The Tech Tree

From SupremeWiki, a collaborative guide to games by BattleGoat Studios.

Check out the SR2020 [Tech Tree].PDF.

The following is a key to the data fields in the DEFAULT.TTRX file:

  1. Tech ID - its ID number
  2. Tech Type Code - Warfare, Science, Technology, etc.
  3. Tech Level - 86 = year 1986, 120 = 2020, etc.
  4. unused
  5. Pre-req 1 - One of two possible prerequisites required before researching this Tech.
  6. Pre-req 2
  7. Effect 1 - One of two possible game quality effects due to completing this research.
  8. Effect 2 - See list of Tech Effects below.
  9. Effect Level 1 - The quantity of effect from "Effect 1".
  10. Effect Level 2
  11. Research Time - the projected number of days required to research the Tech.
  12. Cost to Research
  13. Public Support - a negative or positive number from -1.0 to 1.0 that indicates the public approval or disapproval of the research within your own country (DAR).
  14. World Support - The approval effects on the rest of the world.
  15. unknown - fractional number
  16. unknown - boolean - True or False
  17. No Research - This tech is pre-researched and is available to all regions at game start.
  18. Design Prerequsite - This tech is required to research and build a unit or facility.
  19. Unknown
  20. Facility Pre-req - Tech is a prerequisite required to construct some base, factory or other facility.
The Tech Effects are:
Eff. ID Effect Name
------- --------------------------------------
2	Finished Goods Facilities Cost			
3	Facilities Construction Materials Use			
4	Pollution Levels			
5	Research Efficiency			
6	Counter Intelligence Efficiency			
7	Intelligence Efficiency			
8	Military Efficiency			
9	City Power Generation			
10	Mine Field Damage			
11	Mine Field Lethality			
12	Nuclear/Biological/Chemical Effects			
13	Vehicle Fuel Consumption			
14	Cost of Motorized Units			
15	Unit Build Speed			
16	Facility Build Speed			
18	Finished Goods Facilities Efficiency			
19	Finished Goods Costs			
22	Nuclear Plant Maintenance Cost			
23				
24				
25				
26				
27	Finished Goods Petrol Demand			
28	Finished Goods Coal Demand			
29	Finished Goods Ore Demand			
30				
31	Finished Goods Electrical Demand			
32				
33	Finished Goods Industrial Demand			
36	Hydroponic Plant Production			
37	Composites Plant Production			
38	SynthFuel Plant Production			
39	Power - Coal Production			
40	Power - Nuclear Production			
41	Power - Petrol Production			
42	Power - Other Production			
43	Power - Fusion Production			
44	Consumer Goods Plant Production			
45	Industrial Goods Plant Production			
46	Military Goods Plant production			
47	N/A			
48	N/A			
49	N/A			
50	N/A			
51	N/A			
52	N/A			
53	N/A			 
54	N/A			
55	Oil Derrick Production			
60	Population Agri Use			
61	Population Water Use			
62	Population Timber Use			
63	Population Petrol Use			
64	Population Coal Use			
65	Population Ore Use			
66	Population Uranium Use			
67	Population Power Use			
68	Population Consumer Goods Use			
69	Population Ind Goods Use			
70	Population Mil Goods Use			
71	(Reserved)			
72	Output of Agriculture			
73	Output of Water			
74	Output of Timber			
75	Output of Petrol			
76	Output of Coal			
77	Output of Ore			
78	Output of Uranium			
79	Output of (All) Power			
80	Output of Consumer Goods			
81	Output of Industrial Goods			
82	Output of Military Goods			
83	(Reserved)			
84	Efficiency of Agriculture			
85	Efficiency of Water			
86	Efficiency of Timber			
87	Efficiency of Petrol			
88	Efficiency of Coal			
89	Efficiency of Ore			
90	Efficiency of Uranium			
91	Efficiency of Power			
92	Efficiency of Consumer Goods			
93	Efficiency of Industrial Goods			
94	Efficiency of Military Goods			
95	(Reserved)			
100	Health Care Rating			
101	Education Rating			
102	Infrastructure Rating			
103	Environment Rating			
104	Family Rating			
105	Law Enforcement Rating			
106	Cultural Rating			
108	Health Care Cost			
109	Education cost			
110	Infrastructure Cost			
111	Environment Cost			
112	Family Subsidy Cost			
113	Law Enforcement Cost			
114	Cultural Cost			
116	Hard Target Defense			
117	Soft Target Defense			
118	Ground Attack Values			
119	Anti-Air Attack Values			
120	Anti-Ship Attack Values			
121	Anti-Sub Atack Values			
122	Ballistic Artillery Range			
123	Missile Accuracy			
124	Stealth Strength Values			
125	Spotting Strength Values			
126	MLRS Range			
127	Facility (Fortification) Defense			
201	Enables SOSUS Submarine Spotting Line.			
202	Enables Nuclear Weapons Production.			
203	Enables Chemical Weapons Production.			
204	Enables Biological Weapons Production.			
205	Enables Communications Satellite Production.			
206	Enables Recon Satellite Production.			
207	Enables MDI Satellite Production.			
208	Enables Advanced Next Gen Radar			
209	Enables Land Radar Station 39			
210	Enables Long Range Radar systems 54			
211	Enables Advanced Long Range Radar			
212	Enables Advanced Land/Air Radar Systems			
213	Enables Basic Sonar Buoy 			
214	Enables Sonar Buoy 			
215	Enables Advanced Sonar Buoy 			
216	Enables Stealth Sonar Buoy 			
217	Enables Fish Farm			
218	Enables Modern Fish Farm			
219	Enables Advanced Fish Farm			
220	Enables Future Fish Farm			
221	Enables Ocean Farm			
222	Enables Modern Ocean Farm			
223	Enables Advanced Ocean Farm			
224	Enables Future Ocean Farm			
225	Enables Nano Factories			
0	No Effect
Retrieved from "http://www.supremewiki.com/index.php/The_Tech_Tree"
Personal tools