recursal/Fanatic-Fandom huggingface dataset:
Mod Unit 3D Meshes

\Graphics\Meshes contains the 3D Meshes (models) used by the game to represent on map elements. Each one has a 3 digit number that corresponds to an assigned picture number in the DEFAULT.PICNUMS file. In the DEFAULT.PICNUMS file, each pic number used by units in DEFAULT.UNIT is defined for the mesh ID number it uses and what each element within the mesh is used for. Some element types are not currently supported. Unit scale for individual meshes is also set in the DEFAULT.PICNUMS file.

**See details in DEFAULT.PICNUMS**

Example: Unit 4602 in the equipment file uses picnum #31. In DEFAULT.PICNUM Picnum #31 is defined as using mesh #31 with two elements.

This folder also contains Texture files for the meshes which are 512x512 in size and the .dds file format.

3D meshes need to be in the .x format and should be no greater than 900 polys. Most models used in game are between 300-700 polys. The mesh may not have more than 4 elements. Turrets are usually modelled as separate elements from hulls. Ships should have the area below the keel line cut as a separate element. Meshes should be created using meter scale. Meshes for the game have been created in 3DSMax then exported to Cinema4D Go for conversion to .X format and finally optimized using Mesh View. When creating the model the texture should be done in .PNG format and exported to .DDS. The game engine overrides the the file type listed in the .x file.

For every model used in the game a 2D render of the object must be placed on the UGBITSX.PNG graphic sheet where X = the page containing the frame corresponding to the unit ID. Each UGBITS page holds 256 images starting at count of zero. The count is done from left to right then top to bottom. As an example the last unit on the second row would be unit #031 (Currently the scud launcher).

If you have a model you would like to offer for use in the game, please send it to chris@battegoat.com. The model must be less than 900 polys, be in .MAX or .3DS format with a .PNG texture file of 512x512. We will do the final conversions and optimization.

## Terrain 3D Meshes

As of Supreme Ruler Cold War, most terrain types have 3D meshes assigned.

The tree 3D models are the following file names;

TER031.x
TER048.x
TER050.x
TER052.x
TER054.x
TER056.x
TER058.x
TER100.x
TER102.x
TER104.x
TER106.x
TER108.x
TER110.x
Supreme Ruler 2020

**Supreme Ruler 2020** is a game that was developed and published by BattleGoat Studios. The game was released on June 17th, 2008.

Get it now on Steam!

## Features

* + Sophisticated strategic & tactical military command system
	+ Select from hundreds of actual military vehicles
	+ Detailed diplomatic, economic, and political models
	+ Play as any of over 250 territories, worldwide
	+ Single & Multiplayer modes
	+ Extensive modability
	+ High-Res NASA satellite imagery
	+ Super sandbox mode offers unlimited customization & replay value
Facility Source Commodities and Class production types

Certain facilities require commodities to produce. For example biofuels produces petrol by consuming agri. This is set using a bitmask as follows:

* 1 - Agri
* 2 - Water
* 4 - Timber
* 8 - Petrol
* 16 - Coal
* 32 - Ore
* 64 - Uranium
* 128 - Electricity
* 256 - Consumer Goods
* 512 - Industrial Goods
* 1024 - Military Goods

So for a facility to need Timber and Ore you would use a value of 36 (4+32)

The same system is used to determine which class of units can be built by a facility in the UBuildClassMask field:

*(Note: As of version 9.1.89, UBuildClassMask is not fully implemented, and will not restrict production to a single class)*

* 1 - Infantry
* 2 - Recon
* 4 - Tank
* 8 - Anti-Tank
* 16 - Artillery / MLRS / Launch Vehicle / Mortar
* 32 - Air Defense
* 64 - Transport/Bridging
* 128 - Helicopter
* 256 - Missiles
* 512 - Fighter/Interceptor
* 1024 - Fighter/Bomber
* 2048 - Fighter/Multi Role
* 4096 - Strategic Bomber
* 8192 - Patrol/AWACS / Recon/Surveillance / Surveillance / ECM/Recce
* 16384 -Transport / Tanker
* 32768 - Submarine
* 65536 - Carrier
* 131072 - Battleship / Cruiser / Destroyer
* 262144 - Frigate / Corvette
* 524288 - Patrol/Recon
* 1048576 - Transport/Support

Quick Reference for added up values of all land/air/naval:

* 127 - All Land Units
* 32384 - All Air Units
* 2064384 - All Naval Units
Patch 9.0.5.2

**Patch 9.0.5.2** was released on 2016-01-01 and included the release of BETA translations for German, French & Spanish localizations.

## Patch Changes

* Diplomatic Actions Against were not affecting DAR/MAR, now fixed
* Crash bug fixed when scenario without Steam Achievement code has Victory
* State Actions fixed (reversed) fund govt / fund opposition icons.
* "Global Defcon" restriction for Superpowers removed
* Spacebar added as alternate Pause key (in addition to Pause and 'P' key)

## Beta Localizations

With this version Localizations/Translations have been released in BETA form as requested by many players.

The following languages are supported:

* German
* French
* Spanish

You can change the default language in the Game Options screen under the "File" section.

As noted, the translations are still in BETA form, and include a number of machine-translated elements. There are also some elements (such as region names) that are still in English, and other elements (such as Campaign descriptions) that will show as blank. Additionally, there will be GUI issues (text that overflows its field or panel) and maybe even other oddities.

A thread was created in the BGforums under the 'Issues/Support/ heading for suggestions/errors to be addressed in the translations for improvement in future releases.
GR - Shields

Shields in Galactic Ruler are part of the defense system for space units and space facilities.

Shields work by absorbing the energy of BEAM/ENERGY WEAPONS. They have NO EFFECT on PARTICLE/BALLISTIC WEAPONS.

When a Beam Weapon attack is made on a ship with Shields:

1. The Energy Level of the target ship is reduced. The amount of energy lost is based on the amount of energy fired and the distance to target.
2. Once the Energy Level of the target ship is below the "Shield Minimum" (currently 10% of Energy Capacity), then Shields are "DOWN" and no longer available.
3. As long as Shields are "Up", the target ship will receive no physical damage from Beam Weapons.
4. The "Beam Weapon Defense" value stat for a unit is the defense value once Shields are down, and the ship is being damaged by a Beam Weapon.
5. Ships that have Beam Weapons will only fire if they have sufficient Energy, above the "Beam Fire Minimum" (currently 10% of Energy Capacity).

Shields are a Tech Tree Effect, and the standard starting game level requires Shield Technologies to be researched. There are also Tech Effects that will improve Beam attack values and Shield efficiency values.

Each individual Ship has a flag for whether or not it has Shield Capability. In the Equipment List this is stored in the "NBC Protection" flag.

Ships that have Shield Capability will get functional shields once:

* The Shield Tech Effect has been researched
* The ship has returned to a Space Dock to be "refitted" with Shields.
	+ New ship builds will automatically get their Shields
	+ Existing ships waiting for a refit will have an icon on their Unit Details popup to indicate this
Patch 9.1.59

Version 9.1.59

* Campaign Lobby Game-Settings Changes are remembered with game launch
* New Game Lobby Option - Allow Road/Rail Scrapping
* Better positioning of some popup elements (stays on screen)
* Some Sandbox and Campaign event fixes
* Fixed loading game files that start with an #include directive
* We welcome Discord to our Social Media menu options
* We welcome the new Mexican President to Supreme Ruler!
People Data File

## Leaders and Ministers

* /Maps/Data/default.pplx

The .PPLX file is also in csv format. The ID column is used to match the text to the data. The columns in the .pplx file are as follows (not all values are implemented):

1. ID number
2. People Category
	* 0: Minister (available for auto-assign)
	* 1: Will not be auto-assigned (used for Historical leaders assigned by cvp and events, etc)
	* 2: Leader (generally fictional, although could be speculative) (available for auto-assign and events)
3. First name of the person
4. Last name of the person
5. Title *Meant to override the GovTitle in region when this leader is in power in 'RegionNum'*
6. Party Name *Meant to override the Party Name in region when this leader is in power in 'RegionNum'*
7. People Bits
	* 0x01 - 0: Male; 1: Female
	* *Rest of bits reserved*
8. Race
	* 0 Caucasian / White
	* 1 Asian
	* 2 African
	* 3 European / Northern Europe
	* 4 Arab/Middle Eastern
	* 5 Native American
	* 6 East Indian
	* 7 Hispanic / Latino
	* 8 Pacific / Polynesian
9. Age - For Fictional people, is used as their age in years when they come to power. For Real people, leave blank and use BirthDate instead.
10. Picnum - Determines the Persons avatar. match with a pic#####.png in graphics/people.
11. Political leaning? [-1.0 to 1.0]
12. ppartynum [Political Party bitmask : 1:Left 2:Centre 4:Right 8:Other] - if zero, use Political Leaning to set party.
13. Popularity [0.0 to 1.0]
14. Fanaticism [0.0 to 1.0]
15. Integrity [0.0 to 1.0] (for Leaders, is World Integrity Modifier)
16. Stance // Normal (no change)/passive/defensive/aggressive/unpredictable
17. RegionNum - Region ID of the country this Leader or Minister is associated with
18. RegionNum2 - Alternate Region
19. RegionPref - Preferred Regions String (SR2030) - uses Region Codes, as many letters as needed
20. IQ
21. Initiative [0.0 to 1.0] - Level of Minister Initiative
22. BirthDate - in JDATE integer (SR2030 - used for real leaders) (for fictional people, generally leave blank and use Age instead)
23. DeathDate - in JDATE integer or zero (SR2030)
24. SpecialtyDept - Bitmask of Departments that are 'specialty' for minister
25. Department Priorities - 6 Cabinet Departments - Priorities bitmask for each Department
Patch 9.1.23

On July 4th 2017 Patch 9.1.23 went live. This SRU Update is for all users on Steam (both Windows and Mac).

This version includes a number of engine updates, performance improvements, and content updates.

A notable change is that the game engine now uses Steam Matchmaking for Multiplayer networking. This requires all players to be logged in to steam and playing with a unique steam account for multiplayer games.

Version 9.1.23

* Increase PPL max id from 2399 to 4999 (reserve 4000 range for modders)
* More checks for valid ppl id ranges in scripted events
* Updated Compiler and optimizations for performance improvements
* Updated DirectX Engine code for performance improvements
* Updated Steam SDK
* Replaced Miles Sound System with XAudio2
* Replaced MP3 files with newer xWMA format
* Content: deployment of Syrian troops fixed in SR2020
* Content: text fixes in language translations
* Replacing DirectPlay with Steam Networking
* Support for Steam Lobbies (beta development)
* Removed support for LAN networks (must create Steam Lobby)
* Player Name length extended to 31 char max (from 15)
* Fixed MP speed set issue with wrong icon speed showing
* Fixed MP pause/restart issue when running at slow speeds
* Added "cheat trumpme" (add or subtract $1 trillion)
* Increased maximum number of battlegroups to 250 from 99
* Slight adjustment to goods base pricing of low gdp regions with low production costs
* Adjusted sequence of loadgamefix cache creation code - to deal with some orbats issues of grouped regions
* Resolved rare division by zero treasury error when region falls
* 36 New models courtesy Nerei
* Leaders and Governments updated for 2017 and 2020
* Regional Relationship fixes and updates
* A number of Mapfixes (facilities, etc)
* Equipment List Updates
* Resolved weather-related MP sync error on non-fresh start games
* Added support for MP kick, Game name display/transmit
* Games in progress will no longer show in lobby
* Updated MultiPlayer UI
* Fixed cache-creation upgrade-on-river bug introduced in insider build
* Graphics optimizations - more efficient drawing of meshes with shotpoint
* Graphics optimizations - Reduced use of vertex buffer flushes
* Graphics optimizations - optimized map zoom default values (options reset needed)
* Content fixes - 1942 German/Russian orbats, Ireland 2020 leader, etc
* Resolved Insider Build Audio issue - rare crash with too many simultaneous sounds
* Resolved Music Volume set to zero issue
* Content fixes - George HW Bush, etc.
* Known issue: Music off in Mac version may have audio clicks; defaults to off
Mod Cabinet Ministers

**Pictures**

The minister and leader pictures are .PNG files located in \Graphics\People and can be edited with Photoshop or other graphics programs. The filename of the picture is used to indicated a number of things about the picture;

Numbering System fourth character

```
- Cabinet Minister - 1
- Leader - 2

```

Numbering System fifth character

```
- Caucausian - 1
- Asian - 2
- African - 3
- European - 4
- Arab - 5
- Native American - 6

```

Numbering System sixth character

```
- Male - 1
- Female - 2

```

Numbering System seventh/eighth character is the incremental numbering

for example: pic24205.png - Leader\_European\_Female - pic #5

--- pic is just how we are starting each filename

When creating leader or minister pics, there are 4 frames to be created to properly show the minister or leader mood;

Cabinet Ministers frames 0-3

```
- Frustrated
- Busy
- Neutral / Polite
- Nervous

```

Leaders frames 0-3

```
- Threatening-Demanding
- Arrogant
- Polite
- Friendly

```

**Names and Data**

The names of the ministers are in the file \Maps\DATA\DEFAULT.PPLX which can be edited in any basic text editor. Other data is also found in the .PPLX file (Details to follow).
Large Oxygen Tank

Large water tank is a Life Support building in Surviving Mars, available after researching Large Storage.

## Strategy

* An essential structure for any colony to prevent Oxygen deficit to your domes
* Can store 10 times more Oxygen than the regular Oxygen Tank
* Has a Max Output 5 times higher than the regular Oxygen Tank (50 VS 10)
* Useful to have if Meteors destroy pipes supplying Water to Mega Domes or Mega Trigons
Power Accumulator

**Power Accumulator** is a Power building in *Surviving Mars*.

## Description

Stores  Power . Amount of power supplies is limited by the battery's max output.

Capacity: 200  Power

Max Output: 20  Power

Similar to the Atomic Accumulator

## Strategy

Click here to add a strategy!

1. Try to not build these early on as they require polymer to repair and degrade quickly. Build a dome and create a polymer factory so you can acquire polymers easily. (But remember that it requires fuel!)
Patch 9.0.7.5

**Patch 9.0.7.5** was a 24.6 MB patch released on 2017-01-01.

## Patch Changes

* Resolved a crash caused by bad Shattered World data with invalid parent region
* Check and corect invalid parent region on loading games
* Fixed a crash for invalid 'other' region in scripted events with certain event flags
* Better error checking in scripted event processor for invalid regions
* Resolved a potential issue with unification vote calculations when a region didn't rank
* Increased number of mesh numbers supported to 4096; defined ranges for modders
* Increased number of ugbits pages to 16 plus 1 for base (0) page for modders
* Increased picnums max from 1024 to 4096
* World volatility negative effects on relations and casus belli reduced and more gradual
* Added volatility value to provocation calculation (up to double at max)
* Updated Localtext for TechTree (missing Airplane and Trump Tech text)
* Added new unit models provided by forum user Nerei
* Modern Scenarios (2017/2020 Trump) now included in core game

## References

Patch 9.0.7.5 patchnotes on Steam news page
Rare Metals Extractor

**Rare Metals Extractor** is a Production building in *Surviving Mars*.

## Description

Extracts  Rare Metals  from underground deposits. All extractors contaminate nearby buildings with dust.

## Strategy

Click here to add a strategy!

1. Because this requires workers to operate, try placing a dome as close to as many rare metals and regular metals deposits as possible.
Surviving Mars Wiki/Section 1/es

Bienvenido a la Wiki de Surviving Mars Bienvenido a la Wiki de Surviving Mars
La referencia de Surviving Mars es escrita y mantenida por sus jugadores.
Por favor, siéntete libre de contribuir mediante la creación de nuevos artículos o la edición de los mismos.

Actualmente estamos manteniendo 1,086 páginas(173 artículos).

Destacado: Surviving Mars
 *Surviving Mars*  es un juego de tipo "City Builder" de Haemimont Games, los creadores de la venerable serie  *Trópico* . El objetivo es construir una colonia autosustentable en la superficie del planeta rojo, que pueda capear el clima y mantener la habitabilidad humana. Luchando contra uno de los entornos más hostiles conocidos por el hombre usando nada más que trabajo duro, décadas de entrenamiento y varios cientos de toneladas de robots trabajadores, deberás mantener tu ingenio y descubrir cómo llegar a fin de mes, y tal vez descubrir los misterios de los extraños cubos negros que aparecen en la superficie del planeta ... Todo envuelto en un dibujo estético retrofuturista en la década de 1960.[Leer más...]
Defense Minister

## Maintenance and Training

Expenditures for Maintenance + Training (M+T) can be adjusted from your DD's Spending Panel. M+T is pivotal to how well your armed forces perform on the battlefield. M+T is the main contributing factor to you unit Efficiency, which boosts many of their important combat ratings.

## Pathing

The Defense Department Panel also contains many controls that must be properly set for your Units to do their job properly. One of these is the "Unit Pathing" permissions on the Defense Condition Panel.

Here you will find the three buttons that activate permission for your units to path into territories With transit treaties, Without transit treaties and into Enemy territory. Unless you activate the appropriate pathing buttons you will find your Units milling around the border, unable to proceed to the hexes that you have ordered them to move to.

## Global ROE Panel

From the Global ROE Panel you can set the Rules Of Engagement for all of your Units at once, or for all units that are created or acquired in the future. These Rules are well described here:Global ROE Panel.

This Global ROE panel is supplemented by the Individual ROE panel that allows you to customize the ROEs for specific Units. The use of both ROE panels is well described here: Global Crisis Rules of Engagement.

If you have allowed your DM control of your armed forces then you can be assured that garrisons have been sent to many towns and cities and that many of your units have been deployed by the DM to guard your capital, military facilities and other important facilities in your region.

At this high/global level of strategy you should be concerned about how the ROEs that you set effect the over-all stance of you armed forces - what is the appropriate manner for each of your deployed units to behave in the context of your current defense posture?

If you are expecting an attack, then you should have a lot of deployed defensive units and they should be issued ROEs that allow them a great deal of initiative in order for them to react aggressively towards an attack. You want to assure that your units will engage invading enemy units and not shy away from combat.

If you are occupied with day-trading stocks of uranium or establishing treaties with African nations then you should give you DM command of your armed forces so that it can immediately respond to some sneak attack while you are occupied with other matters of State.

Most of the five Speed, Route, Initiative, Contact and Tolerance G-ROE options are oriented towards offensive military operations. If your armed forces are on the offenses then use these the Opportunity Fire and Capture Enemy Land settings.

Enabling the auto-deployment of missiles is probably appropriate for either a defensive or an offensive mode.

Keep in mind that you have at your command a supplementary Individual ROE control panel that will allow you to assign customized ROEs for each of your battle-groups, unit types or single deployed unit on the game Map.
UnitUpTech

SR2030 and Galactic Ruler have expanded the ability to upgrade the attack/defense stats on units using Tech "buffs", also sometimes called "flags" from the original design discussion.

The changes from SR2020/SRU are broken down into two sections - changing the baseline attack/defense numbers to reduce the total numeric spread, and addition of the tech attack/defense modifiers system. These two changes are independent of each other.

Part I - Attack / Defense Values

* Make combat values an exponential curve to reduce the "range" overall Bulk Reduce Equipment file (square root) Change to Floating point to allow more granularity (shown to player as rounded integer)

Part II - Attack/Defense Modifiers

* Use a "Unit Requirements" system (previously, "flags") Require a Technology Can be mandatory or optional Can include a tech effect buff (ie when optional), or represent baked-in value Requires all Attack Target types / Defense types to be part of Tech effects in new section (not global buffs) The effect buffs require a 'reserve refit' (return to base to gain benefit of the tech buff)

* New Data Items in Equipment List (in addition to prerequisite techs): Attack Modifier Required Tech Attack Modifier Optional Techs (total 3 optional) Defense Modifier Required Tech Defense Modifier Optional Techs (total 3 optional)

* New Tech Effects - only affect units that reference this tech Attack Target Type modifiers (10) Attack Range modifiers (4) Defense Type modifiers (4) All Effect modifiers are cumulative when multiple tech buffs are active

*Example*

An M1A1 Abrams Tank Entry could hypothetically have (examples here only for description purposes):

- Unit Preqeq of M1 tank

- Tech Prereq (existing data item) of Armor Designs Level VIII

- Attack Modifier Required Tech 120mm Smoothbore Cannon - (Note 1)

- Attack Modifier Option Tech Tandem Rounds (Note 2)

- Defense Modifier Required Tech Depleted Uranium Armor - (Note 1)

Notes:

1 - Like a tech prereq, a required tech must be researched/traded before unit can be build. Since a required tech is 'required', the bonus to attack/defense values can be right in the base numbers of the unit, and do not have to be tech effect modifiers unless there is a useful reason for this (maybe for display information?)

2 - Optional Techs are not required for the unit to be built; once the optional tech is researched/traded for, the modifier bonus of the tech will be applied to the unit specs. Unlike general-purpose techs that affect \*all\* units, techs used like this will only affect units that specify that they can use this tech.
Department Priorities

# Modding Guide - deptprior.csv

This file is located in the /ini folder and contains all of the possible priorities which could be assigned to the ministers of the various departments.

NOTE: Some priorities listed in the file have not been implemented by BattleGoat.

SRCW/SR1936/SRU/GR/SRNG:

&&DEPTPRIOR

The Data format of the file is:

* Department ID (0-5).  While there is no more Operations department, ministers will consider what priorities are set overall and some ministers <may> consult priorities of other departments making those priorities still usable to some extent.
	+ 0 - Production
	+ 1 - Research
	+ 2 - Treasury
	+ 3 - State
	+ 4 - Operations
	+ 5 - Defense
* Priority ID (0-31)
	+ Unique ID for a given priority.  Note that some priorities may contain other priorities in whole or in part within them.  In particular, those IDs used for the cabinet minister GUI controls are more "global control" priorities to reflect the design change.
	+ Priority IDs match up with hard-coded AI Engine minister priorities.
* Key Priority (0-1)
	+ Not currently used.
* InGame (0-1)
	+ True/False for whether Priority is to be included in game. If 0, Priority will not be shown to player.
* Conflicts with (0-31)
* Notes

Related Localization Text section is

&&DEPTPRIORTEXT

* Department ID
* Priority ID
* Heading
* Description
* Benefits
* Concerns
Casus Belli

**Casus Belli** is the Latin phrase for an act or situation that provokes or justifies war. Within the Supreme Ruler series, Casus Belli doesn't allow or disallow you from wars at any time, however it does impact how the world views any wars that you're in; casus belli affects your standing with the UN regarding subsidies, as well as relations with other nations after a war has begun.
Asteroid Launcher

Asteroid Landers are an experimental class of rockets that can land on asteroids. They can be bought at the cost of 1000 Funding if the Micro-G Landers technology is researched, or constructed if the Advanced Rocketry technology is researched. Asteroid Landers require 35 Fuel to launch and cannot be sent back to Earth. They can carry up to 22 colonists and 80,000 kg of payload that can be edited and by default, it will include enough Fuel for a return trip.

Asteroid Landers can be upgraded with an Extended Cargo Module at the cost of 5 Metals and 3 Machine Parts if the technology with the same name is researched. The upgrade increases the cargo capacity to 150,000 but requires an additional 20 Fuel to launch.
Water

**Water**  on Mars can processed with Moisture Vaporators or harvested from subsurface permafrost deposits via Water Extractors. It is distributed via a pipe network, which it shares with the distribution of Oxygen.

Apart from being essential for supporting life inside Domes and field buildings that have human operators, water is used for the synthesizing process of polymers and rocket fuel.

## Background

The most important ingredient for life as we know it to exist is by no means scarce on Mars. However, it is mostly frozen and underground, making it difficult for acquiring. As bringing the water needed to sustain a city on Mars back from Earth will be a huge burden on every craft and far from efficient, constructing a steady water supply solely by harnessing water ice found on Mars is absolutely essential for the survival of any colony.

## Notes

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

Units are the ground battalions, air squadrons, and naval ships that make up a Region's military.

Unit attributes determine a unit's capabilities and are visible by double-clicking a unit on the map. The unit attributes displayed vary depending on the unit type.

**Factors affecting unit performance**

* Efficiency
* Morale
* Experience
* Training
* Entrenching
* WMD protection

**Specialities**
Units have certain specialties listed along the bottom of the unit's popup. First of these will always be it's target type. Target types are as follows;

* Soft
* Hard
* Close Air
* Mid Air
* High Air
* Naval Surface
* Naval Submerged

Other possible specialties are;

Bridging Amphibious Air Droppable Long Deck Carrier Short Deck Carrier Long Deck Landing Short Deck Landing Mine Sweeper Mine Layer Mission Based Air Refueling Air Tanker and more...

# Unit Stat Guide

General Stats

Combat Stats

Unit Details

 **Entrenchment** | The current entrenchment level of the unit. The higher this number the more dug in a unit is and the larger defensive bonus it will receive. Unit class and terrain type determine how quickly and to what degree a unit can entrench itself.
Treaty number

### Supreme Ruler Ultimate:

* 1 Formal Alliance
* 2 Non Aggression Pact
* 3 Ceasefire
* 4 Peace
* 10 Mutual Defense
* 12 Full Transit Treaty
* 13 Land Transit & Supply
* 14 Air Transit
* 15 Sea Transit & Supply
* 30 Line of Sight Treaty
* 50 Troup Withdrawal Treaty
* 78 Combat Supplies Treaty
* 79 Military Unit Supply Treaty
* 81 Free Flow of Labor Force
* 84 Free Trade
* 87 Favored Trading Partner
* 88 Favored Research Partner
* 90 Embassy
* 91 Criminal Extradition
* 100 Missile Defense
* 113 UN Vote Proxy
* 120 Declare War against ...
* 121 End Alliance with ...
* 122 Economic Boycott of ...
* 123 Technological Boycott of ...
System requirements

*Surviving Mars* has the following system requirements:

## Minimal

* OS: Windows 7 64-bit or newer, OSX 10.9 or newer, Ubuntu 14 x86 or newer
* Processor: Dual-core CPU
* Memory: 4 GB RAM
* Graphics: Intel integrated video HD 4000 or higher with 1 GB of video RAM
* Storage: 10 GB available space

## Recommended

* OS: Windows 7 64-bit or newer, OSX 10.9 or newer, Ubuntu 14 x86 or newer
* Processor: Fast quad-core CPUs
* Memory: 8 GB RAM
* Graphics: GeForce 970-level GPU with 4GB of video RAM
* Storage: 10 GB available space
System requirements/es

*Surviving Mars* tiene los siguientes requerimientos de sistema:

## Mínimo

* OS: Windows 7 64-bit o nuevo, OSX 10.9 o nuevo, Ubuntu 14 x86 o nuevo.
* Procesador: Dual-core CPU.
* Memoria: 4 GB RAM.
* Gráficos: Video integrado Intel HD 4000 o nuevo con 1 GB de video RAM.
* Espacio en disco: 10 GB de espacio en disco disponible.

## Recomendado

* OS: Windows 7 64-bit o nuevo, OSX 10.9 o nuevo, Ubuntu 14 x86 o nuevo.
* Procesador: CPU rápidas de cuatro núcleos.
* Memoría: 8 GB de RAM.
* Gráficos: GPU de GeForce a nivel de 970 con 4GB de video RAM.
* Espacio en disco: 10 GB de espacio en disco disponible.
SR2020 Facilities

This summary is specific to *Supreme Ruler 2020*, although many of the same facilities exist in later *SR* games also.

## Facility Detail

#### Resource Facilities

* **Agriculture** - Produces Food. Can only be built on arable land (use Agriculture filter). The number that can be built depends on how arable the land is.
* **Hydroponics** - Produces Food. Has a higher maintenance cost than an Agriculture facility. Can be built anywhere with no limits as to how many can be built.
* **Water Works** - Produces Water. Can only be built on land with access to fresh water (use Fresh Water filter). The number that can be built depends on how much water is available.
* **Water Reclamation** - Produces Water. Produces less than a Water Works and has a higher maintenance cost. Can be built anywhere with no limits as to how many can be built.
* **Ore Mine** - Produces Ore. Can only be built on land with Ore deposits (Use Metal Ore filter). The number that can be built depends on the richness of the ore vein.
* **Composite Ore** - Produces Ore using Petroleum and Electricity. Produces less than an Ore Mine and has a higher maintenance cost. Can be built anywhere with no limits as to how many can be built.
* **Oil - Gas Field** - Produces Petroleum. Can only be built on land with oil (use Petroleum filter). The number that can be built depends on the amount of oil available.
* **Oil - Derrick** - Produces Petroleum. Can only be built on the ocean where there is oil (use Petroleum filter). The number that can be built depends on the amount of oil available.
* **Oil - Synth** - Produces Petroleum; Uses Electricity. Produces 1/4 as much as a Gas Field or Derrick and has a higher maintenance cost. Can be built anywhere with no limits as to how many can be built.
* **Oil - Coal Synth** - Converts Coal into Petroleum. Uses a great deal of Coal. (Hint: Oil - Synth produces just as much Petroleum at a similar maintenance cost.)
* **Oil - Bio Fuels** - Converts Food into Petroleum.

* **NOTE 1:** Industry Facilities use no Military reserves staff. The number of civilians that are employed at an industrial facility is generally based on the total value of the goods produced at that facility.

#### Other Facilities

* **Rail:** The 0.5 estimate for Rail maintenance is a guesstimate for the "< 1" displayed in the game.
* **Fortress Complex:** The Global Crisis expansion is required in order to build Fortress Complexes. They work exactly the same as Military Complexes, except they provide a strong defense bonus, provide Supplies, cost more to build, and require a somewhat larger staff. Since it is in fact a Complex, I called it a Fortress Complex here even though it is listed as a Military Fortress in the game. Currently it is unknown how the defense bonus compares with a Fortification, how many supplies are provided, or anything else. My personal guess is that it's like having a Fortification and a Supply Depot that take up no space, but that's just a guess. Also, the Devs have stated on the forums that a Military Complex cannot be upgraded to a Fortress. The Military Complex must be demolished before a Fortress can be built in its place.
Patch 9.0.7.0

**Patch 9.0.7.0** was released concurrently with the Supreme Ruler Trump Rising DLC on 2016-07-26, and was immediately followed-up with a next-day hotfix: Patch 9.0.7.1.

## Patch Changes

* Tactical nukes will now auto fire if missile & unit are set for opp fire & nuke use on
* Cannot turn on launch authority for a Strategic Nuke (only Tactical)
* Clear out product display data when a region dies (not in saves; visual only)
* Supply unit over-deployment / repeat deploy attempt issue resolved
* Supply units should attempt to refill cargo before departing on resupply mission
* Improved some performance elements esp on single-player games
* Exile regions with land but no urban hex will lose their land
* Fix UI element in notifications and notification lists (flags, positioning of items, etc)
* Fixed Fuel/Ammo "capture" when capturing water hexes
* Adjusted Fuel/Ammo capture amounts based on total stocks
* Content Fixes: Leaders for Modern World updated
* GlobalCrisis.scenario now uses same CVP and RegionIncl as W2020 (unified)
* Regional changes to Cypress, French Colonies, Falklands, Serb Republic, etc
* ISIS and Kurdistan are now active regions
* Map Fixes (Names, Facilities)
* Russian North passage is now international waterway
* Sea Transport "early unload" when passing port / land issue resolved
* Unload command will preference pier/port and facing direction over other adjacent hexes
* Can no longer load/unload planes onto ships if not at port
* Fixed possible issue of colonies without parents if region file not complete
* Units without a valid region now eliminated on load
* Implemented AI Theatre Transfer list - better AI long distance pathing
* Fixed/updated aistance / playeraistance use & definitions (may affect save games)
* Aistance can now be set from Lobby Game Settings (AI defensive/aggressive etc)
* AI election losses only cause full political shift on Volatility High or Very High
* When not doing full polshift. AI election losses will align civ/dip rels
* Greater use of high volatility settings
* Exiled regions that return to life will be with same leader (no gov change or polshift)
* AI Alliances will tend to be more spaced out
* Minimap slides to right instead of down (more screen area)
* New Facilities available: Trump Tower, Trump Wall
* Equipment List adjustments and changes as suggested by Zuikaku's Mod
* Default Volatility levels increased for some sandboxes (GC is now Very High)
* The game includes significantly updated content in the Modern World scenarios (Global Crisis, World 2020, Shattered World), including up to date world leaders and revised map elements.

## Changes with the Trump Rising DLC Installed

* Trump Rising (2017 Inauguration Sandbox)
* Make America Great (2020 Split US Sandbox)
* Divided States (2020 Individual US States Sandbox)
* Trump Rising Campaign (2020 US Campaign)
RC Explorer

**RC Explorers** carry with them advanced examination and research apparatus, making them the perfect vehicle to analyze any anomalous reading from anywhere in the region. As all Rovers, they are remotely controlled and can reach far-out locations if the terrain permits it.

* Explorers are battery powered and can recharge their batteries at any point along a power cable.
* The apex of human transport technology, Rovers have extended battery lives and are incredibly durable, making them resistant to most of the Martian calamities such as cold or dust. They may traverse the Colony site and reach distant spots, limited only by the topography, to tackle whatever they have been tasked with.
* All Rovers are manually controlled via the commands available in their Infopanels. They can either be given orders to go to a map location or to interact with a contextually specific map object - such as Anomalies or Surface Deposits. Drones are semi-autonomous and will queue up tasks that are flagged only if these tasks are within the Service Area set for each drone. However, the player can take direct control of a Drone if needed.

### Research - Collaboration Loss

Getting more RC Explorers to increase your Research can net you huge advancements in the early game that can help support Research facilities or to take over your Research gains completely.

I recommend getting 2 to 3 RC Explorers MAX in the early game. When you get your fourth, the Collaboration Loss becomes increasingly not worth it. Only after you get your 7th and so on RC Explorers does the Collaboration Loss go back down and even out.

RC Explorers 1, 2, and 3, are your most cost effective.

RC Explorers 7 and on are your next best.

RC Explorers 4, 5, and 6, are the least cost effective.

If you are going to buy RC Explorers to do your research, don't buy to a max of 4, 5, or 6, buy to 7 or beyond.

NOTE: Colonists still research better than RC explorers.
Security Station

**Security Station** is a Dome Services building in *Surviving Mars*.

## Description

Counters crime created by Renegades and reduces Sanity loss from disasters for all residents in the Dome.

## Renegades

Building a security station helps prevent robbery’s of grocery’s and stores and should only be put in larger domes. It should also be mentioned it is good for sanity and if you ever feel renegades are getting real bad and messing up your colony put this in your most troublesome dome. Keep in mind that security stations will not help you against enemy drones in the mars gate mystery so do not build them to fight off invaders.
Moisture Vaporator

**Moisture Vaporator** is a Life Support building in *Surviving Mars*.

## Description

Moisture Vaporators provide a limitless, albeit slower and energy consuming, supply of water once water deposits are no longer a viable option.
Moisture Vaporators are based on WAVAR tech (Water-Vapor Adsorption Reactor), a process that extracts water directly from the Martian atmosphere by alternately blowing air over a zeolite adsorption bed and heating the bed to extract the absorbed water. While the water output is less than that of the Water Extractor, there is no end to the amount of water it can generate, and its mechanical simplicity means Water Vaporators can be deployed anywhere on the Martian surface. Easy to use it for outside dome farm.

## Strategy

Moisture Vaporator is researched for 20,000 science points near the end of the biotech tree. However prefabs from Earth are cheap and can be used to supply water to your refineries and domes early game.

## Spacing

Multiple Moisture Vaporators should be spaced out to ensure maximum efficiency. Vaporators should be placed so that other Vaporators are just outside the marked radius.
Hydroponic Farm

**Hydroponic Farm** is a Life Support building in *Surviving Mars*.

## Description

Produces  Food . Consumes  Water  depending on crop type.

## Strategy

Hydroponic Farms are available from the start. Hydroponic Farms take up 3 hexes unlike the 10 hexes required by Farms or an out-dome building like Fungal Farms. The main advantage of Hydroponic Farms is the lower amount of Water needed to grow crops, but at the expense of lower Food yields than Farms and Fungal Farms.

Wheat Grass, Leaf Crops, and Microgreens can be grown initially.

Research Utility Crops (Tier 2 Biotech) to unlock Algae.

Rice, Vegetables, and Kelp are unlocked by researching Gene Adaption, a Tier 3 Biotech technology.

Researching the Breakthrough Giant Crops unlocks Giant Rice, Giant Leaf Crops, and Giant Wheat Grass.
Polymers

**Polymers**  can be naturally obtained from surface desposits and can also be synthesized in Polymer Factories with colonists. It is mainly used for construction.

## Background

Some of the most important and widely used materials on Earth are made from polymers. While the dependency on such materials on Mars is artificially circumvented as much as possible due to the scarcity of the molecule (unlike Earth, Mars has no fossil fuel reserves to act as a polymer source), their importance cannot be avoided all together. Plastics, rubbers and more advanced isolations have a fundamental role to play in creating and maintaining pressure differentials between habitats and external areas.

## Notes

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

## Gallery

* Polymers
* Polymer symbol
* Full polymer depot
* Harvest-able polymers on mars
* Polymer Factory
Regional Data

Regional Data is loaded from a .CVP file (Country Variables / Players) usually located in the \Maps directory. The file lists various information for all regions that have been defined for use on the map and all groups. Each region data begins with

`**&&CVP [*regionnumber*]**`

Each region data section also includes region-specific data with these keys:

* `&&GROUPING [*regionnumber*]`
* `&&REGIONTECHS [*regionnumber*]`
* `&&REGIONUNITDESIGNS [*regionnumber*]`
* `&&REGIONSOCIALS [*regionnumber*]`
* `&&REGIONRELIGIONS [*regionnumber*]`

So the data for Israel starts after the line

`**&&CVP 501**`

**Important: In most cases, after editing regional data a cache file must be created to see the data in game.**

This data applies from Supreme Ruler 2020 to all modern games, however some data may not be supported in all older engines.

The regional data CVP file contains "Regions" and "Groups". A group entry will combine a number of individual region entries (such as individual states or provinces into a country), it gets limited data and creates values by totals/averages of its group members. Low trailing numbers (1402, 1403, 1404, 1501) are used for regions and high trailing numbers (1499, 1599, 1699) are used for groups.

&&CVP Data Elements:

&&GROUPING [*regionnumber*] {Region Numbers for regions in this group}

* [a] {a= region ID number for region to be included in group}

* **There is a limit of 32 items in this list**.
	+ Items can be regions or groups. Pregroup IDs to put more than 32 "regions" into a group.

&&REGIONTECHS [*regionnumber*] {Tech ID Numbers for initially known technologies}

* [a] {a= tech ID]
	+ If a technology is added to this list, all prerequisite technologies will automatically be known as well.

&&REGIONUNITDESIGNS [*regionnumber*] {Unit ID Numbers for initially known designs}

* [a] {a= Unit ID}
	+ In Galactic Ruler, adding a unit design is only necessary if the unit is flagged for "no research". The tech requirements for such units need to be added as known techs in &&REGIONTECHS. Example: Pirate Scout Ship.

&&REGIONPRODUCTS RegionProducts

&&REGIONSOCIALS [*regionnumber*] {Initial Social Values}

* [a,b] {a=social service from 0-7, b=value from 0.0 to 1.0}

&&REGIONRELIGIONS [*regionnumber*]

* [a,b]
Update 9.026

**Update 9.026** is one of the Updates in the game Supreme Ruler Ultimate.

## List of changes

* Slight fix to firing missiles from air proxy (inherit proxy from plane)
* Support Govt / Support Opposition now also influences belli values (both ways)
* -- (Effect is stronger if acting region has good treaty & WM approvals)
* Adjustments to AI Ruler consideration of hostile action in high volatility
* Resolved rare crash when zoomed in to top of map north/west of Alaska
* Resolved Air Transport compiler bug, again (hopefully for good)
* 1941 starting known designs updated
* Support for multiple AIParams files
* Alert message list now has game option to sort ascending (My Options - General)
* Fixed support for alterante region names
* Hong Kong, Puerto Rico and French Guiana now colonies in modern maps
* Map fixes Bulgaria/Romania for '36 through '41 maps
* Map fixes to modern maps
* Cold War map starting designs/techs improved, ticket remains open
* Cuban Cigars scenario fixed
* Hanoi Hilton scenario fixed
* Burma Flag fixed, Mod flag for Facist France added
* GUI fix, expense report tooltip, overdraft interest charge reported
* Research Expense report fixed
* Adjusted naval strategic deploy locations
* Leader fixes in modern maps
* Events improved for '40 and 41 start Sandboxes including Bessarabia, Second Vienna and Treaty of Croiva
* Tech Tree minor update, some dead end techs removed/remapped
* Equipment file, tech prereq fixes, Obsolete date adjustments
* Equipment file, Enterprise style nuclear supercarriers for other nations
* Equipment file, Italian Carrier-based aircraft for 1942 and 1945
* Equipment file, minor fixes to unit stats
* Removed IDLE from Espionage choices
* Starting Domestic Approval fixed for 1940, 1941 Maps (esp Germany/Italy)
* Social Services (safety net) spending no longer increases GDP
* Birth Rate and Immigration fixed for high GDP regions
* Petrol is now consider a consumer good as well as a military good for Minister Priorities
* Individual Bond controls added to Treasury Minister panel
* America Votes scenario region selection fixed, No-Allies version added
MOXIE

**MOXIE** is a Life Support building in *Surviving Mars*.

## Description

MOXIE instruments, which employ MOXIE (short for Mars Oxygen In situ resource utilization Experiment) technology, produce Oxygen from the rich amounts of carbon dioxide in the Martian atmosphere.
Developed in the 20th century but first tested on a rover mission to Mars in the early 20s of the 21st century, that once experimental technology now forms the backbone of life support in our first Colony on an alien world.
These instruments require nothing but power and regular maintenance and, of course, a connection to the lifeline of our Colony.

## Trivia

Either by design or by astonishing coincidence, MOXIE is the acronym for "Mars Oxygen ISRU Experiment", a scientific instrument tasked with testing the feasibility of using solid oxide electrolysis to produce oxygen from carbon dioxide, exactly as in the video game. MOXIE is on board of the Mars rover Perseverance, and has successfully produced oxygen on the surface of Mars as of April 21st 2021.
Wind Turbine

**Wind Turbine** is a Power building in *Surviving Mars*.

## Description

Wind turbines generate electrical power from the Martian winds. The amount generated depends on how powerful the winds they are exposed to are, so proper positioning is essential as higher ground tends to be windier.
While wind speeds on Mars are generally mild, they can reach incredible speeds during dust storms. Still, the thin Martian atmosphere dictates that the average wind turbine would need winds around six times more powerful than those on Earth to create the same amount of thrust.
This technological challenge to take advantage of what little wind there is on Mars was solved by opting for vertical axis wind turbines, which are capable of catching the wind from all directions, instead of simply horizontal. The materials used are light enough to self-start on much weaker forces than those most commonly used on Earth.
GR - Fonts

Fonts in Galactic Ruler are created using this tool. See below for how to create a font.

## External References

All information in this section is derived from: https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont

## Converting True type fonts to spritefonts

The MakeSpriteFont tool is available in the above section

command line execution is also covered in the above repo.

The following is a guide to adding .ttf's to your system: https://www.barcodefaq.com/knowledge-base/ttf-install/

## Converting Bitmap fonts to spritefonts

All characters need to be enclosed in a pink grid for the tool to function. Instructions can be found in the MakeSpriteFont repo

The following is a guide to enclosing an image in a grid for GIMP: https://smallbusiness.chron.com/make-grid-gimp-54652.html

Command line usage is covered in the MakeSpriteFont Repo

## Debugging spritefonts

For ensuring that the spritefonts are what you expected; The MakeSpriteFont repo contains spritefontdump.cpp file

it requires dds.h which can be found here: https://github.com/microsoft/DirectXTK/tree/master/Src

#include <cstdint>

#include <dxgiformat.h>

add these two dependencies on top of the dds.h file and compile the program

Command line usage: CompiledProgramName test.spritefont

This will create a test.dds file that can be viewed in GIMP