Victoria 3
Tech & Res
Коментарів: 695
Mr.Wolf ♔ 45 хв тому 
Do you guys accept suggestions for new companies?
JebBush2020 2 год. тому 
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 3 год. тому 
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 5 год. тому 
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 6 год. тому 
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 13 год. тому 
pls decuple enrichment from the uran mines and maybe add more uran.
adhere 14 год. тому 
煤炭的发电量变得好低,核电希望加强一下
Mattia10  [автор] 16 год. тому 
@TTVurdaaad
2020
TTVurdaaad 16 год. тому 
i assume this mod would also automatically extend the end date of the game farther than 1936?
kolokommouna 18 год. тому 
OGAS?
Guy Fawkes 19 год. тому 
i can do Saudi Aramco 10/10
Mattia10  [автор] 20 год. тому 
@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.
令人愉♂悦的能♂量 20 год. тому 
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.
令人愉♂悦的能♂量 20 год. тому 
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.
令人愉♂悦的能♂量 20 год. тому 
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 лип. о 21:12 
Multiplayer
Azure Moonlight 7 лип. о 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 лип. о 6:41 
Free DLC yeah
WestBlocc 7 лип. о 5:22 
I think the ammunition or explosives factories would be perfect candidates for this
WestBlocc 7 лип. о 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  [автор] 7 лип. о 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  [автор] 7 лип. о 0:13 
@HAN
Next update will be in August.
Mattia10  [автор] 7 лип. о 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 лип. о 18:26 
Are there plans for more post 1936 flavor events and journal entries?
Winged Storm 6 лип. о 13:30 
Or, otherwise, can use this new 'law variants' likely
Winged Storm 6 лип. о 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 лип. о 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 лип. о 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 лип. о 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 лип. о 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 лип. о 2:59 
water plan available in 1836?
Mattia10  [автор] 6 лип. о 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.
DoubleGun 6 лип. о 0:24 
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  [автор] 5 лип. о 22:43 
@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  [автор] 5 лип. о 22:40 
@shiningstar2k
I don't think, but there is no problem if anyone would do it.
Mr.Wolf ♔ 5 лип. о 18:42 
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 лип. о 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 лип. о 12:42 
make rome great again!
Mitchell 5 лип. о 12:41 
good great mod
Mattia10  [автор] 5 лип. о 5:19 
@Касим
Yes it is compatible but for security you should disable T&R Historical Content Rule
Mattia10  [автор] 5 лип. о 5:15 
@PPsyrius
Sure! In next patch I'll add it.
PPsyrius 5 лип. о 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 лип. о 3:21 
Great mod! Is it compatible with Victorian Century?
Mattia10  [автор] 5 лип. о 3:04 
@Saint
Water Plant is in production lens/development, probably incompatibility with another mod.
saint 5 лип. о 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 лип. о 0:38 
Got it, thanks for the heads-up!
Mattia10  [автор] 5 лип. о 0:31 
@Rancher
They add points each year you have them.
Rancher 4 лип. о 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  [автор] 4 лип. о 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 лип. о 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.