Victoria 3

Victoria 3

Tech & Res
671 kommentarer
Winged Storm 4 timmar sedan 
Or, otherwise, can use this new 'law variants' likely
Winged Storm 4 timmar sedan 
Is there any ideology overwrites for 'Compulsory Middle School"? Doesn't seem to be that any ideology would support it
-TAT-Vibranium 5 timmar sedan 
My German localization mod is now up to date and fits version 1.2.5 for Tech & Res https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473534758
Azure Moonlight 8 timmar sedan 
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 8 timmar sedan 
@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 ♔ 15 timmar sedan 
@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 15 timmar sedan 
water plan available in 1836?
Mattia10  [skapare] 17 timmar sedan 
@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 17 timmar sedan 
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  [skapare] 19 timmar sedan 
@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  [skapare] 19 timmar sedan 
@shiningstar2k
I don't think, but there is no problem if anyone would do it.
Mr.Wolf ♔ 23 timmar sedan 
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 5 jul @ 17:46 
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 5 jul @ 12:42 
make rome great again!
Mitchell 5 jul @ 12:41 
good great mod
Mattia10  [skapare] 5 jul @ 5:19 
@Касим
Yes it is compatible but for security you should disable T&R Historical Content Rule
Mattia10  [skapare] 5 jul @ 5:15 
@PPsyrius
Sure! In next patch I'll add it.
PPsyrius 5 jul @ 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 jul @ 3:21 
Great mod! Is it compatible with Victorian Century?
Mattia10  [skapare] 5 jul @ 3:04 
@Saint
Water Plant is in production lens/development, probably incompatibility with another mod.
saint 5 jul @ 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 jul @ 0:38 
Got it, thanks for the heads-up!
Mattia10  [skapare] 5 jul @ 0:31 
@Rancher
They add points each year you have them.
Rancher 4 jul @ 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  [skapare] 4 jul @ 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 jul @ 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 jul @ 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  [skapare] 3 jul @ 23:25 
@Cross
Thank you! I'll edit desc
Mattia10  [skapare] 3 jul @ 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 jul @ 19:43 
@Mattia10 Portuguese translation updated to 1.2 :lunar2019piginablanket:
Auyster 3 jul @ 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 jul @ 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 jul @ 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  [skapare] 3 jul @ 3:36 
@Marcus
Ok, that's fine to use some of Tech & Res, keep me updated.
Marcus 3 jul @ 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  [skapare] 3 jul @ 3:15 
@Marcus
Hi! What is your mod about?
Mattia10  [skapare] 3 jul @ 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 jul @ 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  [skapare] 2 jul @ 23:57 
@Alaskan Bull Walrus
Not like in the first versions, but yes.
北冕武仙 2 jul @ 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 jul @ 19:56 
apple phone and computer are based on digital entertainment
Melting 2 jul @ 18:04 
did you seriously cook something all the way to modern tech for vic3? based
Alaskan Bull Walrus 2 jul @ 16:20 
Are you ever going to add more tech to this?
Mattia10  [skapare] 2 jul @ 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 jul @ 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 jul @ 9:01 
it works very well,thank you
Mattia10  [skapare] 2 jul @ 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 jul @ 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  [skapare] 2 jul @ 1:32 
@q277 Probably I know what is causing the problem. Let me know if next patch works.
Mattia10  [skapare] 2 jul @ 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.