Victoria 3
Tech & Res
680 bình luận
Yes. 1 giờ trước 
Multiplayer
Azure Moonlight 7 giờ trước 
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 15 giờ trước 
Free DLC yeah
WestBlocc 17 giờ trước 
I think the ammunition or explosives factories would be perfect candidates for this
WestBlocc 17 giờ trước 
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  [tác giả] 22 giờ trước 
@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  [tác giả] 22 giờ trước 
@HAN
Next update will be in August.
Mattia10  [tác giả] 22 giờ trước 
@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 Thg07 @ 6:26pm 
Are there plans for more post 1936 flavor events and journal entries?
Winged Storm 6 Thg07 @ 1:30pm 
Or, otherwise, can use this new 'law variants' likely
Winged Storm 6 Thg07 @ 1:29pm 
Is there any ideology overwrites for 'Compulsory Middle School"? Doesn't seem to be that any ideology would support it
-TAT-Vibranium 6 Thg07 @ 12:37pm 
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 Thg07 @ 9:55am 
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 Thg07 @ 9:25am 
@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 Thg07 @ 3:14am 
@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 Thg07 @ 2:59am 
water plan available in 1836?
Mattia10  [tác giả] 6 Thg07 @ 12:47am 
@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 Thg07 @ 12:24am 
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  [tác giả] 5 Thg07 @ 10:43pm 
@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  [tác giả] 5 Thg07 @ 10:40pm 
@shiningstar2k
I don't think, but there is no problem if anyone would do it.
Mr.Wolf ♔ 5 Thg07 @ 6:42pm 
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 Thg07 @ 5:46pm 
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 Thg07 @ 12:42pm 
make rome great again!
Mitchell 5 Thg07 @ 12:41pm 
good great mod
Mattia10  [tác giả] 5 Thg07 @ 5:19am 
@Касим
Yes it is compatible but for security you should disable T&R Historical Content Rule
Mattia10  [tác giả] 5 Thg07 @ 5:15am 
@PPsyrius
Sure! In next patch I'll add it.
PPsyrius 5 Thg07 @ 4:29am 
@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 Thg07 @ 3:21am 
Great mod! Is it compatible with Victorian Century?
Mattia10  [tác giả] 5 Thg07 @ 3:04am 
@Saint
Water Plant is in production lens/development, probably incompatibility with another mod.
saint 5 Thg07 @ 2:43am 
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 Thg07 @ 12:38am 
Got it, thanks for the heads-up!
Mattia10  [tác giả] 5 Thg07 @ 12:31am 
@Rancher
They add points each year you have them.
Rancher 4 Thg07 @ 11:39pm 
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  [tác giả] 4 Thg07 @ 11:32pm 
# 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 Thg07 @ 7:23pm 
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 Thg07 @ 11:42am 
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  [tác giả] 3 Thg07 @ 11:25pm 
@Cross
Thank you! I'll edit desc
Mattia10  [tác giả] 3 Thg07 @ 11:25pm 
@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 Thg07 @ 7:43pm 
@Mattia10 Portuguese translation updated to 1.2 :lunar2019piginablanket:
Auyster 3 Thg07 @ 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 Thg07 @ 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 Thg07 @ 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  [tác giả] 3 Thg07 @ 3:36am 
@Marcus
Ok, that's fine to use some of Tech & Res, keep me updated.
Marcus 3 Thg07 @ 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  [tác giả] 3 Thg07 @ 3:15am 
@Marcus
Hi! What is your mod about?
Mattia10  [tác giả] 3 Thg07 @ 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 Thg07 @ 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  [tác giả] 2 Thg07 @ 11:57pm 
@Alaskan Bull Walrus
Not like in the first versions, but yes.
北冕武仙 2 Thg07 @ 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 Thg07 @ 7:56pm 
apple phone and computer are based on digital entertainment