Outpost 2 tech tree editor. Open, edit or create new Outpost 2: Divided Destiny tech tree text files.
Default tech trees are: edentek.txt, ply_tek.txt, tutortek.txt and multitek.txt
- edentek.txt - Eden single-player campaign technology tree
- ply_tek.txt - Plymouth single-player campaign technology tree
- tutortek.txt - Tutorial mission technology tree
- multitek.txt - Multiplayer technology tree (both factions)
Each file defines different technology progressions, costs, and availability for different game modes and factions.
Outpost 2 tech tree files define the research technologies available to players, including their costs, requirements, descriptions, and unit/building upgrades. The tech files use a simple tag-based format with specific syntax rules and limitations.
Each technology is defined between BEGIN_TECH
and END_TECH
tags:
BEGIN_TECH "Technology Name" TECHID
[TAGS...]
END_TECH
BEGIN_TECH
- Opens technology definition with name and IDEND_TECH
- Closes technology definition
CATEGORY int
- Technology category/icon (0-12)DESCRIPTION string
- Full research description (max 800 chars)TEASER string
- Pre-research teaser text (max 800 chars)IMPROVE_DESC string
- Improvement description (max 800 chars)
REQUIRES int
- Required prerequisite technology ID (can have multiple)COST int
- Research cost for both coloniesEDEN_COST int
- Research cost for Eden colony (-1 = disabled, 0 = free)PLYMOUTH_COST int
- Research cost for Plymouth colony (-1 = disabled, 0 = free)MAX_SCIENTISTS int
- Maximum scientists (4-18, or 1 for special techs)LAB int
- Required lab level (1=Basic, 2=Standard, 3=Advanced)
UNIT_PROP token token int
- Unit property modification- Format:
UNIT_PROP [UNIT_TYPE] [PROPERTY] [VALUE]
- Format:
- COST alone: Same cost for both factions
- EDEN_COST / PLYMOUTH_COST: Faction-specific costs
Value | Effect | Visibility | Notes |
---|---|---|---|
COST 0 |
Pre-researched | Invisible in lab menu | Already completed |
COST -1 |
Disabled | Not available | Faction restrictions |
COST > 0 |
Available | Shows in lab or completed list | Research time (higher = longer) |
Cost values represent research time, not game resources. Higher values take longer to research.
The cost system enables asymmetric faction gameplay:
- Eden starts with Laser weapons (free) but cannot research Microwave weapons (disabled)
- Plymouth starts with Microwave weapons (free) but cannot research Laser weapons (disabled)
Single-player campaigns use Tech Levels (01000, 02000, 03000, etc.) to gate technology progression by mission. Each mission unlocks specific tech levels, making certain technologies available for research.
Technologies can require multiple prerequisites using multiple REQUIRES
tags. All prerequisites must be completed before a technology becomes available for research.
- Maximum Technologies: 256 total techs per file
- Tech Name Length: 100 characters maximum
- Description Length: 800 characters maximum (DESCRIPTION, TEASER, IMPROVE_DESC)
- Number Buffer: 32 bytes maximum, must fit in 32-bit signed integer
- REQUIRED_TECH Tags: 32 maximum per tech
- Upgrade Tags: 32 maximum per tech (UNIT_PROP, PLAYER_PROP, FUNCTION_RESULT combined)
- Tech Level = Tech ID ÷ 1000, must not be 0
- Tech ID should not be negative
- Armor property must be 0-5 (inclusive)
- MAX_SCIENTISTS: 4-18 (normal techs) or 1 (special/free techs)
- LAB values: 1, 2, or 3 only
- COST values: -1 (disabled), 0 (free), or positive integers
- Use either COST alone, or both EDEN_COST and PLYMOUTH_COST
ACID, AGRIDOME, ASE, BIG_TANK, BIG_TRUCK, BULL_DOZER, CANNON, COMMAND,
CON_TRUCK, DIRT, EMP, EMP_MISSILE, FACT_ANDROID, FACT_LUXURY,
FACT_STRUCTURE, FACT_VEHICLE, FOAM, FORUM, GARAGE, GEO_METRO,
GEOTHERMAL, GORF, LAB, LAB_ADV, LAB_STANDARD, LASER, LIGHT_TANK,
MAGMA_WELL, MED_CENTER, MED_TANK, METEOR_DEF, MICROWAVE, MINE,
MINE_ADV, MINER, MOBILE_HOME, NURSERY, OBSERVATORY, RAIL_GUN,
RECREATION, REPAIR_TRUCK, RESIDENCE, RESIDENCE_E, RESIDENCE_P,
ROBOT_COMMAND, SCORPION, SCORPION_WEAPON, SCOUT, SELF_DESTRUCT,
SELF_DESTRUCT_ADV, SMELTER, SMELTER_ADV, SOLAR, SPAM, SPACEPORT,
SPIDER, STORAGE_ORE, STORAGE_RARE, SURVEYOR, THORS_HAMMER, TOKAMAK,
TOWER_GUARD, TOWER_LIGHT, TRADE, TUBE, UNIVERSITY, WALL_TRUCK
Property | Usage | Applied To |
---|---|---|
Hit_Points |
Unit health/durability | Units, generally vehicles |
Armor |
Damage resistance (0-5) | GuardTower, Lynx, Panther |
Production_Capacity |
Build rates & capacity | Buildings, factories |
Move_Speed |
Movement speed | Vehicles |
Sight_Range |
Vision range | LightTower, GuardTower, Weapons |
Rate_Of_Fire |
Weapon firing rate | Weapons |
Build_Time |
Construction time | Not used in standard files |
Power_Required |
Power consumption | GORF, Smelter, Rare Smelter |
Storage_Capacity |
Storage/training capacity | University train rate |
Storage_Bays |
Storage bays | Not used in standard files |
Production_Rate |
Production efficiency | Colony building, repair vehicles |
Concussion_Damage |
Area damage | Weapons |
Penetration_Damage |
Direct damage | Weapons |
Improved |
Unit improvement flag | Mine, RareMine, Smelter, RareSmelter, GORF, Observatory |
Workers_Required |
Worker requirements | DIRT |
Common_Required |
Common ore cost | Units, generally vehicles |
Rare_Required |
Rare ore cost | Units, generally vehicles |
Turn_Rate |
Turning speed | Not used in standard files |
Build_Points |
Build point cost | Not used in standard files |
Value | Category |
---|---|
0 | No Icon / Blank / Free |
1 | Lab Icon / Database Recovery |
2 | Factory Icon / Infrastructure |
3 | Power Icon / Power Generation |
4 | Vehicle Icon / Vehicles & Robotics |
5 | Food Icon / Food Production |
6 | Mining Icon / Mining & Metals |
7 | Weapons Icon / Weapons |
8 | Spaceport Icon / Space Program |
9 | Morale Icon / Population |
10 | Geological Icon / Disasters |
11 | Emergency Icon / Medical & Emergency |
12 | Starship Icon / Starship Components |
- Category 0: Used for free/unlocked technologies and tech level markers
- Category 1: Database Recovery technologies appear primarily in single-player campaigns (rebuilding lost Earth knowledge)
- Categories 2-12: Research technologies organized by functional area
BEGIN_TECH "Reinforced Vehicle Construction" 05317
CATEGORY 4
DESCRIPTION "ConVec, Cargo Truck, and Evacuation Transport Hit Points increased."
TEASER "Increases ConVec, Cargo Truck, and Evacuation Transport Hit Points."
IMPROVE_DESC "Increased hit points"
REQUIRES 05110
EDEN_COST 1200
PLYMOUTH_COST 1400
MAX_SCIENTISTS 12
LAB 2
UNIT_PROP CON_TRUCK Hit_Points 375
UNIT_PROP CON_TRUCK Common_Required 1000
UNIT_PROP BIG_TRUCK Hit_Points 750
UNIT_PROP BIG_TRUCK Common_Required 500
UNIT_PROP MOBILE_HOME Hit_Points 280
UNIT_PROP MOBILE_HOME Common_Required 650
END_TECH
- String Formatting: Quoted strings have embedded newline and tab characters stripped
- Tag Overwriting: Single-value tags overwrite previous values if used multiple times (excludes REQUIRES, UNIT_PROP, PLAYER_PROP, FUNCTION_RESULT)
- Numbers: Can have optional leading minus sign (no positive sign allowed)
- Pairing: Every BEGIN_TECH must be paired with END_TECH
- Conventions: Most techs specify at least CATEGORY and COST
- Lab Requirements: Lab value typically not set for free and disabled techs
The Outpost 2 tech tree system supports:
- Asymmetric faction gameplay through differential costs and availability
- Mission-gated progression in single-player campaigns
- Branching research paths with multiple prerequisites
- Meaningful choices between different strategic directions
- Unit progression through upgrade technologies that improve existing units