Supreme Ruler Tech Enhancements Mod

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Xbwalker
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Supreme Ruler Tech Enhancements Mod

Post by Xbwalker »

Name: SRU:TE mod (Supreme Ruler Tech Enhancements Mod)
Description: The TE Mod is designed to make some technologies a bit more rewarding. Currently, only about 20% of the techs have any immediate benefit aside from new units. Later in the game, this shows in social policies especially. Even with all techs researched, the only social program at 200% is Medical. This mod fleshes out some of the other stats such as family rating and cultural rating. It also makes some military techs much more effective once all researched. My goal was to avoid going overboard on any effect and to keep the game realistic. I will list out the affected techs below.

Files Changed: DEFAULT.TTRX, SR1936.SAV, SR1940.SAV, SR1941.SAV, SW2020.SAV, W2020.SAV, GC2020.SAV, ColdWar.SAV

Techs Changed (Year - Name/Effect):
1919 - Analog Fire Control/Ballistic Artillery Range +3%
1920 - Commercial Refrigeration/Family Rating +5%
1921 - Artillery Bore Improvements/Ballistic Artillery Range +1%
1927 - Improved Materials/Efficiency of Industrial Goods +10% , Efficiency of Military Goods +10%
1928 - Improved Gun Barrel Design/Ground Attack Values +2%
1929 - Modern Microscopes/Research Efficiency +2%
1931 - Improved Machining Tools/Output of Military Goods +3% , Output of Industrial Goods +3%
1931 - Electronic Image Broadcasting/Cultural Rating +3%
1932 - Semi-Automatic Rifles/Ground Attack Values +5%
1934 - Improved AA Guns/Anti-Air Attack Values +5%
1938 - Armor Designs II/Hard Target Defense +5%
1938 - Mechanical Computers/Research Efficiency +3%
1938 - Electron Microscope/Research Efficiency +1%
1940 - Armor Designs Level III/Hard Target Defense +5%
1940 - Automatic Rifles/Ground Attack Values +5%
1940 - Early Computing/Research Efficiency +1%
1943 - Military Production II/Output of Military Goods +10%
1944 - Anti Tank Rifles/Ground Attack Values +10%
1945 - Fluoridated Water Supply/Environment Rating +10% , Family Rating +10% (Finally this dead end tech isn't useless haha)
1950 - Post War Gun Design/Ground Attack Values +3%
1955 - Transistor Based Computers/Intelligence Efficiency +5%
1956 - Manufacturing Improvements/Finished Goods Electrical Demand -5%
1957 - Weapons Industry Advances/Output of Military Goods +1%
1965 - Modern Industrial Infrastructure/Output of Industrial Goods +10% , Finished Goods Facilities Efficiency +10%
1971 - Microprocessors/Research Efficiency +3%, Law Enforcement Rating +5%
1972 - Commercial Video Gaming/Cultural Cost -10% (cause games rock man!)
1977 - Armor Designs Level VII/Hard Target Defense +5%
1980 - Advanced Communications/Research Efficiency +5% , Intelligence Efficiency +5%
1981 - Improved Waste Incineration/City Power Generation +10% , Pollution Levels -3% First effect already existed :)
1985 - Industrial Automation/Facility Build Speed +10%
1988 - Wireless Networks/Cultural Rating +10%
2000 - Agri Genetic Modifications/Output of Agriculture +10%


The download link is here >>> http://allianceofgamers.org/SRTechEnhancements.zip
I STRONGLY recommend you backup your cache folder and your DEFAULT.TTRX file (located in Maps/DATA/).
To open the file, you need winzip or winrar. I prefer winrar. You can find that HERE
Once the file is downloaded, open it. Then, navigate to your primary game folder. This is usually located at C:\Program Files (x86)\Steam\SteamApps\common\Supreme Ruler Ultimate .
Go back into your opened zip file, drag over the folders and drop them right into the above mentioned folder. See screenshots.
Image

Image
Be sure to select "Do this for all current items".

If you have any suggestions or constructive criticism, please comment below.
Testers Appreciated! [_]B
Last edited by Xbwalker on Nov 13 2014, edited 1 time in total.
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Xbwalker
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Re: Supreme Ruler Tech Enhancements Mod

Post by Xbwalker »

I'd also like to send a HUGE thanks out to makotech222 for his most awesome tech editor. Well done bud!!
makotech222
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Re: Supreme Ruler Tech Enhancements Mod

Post by makotech222 »

Good job man. This is basically what i did with my game. But i probably went overboard with the effects :D.
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Re: Supreme Ruler Tech Enhancements Mod

Post by raxo2222 »

Hmm nice mod. I don't know how ambitious you are, but these two websites may be helpful for adding tech effects or making new techs for 2000 year and above:
http://www.futuretimeline.net/index.htm#timeline
http://en.wikipedia.org/wiki/List_of_em ... chnologies
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Xbwalker
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Re: Supreme Ruler Tech Enhancements Mod

Post by Xbwalker »

raxo2222 wrote:Hmm nice mod. I don't know how ambitious you are, but these two websites may be helpful for adding tech effects or making new techs for 2000 year and above:
http://www.futuretimeline.net/index.htm#timeline
http://en.wikipedia.org/wiki/List_of_em ... chnologies

For now, my goal is to enhance the existing techs. There isn't a real need more more techs. In my opinion, the existing techs are just lacking effect. As a small nation, researching 1 tech is a big deal since you have 1 research center if you are lucky.

One thing I do think needs to be added are units for non primary countries. Basically "world" units are sorely lacking in variety. Sometimes it seems you go 10 years without a newer version of infantry.
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Xbwalker
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Re: Supreme Ruler Tech Enhancements Mod

Post by Xbwalker »

I just realized, that post bumped me up to Brig. General. Wooo! Raxo, you need to address me as sir. :)
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Re: Supreme Ruler Tech Enhancements Mod

Post by Fistalis »

Xbwalker wrote:I just realized, that post bumped me up to Brig. General. Wooo! Raxo, you need to address me as sir. :)
:lol: :roll:
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my Supreme Ruler mods Site - May it rest in peace
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