) and David Thompson (Lead Designer), the team firmly believes that Strategy Gamers are looking for more sophisticated games that also remain fun to play.  BattleGoat insists that their approach to development will always emphasize an accurate, heavily researched environment assuring players an entertaining and immersive gameplay experience.

When founded, it was with the goal of re-imagining the text-based strategy game *Supreme Ruler* that George had written for the TRS-80 back in 1982 while still in High School. Creating a new real world graphic environment based on existing Technologies, Militaries, Politics, and Economics was realized with the release of *Supreme Ruler 2010* in June 2005.

At more than 33 years old, the *Supreme Ruler* franchise is one of the oldest (if not the oldest) gaming franchises still in active development.
RAWPROD

This section defines what commodities are generated by a facility and the base quantity. The first column indicated the UNIT ID# and the following eleven columns are quantities from 0.0 - 1.0 for each commodity in the order as follows;

* Agri
* Water (Rubber for SR1936/SRU)
* Timber
* Petrol
* Coal
* Ore
* Uranium
* Electricity
* Consumer Goods
* Industrial Goods
* Military Goods
Updates

The following is a list of updates for the game Supreme Ruler Ultimate.

## List of updates

* 2020-05-08 Patch 9.2.3 released
* 2019-12-17 Patch 9.1.250 released
* 2019-11-22 Patch 9.1.245 released
* 2019-06.18 Patch 9.1.138 released
* 2018-12.20 Patch 9.1.114 released
* 2018-08-23 Patch 9.1.85released
* **2018-08-03** - Patch 9.1.76 released
* Patch 9.1.59
* Patch 9.1.54
* Patch 9.1.52
* Patch 9.1.49
* Patch 9.1.43
* **2018-05-25** - Patch 9.1.40 released
* **2017-08-01** - Patch 9.1.36 released
* **2017-07-04** - Patch 9.1.23 released
* **2017-01-01** - Patch 9.0.7.5 released
* **2016-08-12** - Hotfix released for Patch 9.0.7.3; no version number change
* **2016-08-01** - Patch 9.0.7.3 released
* **2016-07-27** - Patch 9.0.7.1 released
* **2016-07-26** - Patch 9.0.7.0 released (alongside Supreme Ruler Trump Rising DLC)
* **2016-01-01** - Patch 9.0.5.2 released
* **2015-11-08** - Patch 9.0.5.0 released

* Update 9.026
* Update 9.019
* Update 9.014
* Update 9.012
* Update 9.09
* Update 9.07
* Update 8.28
Satellites

# SR2020 Warfare Guide - Chapter 20 - Satellites

Submitted by Balthagor on Fri, 01/04/2013 - 20:27
Satellites in SR2020 are pseudo-units manufactured and launched from the Operations Department Satellite Coverage Sub-Panel. The construction and deployment of satellites requires a ground-built aero-space infrastructure that consists of an Aerospace fab, a Mission Control unit and an Orbital Launch unit.

Satellites are purely administrative "units" that are not visible or controllable. Satellites can be build (ordered) and launched. There are three types: Communications, Reconnaissance and Missile Defense (MDI). Communications satellites improve your military efficiency. Recon satellites help you see through the FoW. MDI satellites automatically attack enemy ICBMs.

Full-coverage requires you to launch 20 satellites of each type. This is equivalent to turning off the Fog-of-War - for your region only. Full recon coverage will reveal 95% of the units on the map. Stealth units such as Spys and stealth aircraft will not automatically be spotted, especially if they remain stationary.

AI regions such as the U.S. France and Russia may start out with Space facilities but AI Regions never construct or launch satellites.
AllLoad.ini

The AllLoad.ini file is an initialization file that is loaded on game startup. It is generally used to #include other ini files that define game data files that are loaded for each game, but are not saved with a save-game file.

These initialization files are NOT sync-sensitive - meaning, they do not affect game stats or player data, instead they are used for visual, AI or user interface elements. As such, players in a multi-player game can be using different files without creating multi-player sync error issues. The files used on the "Host" player would be the ones that would affect any AI actions.

As of SRU 9.0.75, this file includes the following initialization files:

As of .268, a reference for UISettings.csv was added

```
// Include file for ALL LOADS - cached, non-cached, and Saved Games (these items not saved w/game files)
#include	"DEFAULT.PICNUMS", 	"GRAPHICS\MESHES\"
#include	"Deptprior.CSV",	"INI\\"
#include	"Orders.CSV",		"INI\\"
#include	"AIParams.CSV",		"INI\\"
#include	"Menumap.csv",		"INI\\"
#include	"UISettings.csv",	"INI\\"

// Reload for now....
#include	"DEFAULT.TERX", 	"MAPS\\DATA\\"
#include	"DEFAULT.NEWSITEMS",	"MAPS\\DATA\\"

```

As of SRU version 9.1.200, **AITheatres.csv** was removed from the AllLoad list and the TheatreTransf information is now included in each CVP file at the top (with the Theatre information)

The last entries under "Reload" are used to make sure certain data elements are loaded for game startup purposes, however those are sync-sensitive files and will be replaced by any save-game data that is loaded.
Modding the Region Name

In Supreme Ruler the region names appear in a number of files but to support translation there is a region name override. This is the easiest way to mod a region name.

Region name overrides are stored in the text file specified by the .scenario file for scenario texts. The file will be stored in the \Localize\LOCALxx\ folder specified where xx = the two letter language code.

For example, Cold War region names for English are in the \Localize\LOCALEN\Scenarios folder in the Cold War-Text.csv file. Scenarios which don't use any text file pull the region names directly from the .CVP file.
Supreme Ruler 1936

Supreme Ruler 1936 is a game that was developed and published by BattleGoat Studios. The game was released on May 9th, 2014

Get it now on Steam!

## Description

*Supreme Ruler 1936* is Real Time Geo-Political/Military Strategy Game for PC. Take control of a nation in the World War II era and guide it through a significant Military Campaign, or attempt one of many Set-Piece Historical Scenarios. Players can also customize their play experience with the Sandbox Mode and play as any Nation with their own preferred Victory Condition.

## Features

* Play Multiple Campaigns from either the Axis or Allied perspective.
* Take Control of any Nation in Sandbox Mode and impact the outcome of the era.
* Challenge yourself with Historical Scenarios for a faster-paced gameplay experience.
* The butterfly effect... Influence the timeline and outcome of thousands of historical events.
* Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
* Research new Technologies to give your nation a significant military advantage.
* Modernize your economy to support whatever social and military policies you choose.
* Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
* Detailed historically-accurate armies down to the Battalion level.
* Choose your level of control. Make all decisions or use your Cabinet Ministers to help.
* Battle the elements! Fully integrated weather model influences battlefield outcomes.
* Significant graphic improvements to 3D terrain and Graphic User Interface
* Up to 16 players in Multiplayer over local network or Internet
Supreme Ruler The Great War

**Supreme Ruler The Great War** is the newest title in the *Supreme Ruler* series. It was developed and published by BattleGoat Studios.  The game was released on August 1st, 2017.

Buy now on Steam!

## Description

Continuing the Supreme Ruler franchise, BattleGoat brings you a new era, building upon a game system which has evolved over more than a decade. Set in the First World War, the Central Powers and the Triple Entente prepare to attack, with no understanding of the scale of conflict they will unleash. Over the coming years, the armies of these nations would come to understand how air power, submarines and artillery were about to transform how war was waged.

Players can chose to jump into the action as any region in the world through sandbox play or follow campaigns of key regions to watch historic events unfold. Make the correct Economic, Diplomatic, Domestic and Military decisions to assure the survival of your nation.

## Features

* World War I Campaigns for various major powers from the era.
* Take Control of any Nation in Sandbox Mode and impact the outcome of the conflict.
* Start in 1914 or 1917 and progress well into the 21st century for an Epic Game-play experience.
* Challenge yourself with Set-Piece Scenarios for a faster-paced game.
* The butterfly effect... Influence the timeline and outcome of thousands of historical events.
* Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
* Guide your Nation through the first war waged on a global scale.
* Modernize your economy to support whatever social and military policies you choose.
* Comprehensive Tech Tree features over 100 years of technology and equipment advances.
* Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
* Detailed historically-accurate Armies down to the Battalion level.
* Choose your level of control. Make all decisions or use your Cabinet Ministers to help.
* Battle the elements! Fully integrated weather model influences battlefield outcomes.
* Multiplayer through Steam Matchmaking

## Requirements

• Processor: Intel Core 2 Duo or higher
• Memory: 4 GB RAM
• Graphics: ATI/Nvidia/Intel HD Graphics
• Storage: 2 GB available space
 Windows
• Processor: Intel Pentium IV or better
• Memory: 1 GB RAM
• Graphics: ATI/Nvidia/Intel DirectX 9 Compatible
• DirectX: Version 9.0c
• Storage: 2 GB available space
• Sound Card: Direct X Compatible
• Additional Notes: Resolution: 1280x800 or higher
• Processor: Intel/AMD Dual or Quad Core
• Memory: 2 GB RAM
• Graphics: ATI/Nvidia/Intel DirectX 9 Compatible
• DirectX: Version 9.0c
• Storage: 2 GB available space
• Sound Card: Direct X Compatible
•Additional Notes: Resolution: 1440x900 or higher
Network Node

**Network Node** is a Dome Spire building in *Surviving Mars*.

## Description

Increases the overall Research output of the dome.

## Strategy

Click here to add a strategy!

For research having a dome that's next to research areas can be a huge help. If you can find one, build a specialised dome there, Put up basic necessities, a bunch of research buildings, and put this spire in, and you can get astronomical amounts of research.
DEFCON

**DEFCON**, which stands for *DEFense CONdition*, is the state of alertness that a region's military operates at. While a higher (more prepared) DEFCON gives unit efficiency and build rate bonuses, its costs increase significantly. A region *not* at war has a maximum DEFCON of 2, and a region *at war* has a minimum DEFCON of 3. DEFCON effects take time to implement, making a rise in DEFCON a clear sign of military preparations.

##### DEFCON 5 - Peace

* Efficiency Bonus: 10%
* Build Rate: 110%

##### DEFCON 4 - Guarded

* Preparedness Cost: Small
* Efficiency Bonus: 15%
* Build Rate: 120%

##### DEFCON 3 - Elevated

* Preparedness Cost: 1x DEFCON 4
* Efficiency Bonus: 20%
* Build Rate: 130%

##### DEFCON 2 - High

* Preparedness Cost: 2x DEFCON 3
* Efficiency Bonus: 25%
* Build Rate: 150%

##### DEFCON 1 - War

* Preparedness Cost: 2x DEFCON 2
* Efficiency Bonus: 30%
* Build Rate: 170%
Procgenfac.csv

This is a data file that is used during procedural generation

This section sets the facility IDS that will be used internally

This section sets the upgrades that are used for placing asteroids at the system level

### &&FACILITYGROUPS

See &&FACILITYGROUP

This section sets the groupings of facilities that will be placed on the map
NewsItems

The NewsItems file (saved as DEFAULT.NEWSITEMS) contains information on in-game messages ("mail" / "email" etc) that can be sent by the UN/World Market Information system, AI Regions, or Ministers.

When writing newsitem text, use the pilcro character (Alt+0182, ¶) as a carriage return.

Help Highlights

For each newsitem, values PanlelxUdef (x=0-3) supports a 12 digit number

AAAABBBBCCCC

A=data code of header object to highlight

B=UDef of data code C

C=data code to highlight

If the object is not in a header, A is blank

If the object referenced is UDef 0, B is blank.

Exmaples

- Panel0Udef = 161 would highlight the string for the value of reserved personnel

- Panel1Udef = 70680 would highlight the data 680 department button assigned to UDef 7 which is Selected/Deployed/Reserved units
Starting News Message

When a game starts fresh (new Sandbox / Scenario / Campaign), optionally a News Item will be shown as soon as the game loads.

The News Item # to be shown is based on this priority:

1. If the 'startemail' value is set in the Region's CVP data, then that News Message is shown.
2. If there is no startemail, then the Scenario file is checked for a 'startmailnum' value. If found, this is shown.
3. If there is no startemail and no startmailnum, then the Region Text file will be checked for an existing 'Regionemail' column. If Regionemail exists, then that text is filled in to News Item 499 ("Inteligence Report"), which is set to "Special Body Fill 40", for using the Regionemail text.

Note that only the first matching News Item is shown.

In addition to the above, it is also possible to send any number of News Items on startup using the Events system.
Map overrides and events .CSV data

## Map Overrides

Along with the .Scenario file to indicate the data used for a map, it is possible to include a .CSV file that contains overrides to things such as region relations and existing treaties. To use such a file the .Scenario must specify it in the section *#endifset*

The line should look lie this;

**#include "*filename*.csv"**

This file is also used to create random events in scenarios.

### Override Data

The file itself contains multiple data sections;

#### &&REGIONSCEN

This section is a table of data containing the following information;

#### &&CVPREL

This section is a table of data containing the following information;

(The list of Region ID #'s compared to Region Names cand be found here)

#### &&GROUP

A "Group" of regions consists of multiple Regions grouped together to form one political super-Region with one single government. The Region name and capital city of the first Region in the group will become the name and capital city of the new super-region.

For instance, to add "Ukraine" to the Russian Region do the following:

1. Open the Maps folder.
2. Make backup copies of the World2020.CVP and the World2020.REGIONINCL files.
3. Open the World2020.CVP file using Notepad.
4. Search for the Region name "Ukraine".
5. On the "&&CVP" line above this Region name is Ukraine's Region ID number - "1102".
6. Now search for the Region name "Russia".
7. Scroll down to Russia's "&&GROUPING" section add a new line with Ukraine's Region number of "1102".
8. Save your work and close the file.
9. Open the World2020.REGIONINCL file and search for Region ID "1102".
10. Comment out this line by adding "//" to the beginning of the line so that it reads "//1102"
11. Save your work and close the file.
12. Re-build the World2000 cache file.
FAQ

I picked a game video resolution that my monitor doesn't support; how can I set it back?

In most cases the game will reset itself to 1024x768, but if it doesn't then you should follow these steps:

Make sure you have the latest update installed (the most recent versions have some improvements in resolution options);
Type the following command into the Windows Start/Search or Run box from the Start Menu (depending upon which version of Windows you have):
For Supreme Ruler 2020: supremeruler2020.exe -window
For Supreme Ruler 2020 Global Crisis or Gold: supremeruler2020gc.exe -window
This will start up the game in Windowed mode, from there you can go to the graphics options menu and change to a more appropriate resolution. SR2020 runs best in the same resolution as your desktop; right click on your desktop to find details on the display settings, and match that from the choices that SR2020 gives you.

See also Glossary

# Related Links

Place and find links that are relevant to Supreme Ruler here.

1. http://www.battlegoat.com - BattleGoat Home Page
2. http://www.paradoxplaza.com - Paradox Interactive Home Page
3. http://www.bgforums.com - BattleGoat Forums
4. http://forum.paradoxplaza.com/forum/forumdisplay.php?f=373 - Paradox Forums
5. http://www.supremeruler.com/blogs - BattleGoat Development Blogs
6. http://www.army.mil/factfiles/index.html - U.S. Army Fact Files
7. http://www.army-technology.com/projects/ - Army Technology/New Weapon Systems
8. http://www.globalsecurity.org/military/systems/index.html - GlobalSecurity.com/US Weapons Systems
9. http://www.hnsa.org/doc/index.htm - Navy Manuals and Documentation Online
10. http://blastmagazine.com/archive/sidebar/silent-steel-glossary-submarine-terms/ - Glossary of Submarine terms.
11. http://www.harpoondatabases.com/encyclopedia/Entry1363.aspx - database of world weapons.
Artificial Sun

**Artificial Sun** is a Power & a wonder building in *Surviving Mars*.

## Description

This marvel of Martian engineering produces colossal amounts of Power. It provides light for nearby solar panels during the night in addition to heating the surrounding area. Consumes vast amounts of Water on startup.

Footprint is 6-to-a-side hex, with solar benefits radiating out to 9-to-a-side hex.

## Strategy

Click here to add a strategy!

Optimal solar layout displayed in screenshot. only 1 of the 3 parts of the Solar Panel need to be within the blue "solar radiation" area.

* Clean optimized layout for easy visual. the two small panels in the right and upper corners are the only ones that do not function at night.
* Note the lower and left outer panels that are not functioning in image, and the orientation of the red line on them. when removed and placed with red line ***AWAY*** from artificial sun, they were night functional.

Note the lower and left outer panels that are not functioning in lower image, and the orientation of the red line on them. When removed and placed with red line ***AWAY*** from artificial sun, they were night functional.

## Good layout for low maintenance costs.

65 Large Solar Panels, 6 Small Solar Panels, 3 Triboelectric Scrubbers (set to 6-hex radius). Does not need extra space for cables around the rim. Costs 68 metal in maintenance for 337 extra power.

Here is the layout running. Note that you should always place Large Solar Panels with the red stripe pointing outwards so the Artificial Sun powers them and the Scrubbers scrub them (because the key hex, the one opposite the red stripe, is inside the Artificial Sun's radius).

It is possible to fill all spaces except one with big solar panels, but big solar panels give less energy then small solar panels. So its better to use small ones

if you turn on the sun then add the solar panels you can fit a lot more