Victoria 3
Tech & Res
713 Yorum
柒境 3 saat önce 
In version 1.96, silk became a high-end consumer product, but I don't know why I didn't change it after I enabled this mod
YES, WE DOOMED 4 saat önce 
I’ve been thinking it’d be great to add a 1945 start-date sub mode in the future
Mattia10  [yaratıcı] 8 saat önce 
@Wildcard
The problem is that military techs are less than production and society, especially after 60s.
Probably I'll add some new military techs between era VII and era X.
Mattia10  [yaratıcı] 8 saat önce 
@Cerv
Write in bug thread your mod list.
Cerv 13 saat önce 
@Mattia10 I already have that tech so not sure which state in the world should have uranium -- I wrote the username wrong xd
Wildcard 20 saat önce 
I think there needs to be more balancing in the military tech tree because while the other tech trees progress rather chronistically (maybe plus minus 10 - 20 years) the military tech tree goes by way too fast (probably due to the lack of tech in it) to the extent that the world reaches WW2 technologies and some post-WW2 technologies before 1900
Cerv 22 saat önce 
@Mattoa10 I already have that tech so not sure which state in the world should have uranium
Namodeus 11 Tem @ 1:25 
I love this mod so much, thank you so much!
Mattia10  [yaratıcı] 10 Tem @ 23:41 
@Cerv
You can build Uranium mines with modern physycs tech
Mattia10  [yaratıcı] 10 Tem @ 23:38 
@Zack
In my simulations AI discover those techs around 1950, probably a mod is breaking your game
Cerv 10 Tem @ 21:55 
Has anyone been able to build any uranium mines? it seems that any country are buidling those mines i cant activate the A bombs not sure if I have to research the rare earth tech first
Quilaarq 10 Tem @ 19:18 
Y qué pasó con el cobreeee???
Zack 10 Tem @ 14:29 
I'm consistently getting Era VI techs around 1890s, and same for AI nations as well. Is it expected behaviour for it to be easy to get semiconductors and robotics arms in the 1890s?
Mattia10  [yaratıcı] 9 Tem @ 23:13 
@P.O.T
Sorry but 3d models/textures are beyond my capabilities.
P.O.T 9 Tem @ 7:46 
Great work! But will there have any future plans about adding unit models for new military tech units?
Guy Fawkes 9 Tem @ 3:28 
Saudi Aramco produces the prestige good "arabian Oil" not "OPEC Oil" as stated in the description, great update
Mattia10  [yaratıcı] 8 Tem @ 23:16 
@Mr.Wolf ♔
Yes, you can write them in companies discussion thread. Right now companies needed are from the following sectors: military, home appliances, furniture, software, railways, automotive.
Mattia10  [yaratıcı] 8 Tem @ 23:05 
@Light
Hi! Thank you for the feedback!
Motor industries don't have cars anymore, check what mod is causing this problem.
Probably I'll add 1 more slot for charters in the future.
Mr.Wolf ♔ 8 Tem @ 21:02 
Do you guys accept suggestions for new companies?
JebBush2020 8 Tem @ 19:43 
the data optimisation PM demanding paper for a useless good until you reach the 1930s basically destroys small nation economies and makes paper an insane high demand good for no reason, It should't demand anything until you can start changing the PM
Ellisten 8 Tem @ 18:26 
i think urban centers could use a new coal PM for streetlights. the ai doesn't seem to ever want to activate town gas on coal mines, so i think that could be a decent in-between
Light 8 Tem @ 16:20 
Also there are ton of companies techs, but I am lacking charters.
On the other hand, the game is rock stable so far, 0 crashes.
Light 8 Tem @ 15:21 
Love this, AI somehow does better and game feels ritcher and can go longer.
There are issues however. What I strugle the most is motor industries making cars as well as engines from day 1. I dont need cars and I dont have mid game resources that the mod requires for them - productivity suffers for both motors and cars and my economy is a mess anytime anything requires motors.
Guy Fawkes 8 Tem @ 7:51 
pls decuple enrichment from the uran mines and maybe add more uran.
adhere 8 Tem @ 7:03 
煤炭的发电量变得好低,核电希望加强一下
Mattia10  [yaratıcı] 8 Tem @ 5:05 
@TTVurdaaad
2020
TTVurdaaad 8 Tem @ 4:52 
i assume this mod would also automatically extend the end date of the game farther than 1936?
kolokommouna 8 Tem @ 2:51 
OGAS?
Guy Fawkes 8 Tem @ 1:55 
i can do Saudi Aramco 10/10
Mattia10  [yaratıcı] 8 Tem @ 1:35 
@令人愉♂悦的能♂量
Thanks for the feedback!
The mod balance is improving, but checking the values ​​numerically, many PMs of the mod are balanced as well as those of vanilla game.
Regarding lacking raw resources and paper you are probably activating too fast new PMs, which must be gradual when you have tons of buildings: unfortunately there is not much to do about this, it is normal that if from one day the demand for something doubles, the economy is destroyed.

As for the crashes on trade interface, I don't know what it could be, I never had it.

I see the AI ​​managing to have a fairly balanced economy even on 2B GDP until 80s. In a past version of the mod (in which there were half of mod raw materials mines) I played a tall game with the USA until 1980 and the economy worked up to 5B GDP.

Let's also say that the mod has an harder economy than base game, which simplify many PMs, so a little more strategy is needed in modernizing economy.
It should be noted that when I played the original content of the game, I only modified the time and the amount of resources, even if the time has reached the middle of the 20th century, the GDP has reached 1.5-2.3 billion, the game content can still be played smoothly, and everything is normal.
Finally, and most fatally, when my GDP was only 300 million, I would jump out of the game due to the crash caused by opening the trade interface, and the save could no longer be played. At this point, I'm still stuck in the original version of the game, and I haven't experienced the additional content that this mod brings to me.
And that's in the case of me using cheat mods. If I don't use a cheat mod, then this mod will give me a behemoth that will never be able to meet its needs. Eat all my raw materials, industrial goods, and game patience.
Sorry, I'm not a native English speaker, so I use translation software to deliver the following.
The mod had a fatal flaw, which was the poor numerical balance, so much so that I had to go through other cheat mods to play properly. For example, excessive demand for raw materials makes it difficult for factories to break even. When I use tertiary technology in my administrative buildings, the need for paper can even lead to millions of financial expenditures. Unless I build more than 150-200 paper mills, I simply can't maintain a balance between supply and demand. Town centers are perpetually unable to make ends meet due to a poor balance of values, with few employees.
Yes. 7 Tem @ 21:12 
Multiplayer
Azure Moonlight 7 Tem @ 14:38 
Eh, I guess I'm just bad with anything thats not first world or Japan then. I can honestly never reform shitty countries like Persia or Ethopia. I can surely build them up while under serfdom and other oppressive laws, but never can I get the political movement to change the laws. So the modifiers were hitting me hard in the 1880s when I could finally pass the first reforms.
Nusaco 7 Tem @ 6:41 
Free DLC yeah
WestBlocc 7 Tem @ 5:22 
I think the ammunition or explosives factories would be perfect candidates for this
WestBlocc 7 Tem @ 5:18 
You should relocate the nuclear fuel PM from the uranium mine to an industry. I try to create a nucleare powered US economy and there are not enough mines to power the Gen 2 reactors
Mattia10  [yaratıcı] 7 Tem @ 0:19 
@Azure Moonlight
I know, but that is the only modifier that is capable to slow economy for richer countries without breaking mechanics like investment pools of construction speed. Now, with 1.9+kAI, it's almost necessary.
Other modifier won't change construction sector proportion between output and maintnance.
In general, the AI ​​does not self-destruct for this modifier, which is only effective when the country is already highly developed. So the player should not have any problems.
Mattia10  [yaratıcı] 7 Tem @ 0:13 
@HAN
Next update will be in August.
Mattia10  [yaratıcı] 7 Tem @ 0:12 
@Zack
Right know I'm working to events for specific Indian decolonization. It's not how historically happen, just a different sequence of events in order to manage many small vassals and Raj choosing alway to destroy itself, after independence, through a vanilla event called bic_breakup.1.
In next update (Already available in GitHub version), this vanilla event will behave like the vanilla version before pan-nationalism, after which the AI ​​will often create India.

Overall, this mod will always add as little flavor as possible (And can be disabled with rules). When there is flavor, it's just to give areas of the world a chance to be different from Victorian era.
For a more in-depth flavor, I'd really appreciate anyone making flavor sub-mods for Tech & Res.
Zack 6 Tem @ 18:26 
Are there plans for more post 1936 flavor events and journal entries?
Winged Storm 6 Tem @ 13:30 
Or, otherwise, can use this new 'law variants' likely
Winged Storm 6 Tem @ 13:29 
Is there any ideology overwrites for 'Compulsory Middle School"? Doesn't seem to be that any ideology would support it
-TAT-Vibranium 6 Tem @ 12:37 
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 6 Tem @ 9:55 
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 6 Tem @ 9:25 
@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 ♔ 6 Tem @ 3:14 
@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 6 Tem @ 2:59 
water plan available in 1836?
Mattia10  [yaratıcı] 6 Tem @ 0:47 
@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.