Victoria 3

Victoria 3

Tech & Res
668 kommentarer
Azure Moonlight 1 time siden 
You might want to take a peek at the way your code subtracts the extra construction goods cost as you develop. I noticed something weird going on with income and tested it a bit to figure it out.

When your increased construction goods cost comes into play, it doesn't increase the cost of construction to the private queue or just the goods in general. Its subtracting directly from government income, without displaying in the final income excluding temporary expenses.

I reversed the multiplier to test if this was in fact the case, and now I am receiving free money from that.

I do kind of find that crippling in some cases, as you might be fine in the budget, but then suddenly raise a development level and have to drop some construction centers just to be positive cash flow again. So for unrecognized nations, its even harder to build up when your taxes are drained just from the investment pool's activity.
HAN 1 time siden 
@Mattia10
Is there going to be an update on July 8th? I'm trying to start a new Earth right now. How much will it affect my save if the mod is updated?
Mr.Wolf ♔ 7 timer siden 
@Mattia10 Thanks for answering! I have a couple suggestions

Add gem mining and a jewelery industry, i feel like this is lacking considering you added other types of mining stuff

We also need spices, which was massively important during the victorian era along with jewelry

And lastly, we need cocoa farms and chocolate industry, another resource that i feel it's missing in vanilla

These are not demands btw! They're just suggestions
Sentenza 8 timer siden 
water plan available in 1836?
Mattia10  [skaper] 10 timer siden 
@DoubleGun
That tech comes from Morgenrote, as first versiosn of Tech & Res were previously played only with that mod. Mass Culture with Morge is not normally researchable.
I can remove it, thanks for pointing it out.
DoubleGun 10 timer siden 
Hi, I have a question about Mass Culture research. It is said that it is only researchable via journal entry but for some reason I don't seem to be getting it. What does this entry called and what's it's requirements?
Mattia10  [skaper] 12 timer siden 
@Mr.Wolf ♔
Hi! You can find a 99% list on discussions.
As you can see, the mod right now lacks of companies famous for home appliances, military, cars and space (Which need a rework before).
Ferrari will surely be added in next patch, around August on Steam, some weeks in github version.
Mattia10  [skaper] 12 timer siden 
@shiningstar2k
I don't think, but there is no problem if anyone would do it.
Mr.Wolf ♔ 16 timer siden 
Is there a list of what new companies this mod adds? I could suggest new car companies for different countries, like Ferrari for example
shiningstar2k 17 timer siden 
Would you consider working to make a compatch with @zzzwww's automation mods so players can automate the new material buildings? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3344726320&searchtext=auto
Mitchell 22 timer siden 
make rome great again!
Mitchell 22 timer siden 
good great mod
Mattia10  [skaper] 5. juli kl. 5.19 
@Касим
Yes it is compatible but for security you should disable T&R Historical Content Rule
Mattia10  [skaper] 5. juli kl. 5.15 
@PPsyrius
Sure! In next patch I'll add it.
PPsyrius 5. juli kl. 4.29 
@Mattia10
Hi - would it be possible to add a `zz_technres_compatibility_triggers.txt` or something similar in the scripted trigger folder so that I can add proper company type compatibility support for this mod?

Inside that file would've looked like this:

# This allows for other mods to check whether if Tech & Res is enabled.
technres_is_active = {
always = yes
}

Thanks again for creating this great mod, can't stress enough how I love this
Касим 5. juli kl. 3.21 
Great mod! Is it compatible with Victorian Century?
Mattia10  [skaper] 5. juli kl. 3.04 
@Saint
Water Plant is in production lens/development, probably incompatibility with another mod.
saint 5. juli kl. 2.43 
I might be blind, but I don't think you can build Water Plants from the production tab at the bottom of the screen - you have to go into a province and build from there?
Rancher 5. juli kl. 0.38 
Got it, thanks for the heads-up!
Mattia10  [skaper] 5. juli kl. 0.31 
@Rancher
They add points each year you have them.
Rancher 4. juli kl. 23.39 
Ah okay, thanks for the insight. Do these conditions only fire once per fulfillment (like firing once for getting an urban center in an incorporated state to use the modern healthcare PM) to give one point and that's it, or can they add more points over time?
Mattia10  [skaper] 4. juli kl. 23.32 
# Rancher
These are the conditions, intentionally nothing complex but variable in speed.
# Give 1 point if the capital (Paris) has urban centers with modern healthcare PM.
# Give 1 point if each incorporated state have urban centers with modern healthcare PM.
# Give 1 points if country has researched penicillin.
# Give 1 points if country has researched antibiotics.
# Give 1 point if country has public or private health insurance.
The JE completes itself autonomously even just by researching the technology. If done well it takes only 10 years, with the technologies even 40 years.
Rancher 4. juli kl. 19.23 
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 4. juli kl. 11.42 
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.
Mattia10  [skaper] 3. juli kl. 23.25 
@Cross
Thank you! I'll edit desc
Mattia10  [skaper] 3. juli kl. 23.25 
@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. juli kl. 19.43 
@Mattia10 Portuguese translation updated to 1.2 :lunar2019piginablanket:
Auyster 3. juli kl. 18.08 
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. juli kl. 6.54 
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. juli kl. 3.43 
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  [skaper] 3. juli kl. 3.36 
@Marcus
Ok, that's fine to use some of Tech & Res, keep me updated.
Marcus 3. juli kl. 3.19 
@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  [skaper] 3. juli kl. 3.15 
@Marcus
Hi! What is your mod about?
Mattia10  [skaper] 3. juli kl. 2.38 
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. juli kl. 0.48 
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  [skaper] 2. juli kl. 23.57 
@Alaskan Bull Walrus
Not like in the first versions, but yes.
北冕武仙 2. juli kl. 22.14 
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. juli kl. 19.56 
apple phone and computer are based on digital entertainment
Melting 2. juli kl. 18.04 
did you seriously cook something all the way to modern tech for vic3? based
Alaskan Bull Walrus 2. juli kl. 16.20 
Are you ever going to add more tech to this?
Mattia10  [skaper] 2. juli kl. 14.37 
@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. juli kl. 10.51 
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. juli kl. 9.01 
it works very well,thank you
Mattia10  [skaper] 2. juli kl. 8.55 
@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. juli kl. 8.47 
@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  [skaper] 2. juli kl. 1.32 
@q277 Probably I know what is causing the problem. Let me know if next patch works.
Mattia10  [skaper] 2. juli kl. 1.26 
@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. juli kl. 1.24 
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. juli kl. 0.45 
How is AI doing with all the new technologies and weaponry?
Geass 1. juli kl. 22.48 
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