Victoria 3

Victoria 3

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[1.9] Tech & Res
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308.566 MB
28 Apr @ 9:10am
25 Aug @ 10:18pm
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[1.9] Tech & Res

In 1 collection by Mattia10
Tech & Res Mods Collection
25 items
Description
Tech & Res 1.3: Expert Mod for Vic3 1.9 🌍🛠️

Tech & Res is an expert-mod designed to enrich and extend the original gameplay all the way to 2019. New resources, innovative technologies, and advanced production methods extend the gameplay from 1936 to 1999 and beyond with the third industrial revolution.



In a few words...
25+ new buildings,
100+ new companies,
30+ new goods,
150+ new production methods,
150+ new techs that expand vanilla eras and develop 5 new eras:
-Era VI, (1936 -> 1951)
-Era VII, (1952 -> 1971)
-Era VIII (1972 -> 1991)
-Era IX (1992 -> 2011)
-Era X i.e. techs after 2012.

Load Order:
Community Mod Framework
Kuromi's AI
Tech & Res

Tech & Res 1.3 is compatible with mods that change political map and adds new states, despite new resources will only appear in vanilla states.



Patches



Translations
Tech&Res is only localized in English, other localizations:



🏭 Production Tech

🌐 New strategic raw materials
The world is now full of critical resources. From Copper and Commonores to produce Alloys to uUranium; from Bauxite to produce Aluminum to Gas; and late-game advanced ores and rare earths, essential for late 20th-century economies.

🛢️ The Oil Revolution
Finally, realistic oil refining that enable the production of specific fractions. Introduce Lubricants for conveyors, Heavy Fuel for ships and power plants, and Light Fuel for diesel, kerosene, and plastics synthesis. There are also synthetic methods for producing oil and rubber.

⚡Three new types of Energy
Now you can use Geothermal and Nuclear Power Plants to meet the growing needs of your modern cities. Renewable Power is highly productive, but they need rare earths and time.

📡 The Birth and Rise of Electronics
This mod makes the experience of the electronic revolution more alive, starting from wires and volta batteries to the Vacuum Tubes. After 1936, is possible to continue with the Transistor revolution and culminate with the invention of modern integrated circuits and processors, thanks to Silicon. Eventually you will need a lot of processors, but they are expensive!

📺 Appliances & Telecom
With electricity entering homes, begin the era of utility Home Appliances, followed by TVs and PCs, completely transforming daily life. To better represent communications coverage, telecommunications have been added, from the first telephone networks to services such as the Internet, cloud and Big Data.

🏗️ Industrial Modernization
Despite all this new features, also Victoria 3's existing industries have been upgraded. Use plastics for modern food packaging, exploit natural gas to improve steel and alloys, introduce new synthetics industry with cosmetics, build airports to develop aviation, and much more.



🪖 Military Tech

⚔️ The Armored and Aerial Revolution
With this mod you can also develop modern warfare by improving your tank and aircraft war machine industry. Advance from early interwar mobile armor to powerful MBTs, heavily armored vehicles, Jet Fighters and Bombers.

🛰️ Missiles and Space
You can also develop Rocket Artillery for more offense, Satellites or AWACS for military communication and reconnaissance. You can also update your infantry and navy with new units such as advanced mechanized infantry and nuclear submarines for a relevant position during Cold War technologies.



🎭 Society Tech

💊 Pharmaceuticals and Demographics
Revolutionize society with pharmaceuticals production, fully integrated into healthcare policies (none, religious, private, or public). Precisely manage demographics, reducing mortality through science or welfare, while facing migratory challenges and declining birth rates in advanced nations.

📈 Data Revolution
From the 1950s onward, unlocks the new Offices building, which produces Business Data from Organized Data that significantly boost the efficiency of your industries. In 1980, the dawn of the Information Age frees construction of Data Centers, a an infrastructure dedicated to processing vast amounts of information, represented with production method that transform Raw Data in Organized Data for offices to squeeze further productivity in your industries.

🎬 Entertainment and Culture
Finally, this mod adds cultural activities, such as Theater, evolving over time into Cinema, and Opera House.



🙏 Credits and Acknowledgments

Few parts of this mod are not originally mine. Special thanks to:
  • Morgenröte – For the idea of publishing industry and instruments workshop.
  • Tech56 – For inspiration and some ideas like bauxite, uranium and nuclear artillery.



This is the first mod I've ever made, so your help and an UPVOTE will be greatly appreciated!
- Github[github.com] (Here you can try future updates in beta)
- Ko-Fi[ko-fi.com] (If you want to make a donation)
Popular Discussions View All (9)
200
26 Aug @ 3:30am
PINNED: Bugs and Reports
Mattia10
95
27 Aug @ 6:25am
PINNED: Suggestions
Mattia10
9
21 Aug @ 3:14pm
PINNED: Tech&Res Pop Growth Future Mechanic
Mattia10
1,021 Comments
juggervive 28 Aug @ 9:45am 
Losing a company slot is not fun and extremely punishing when they are already tech dependent, to lose a company slot out of nowhere is just enraging.
Dreams 27 Aug @ 9:07pm 
The best mod ! thank you !
Tookatee 27 Aug @ 12:49am 
No problem, hope to see it fixed soon so that this can be used in multiplayer without this being an issue.

And to follow up, with further testing it actually appears that you can stack the infamy reduction modifier so much from the second option that things that would normally cost infamy now reduce it, which completely breaks the balance of the game.
Mattia10  [author] 26 Aug @ 11:01pm 
@Tookatee
Good to know, thank for the feedback!
Mattia10  [author] 26 Aug @ 11:00pm 
@Proud Fascist
There is already up to date portuguese translation in desc.
Tookatee 26 Aug @ 7:09pm 
And for balance purposes, you should probably not be able to stack the infamy generation reduction effect from choosing the second option. It should just extend the current time on the modifier.

As right now you can just spam start diplomatic plays on a bunch of irrelevant countries that'll call the UN to amass a massive infamy discount and then declare the war you want on the guy who you want to actually fight.
Tookatee 26 Aug @ 7:05pm 
@Mattia10 No truce occurs between either country. It's just a free for all to keep redoing the event over and over.
Proud Fascist 26 Aug @ 4:18pm 
portuguese translation 1.9 please
Mattia10  [author] 26 Aug @ 2:02pm 
@Kevin McScrooge
Exactly, but Vic 3performance doesn't allow too many buildings without slowing the game. Not a good thing for a mod that goes beyond 1936. Some buildings and goods have already disappeared compared to the old version, and performance has improved, although not evident because now countries easily reach billions of GDP after 1970.

Anyway, thanks for the feedback. If I get more of them wanting aluminium being produced simultaneously with alloys, I might go back to how it was before in next version.
Kevin McScrooge 26 Aug @ 1:37pm 
I totally do understand, but I would much prefer to have the buildings for alloys/aluminum separated if your focus was on balance.