Tech Tree - Tech effects and progression.

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MrRipper

Re: Tech Tree - Tech effects and progression.

Post by MrRipper »

Problem with this tech tree is that there are several techs which lowers requirement of stuff. Worsen the economy further with time.
georgios
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Re: Tech Tree - Tech effects and progression.

Post by georgios »

Some other issues:

1) synchronous power grids should be a must have tech to electrify a country. but at the start of the game all countries have electric consumption, meaning that they are already electrified.

2) industrialization should be a must have tech to unlock all production and fabrication facilities

3) without land fabrication garisson units should not appear. how they get their guns?
Clubfoot55
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Re: Tech Tree - Tech effects and progression.

Post by Clubfoot55 »

georgios wrote:Some other issues:

1) synchronous power grids should be a must have tech to electrify a country. but at the start of the game all countries have electric consumption, meaning that they are already electrified.

2) industrialization should be a must have tech to unlock all production and fabrication facilities

3) without land fabrication garisson units should not appear. how they get their guns?
In reality every country in the world has at least enough guns to equip several garrison units, land fabrication is not needed for that.
Kristijonas
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Re: Tech Tree - Tech effects and progression.

Post by Kristijonas »

"Gene Manipulation" - If I'm not mistaken this is the last technology in a tree and leads to nothing, has no effects except for being strongly opposed by the public and costs 10,000M and takes 380 days to complete.
dax1
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Re: Tech Tree - Tech effects and progression.

Post by dax1 »

Zuikaku wrote: Jan 06 2015
Balthagor wrote: - Flak Towers, 1940 - Needs a facility added but we don't have the mesh. If I don't have a solution soon, I'll just pull the tech.

Hodizzed did some mesh some time ago. He posted it on somewhere on this forum

-
Just a few suggestions...
Flak towers again with no mesh or some effect in SRGW.
Con forza ed ardimento
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Balthagor
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Re: Tech Tree - Tech effects and progression.

Post by Balthagor »

ArthurDesmond wrote: Aug 18 2020 I know there are other threads on the subject but many of them are old and for earlier games. There are some techs that don't have listed effects. Some I know represent infrastructure necessary for certain projects or combined technology required for particular units. Do the others just have some kind of invisible effect on the economy or DAR, etc?
With the exception of a few techs discussed in this thread, all techs should do at least one of the following;
- Unlock units
- Unlock more technologies
- Have an effect on stats
- Have an effect on public opinion (- or +)
Chris Latour
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ArthurDesmond
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Re: Tech Tree - Tech effects and progression.

Post by ArthurDesmond »

For the techs without listed effects are there hidden effects for some of them? Are some only affecting DAR/MAR?
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Balthagor
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Re: Tech Tree - Tech effects and progression.

Post by Balthagor »

It's not directly DAR/MAR, there values for "population support" (internal) and "World Support" (external) that reflect what people think of researching that tech. There is vague wording for this if it's above/below a certain range. Nothing is specifically hidden.
Chris Latour
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