Victoria 3

Victoria 3

Tech & Res
647 Comments
Rancher 3 hours ago 
Just curious, but what's the conditions and ways to get rid of 19th Century Stagnation JE for France? I saw it pop up and the bar for removing it fill up but I wasn't sure specifically how I was doing that.
Hix 11 hours ago 
Hello, thanks for this mod, I would like to know, I see that the game continues after 1936 but are steam achievements possible after this date? Thank you.
Yongmay 14 hours ago 
The chemical synthesis factory does not produce dyes; instead, it produces cosmetics. I don't understand if this is a bug or not. If it's not, then dyes can only be obtained from plantations.
Mattia10  [author] 23 hours ago 
@Cross
Thank you! I'll edit desc
Mattia10  [author] 23 hours ago 
@Auystter
If I add resources with map data 90% of mod that change map would be incompatible.
Unfortunately, this is a vanilla game code problem that i can't solve.
Cross 3 Jul @ 7:43pm 
@Mattia10 Portuguese translation updated to 1.2 :lunar2019piginablanket:
Auyster 3 Jul @ 6:08pm 
Why are the new resources available from province modifiers? It means treaty ports can get insane max levels for common ore mins as an example.
DoubleGun 3 Jul @ 6:54am 
Great mod! I do have a question thoug, is there a mod like "The OGAS" that is compatible with Tech&Res? I have a very hard time micromanaging all my buildings so that they can use newer production and automation methods
General_Sarov 3 Jul @ 3:43am 
It has been tackled a bit but aren't the birth rate quite low for high Sol , in a USA playthrough i have achieved somewhere near 27 Sol , i have max healthcare , all 1920 - 30 tech , the powerblock food thing, my mortality then stand at 1.3 %, so i looked a bit to compare :
Using the 1930 USA around 1.4 million death for 120 million people that gives around 1.16 % / ||
Birth rate of 1930 USA 2 million it returns to 1.67 % birth , Both before mentionnend number doesn't count stillbirths but in game i only in most states 1.3 or 1.4 % birth rate ||| I have 0.15 % growth --- To put in perspective in 1920 My population is better respresented in reality by a 1975 USA /// 1975 USA statistics 3.1 Birth for 216 millions -> 1.43 % birth rate --- 11.5 deaths by 1000 people -> 1.15 % death rate --- It is quite important that this death rate is so high because the US is in the middle of an STD epidemic || It might need a tweak or two about death rate and birth rate.
Great mod tho !!!!
Mattia10  [author] 3 Jul @ 3:36am 
@Marcus
Ok, that's fine to use some of Tech & Res, keep me updated.
Marcus 3 Jul @ 3:19am 
@Mattia10 Well, it is still at very early stage, but I assume that it will be an Immersive and Lore-Friendly & Quality of Life project
Mattia10  [author] 3 Jul @ 3:15am 
@Marcus
Hi! What is your mod about?
Mattia10  [author] 3 Jul @ 2:38am 
IMPORTANT: Github page for Tech & Res has been released!

This will probably make it easier to contribute to the mod and add suggestions for improvements.
After hellish programming days in May and June, I will be less active during July/August.

There will only be a few bug fix patches and a save-friendly update that will add a few new companies about appliances, military, food, and of course automotive industries.
Marcus 3 Jul @ 12:48am 
Hello developer, could I use some part of contents in your mod in my own mod? I would really appreciate if you allow me to do so. Thanks in advance!
Mattia10  [author] 2 Jul @ 11:57pm 
@Alaskan Bull Walrus
Not like in the first versions, but yes.
北冕武仙 2 Jul @ 10:14pm 
I believe that the decline in birth rates is correct, but the death rate is too high; it is abnormal for the death rate to exceed the birth rate.
18717847236 2 Jul @ 7:56pm 
apple phone and computer are based on digital entertainment
Melting 2 Jul @ 6:04pm 
did you seriously cook something all the way to modern tech for vic3? based
Alaskan Bull Walrus 2 Jul @ 4:20pm 
Are you ever going to add more tech to this?
Mattia10  [author] 2 Jul @ 2:37pm 
@hjrdmhfyrt No, it's not a bug.
The SoL of the vanilla game fails to simulate the decline in births when the SoL is too high, a fundamental component for societies in the second half of the 20th century.
This does not create imbalances in the game, because when the population is stationary, you already have production methods that drastically reduce the number of employees needed for each PM.
hjrdmhfyrt 2 Jul @ 10:51am 
After installing this mod, the mortality rate of the high living standard population can be nearly twice the birth rate. Not sure if it's a bug.
q277 2 Jul @ 9:01am 
it works very well,thank you
Mattia10  [author] 2 Jul @ 8:55am 
@top-designer
At most I'd say military works well as there are no bugs or problems of any kind.

I haven't received many feedbacks about military, so I can't express a strong opinion on this.
Let's also say that the only thing that Tech & Res adds are new military units, not mechanics of any kind, so Tech & Res military is mostly vanilla one.
top-designer 2 Jul @ 8:47am 
@Mattia10 "Regarding tech and economy" sounds like AI is having issues with using new kinds of military units introduced by this mod... Is that right?
Mattia10  [author] 2 Jul @ 1:32am 
@q277 Probably I know what is causing the problem. Let me know if next patch works.
Mattia10  [author] 2 Jul @ 1:26am 
@top-designer
Regarding tech and economy very well, thanks to Kuromi AI and some changes that I made in goods necessities in AI economic strategies.
q277 2 Jul @ 1:24am 
After this mod was updated, it is no longer compatible with the EU4 to Vic3 conversion mod. The previous version was still compatible, though...
top-designer 2 Jul @ 12:45am 
How is AI doing with all the new technologies and weaponry?
Geass 1 Jul @ 10:48pm 
China Rare Earth Group couldn't be established as playing UK but it show for me. It might not have been hidden correctly. The unique companies you added are restricted to the fixed culture. It's boring, at least for me, that players could not use the companies they like when they don't play as USA, such as Apple, Atari. Requirement that Is an Incorporated State can effectively restrict players and make the game more interesting
thank you for update!!
Ænemy Spotted 1 Jul @ 6:17pm 
My game crashes when I open the market menu
Mattia10  [author] 1 Jul @ 12:53pm 
IMPORTANT: Tech & Res for Vic 3 will be available in two phases:

PART 1) Tech & Res 1.1, compatible with 1.9 with features created during 1.8. No companies, just vanilla ones adjusted for the mod.
(Legacy Version)

PART 2) Tech & Res 1.2 adapted to Victoria 3 1.9 new features, as companies and prestige goods.
(FIRST HALF ALREADY AVAILABLE, second half July/August and it will be save compatible)

NOTE:
- Right now windows 11 24h2 is causing pc crash while playing paradox games, so the problem are not the mods.
Shamalau12 1 Jul @ 8:04am 
Wow. That's an impressive update. Very very good !! Thank you for the great mod
assblaster69 1 Jul @ 5:07am 
either way this is probably my favourite mod and the most well done along morgenrote. phenomenal work
assblaster69 1 Jul @ 5:06am 
@Mattia10 i know but just this single update added more than 6 companies to the USA :D

+ i think nvidia would be a nice company to add too
Mattia10  [author] 1 Jul @ 5:04am 
@assblaster69
There is already a +4 companies from new techs. Free charters instead are not touched, probably in the second half of the update I'll see something more about them. Thank you anyways!
assblaster69 1 Jul @ 5:02am 
Amazing new update, i only have one suggestion, please add more company slots and free charters for technologies. With how much new buildings your mod is adding its not feasible to have a company for every major industry.
Mr.Wolf ♔ 30 Jun @ 6:19pm 
I have a few suggestions for new resources, could you add cocoa as a resource and then a chocolate industry that uses that resource? I feel like this is a resource that this game needs

You could also add milk as a resource, considering the icon shows both milk AND meat
Arne HD 30 Jun @ 4:02pm 
Are companies for the new industries in the works? It was one of the big things I was missing from the mod, because otherwise it seems pretty well integrated.

One thing though, please make PMs direct upgrades, I have a hell of a time managing my Refineries in a large nation trying to keep Light Fuel, Heavy Fuel and Lubricants balanced against each other.
Guy Fawkes 30 Jun @ 1:19pm 
AWACS doesnt prohibit you from using satelite recon but if you activate it AWACS gets deactivated
carcara 30 Jun @ 7:14am 
Hi! I work on another mod and would like to inquire about the possibility incorporating some of your mod into it - what would be the best way to talk about it?
Guy Fawkes 30 Jun @ 5:33am 
any teasers for the new update?
Kenshin 29 Jun @ 9:50pm 
Good mod,but in the late game new products dont have its companies.Maybe add some new companies for the new products is a nice try?
SausageCollaboration 29 Jun @ 5:08pm 
Hi, love your mod. I wonder if you could increase the demand for air travel as in late game airports are not profitable as they were supposed to in the 60s.
Mattia10  [author] 29 Jun @ 8:28am 
@Skynet
Yes, but you would have to create a single trait/modifier for each state in Vic 3, which would be a huge amount of work.
Skynet 29 Jun @ 8:10am 
That sucks, is there any way to make it a hidden trait or to combine different modifiers into a single one?
Mattia10  [author] 29 Jun @ 7:01am 
@Skynet
Unfortunately, there is no way to add new resources in a way that is compatible with other mods that changes map_data other than using traits or modifier.
Skynet 29 Jun @ 6:41am 
Love the mod so far! A small suggestion though, the state traits can be rather intrusive, not sure if there's a better way of organizing the system.

When I look at state traits, I generally use it to determine how I'm going to leverage its benefits in industry placement. But the state traits in this mod really interferes with that, ie having to shift through all the resource potential traits to find if this state has got a +15% coal production.
ShyTiger5 29 Jun @ 5:25am 
@Mattia10 thank you very much =)
Mattia10  [author] 29 Jun @ 5:24am 
@ShyTiger5
Thanks! Sure you can take both! Their code won't be changed in the next update.