Victoria 3

Victoria 3

[1.9] Tech & Res
1,047 Comments
1229436822 54 minutes ago 
Great mod.
An advice:Every state has 4-6 resource mark ,maybe it looks not good
Reloader 17 hours ago 
GZ on the 1.3 patch :)
SifuHotman 8 Sep @ 6:38am 
is anyone else missing a tech to build electrical components?
Titan 6 Sep @ 1:06pm 
i really dont understand the demographics i love the mod but i struggle to keep my population growing
Baptusus 6 Sep @ 6:45am 
Hey awesome mod, great improvement.
However, I feel data optimisation is so under powered is pointless to use. I am over 100 years in the game and never used it even though 74% reduce cost of organised data and cheap paper it is still a money loss if I change to it and reduces efficiency.
hugogug669 6 Sep @ 3:36am 
Hi very nice mod, made me play start playing the game again. Little question though : am i missing something or there is no enough uranium ? only one mine with more than 35 level, i can barely use it for 3 plants
Mattia10  [author] 5 Sep @ 12:56pm 
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The Bulgarian Sensation 5 Sep @ 10:49am 
Can someone help? I haven't played in 3 weeks and now the save file keeps saying "Missing mod: Tech & Res" and crashes when I load it. The mod is installed and is in the load order.
Aquaninja 4 Sep @ 3:46pm 
Is there any way to produce Alloys and Aluminum at the same time without having to micromanage each industry?
Tenrukou 3 Sep @ 7:03pm 
Do you plan to make more changes to the construction sector? I believe it's one of the few you haven't changed much. If that's in your plans, check out the "More Construction Variety" mod; I hope it can help give you some direction or inspiration. Thank you for this wonderful mod.
Mr.Wolf ♔ 3 Sep @ 3:50pm 
@Mattia10 Thanks for the compatibility! Can you check my second comment and tell me what you think of my suggestions?
Mr Snrub 3 Sep @ 1:15am 
Hi, I'm experiencing a late game issue where political parties are unable to gain legitimacy due to interest groups and their differing opinions on the new laws added through the mod. Is there a recommended way around this? For clarity I was running it with the Hail Columbia mod, and I know that does mess with the interest groups as well
Nihonjin 2 Sep @ 10:14am 
@Mattia10 Thank you very much.
STEPHANVS 2 Sep @ 1:21am 
Good job on making it compatible to BPM! you can remove the link on the compatch so that people dont use it anymore(it probably will make their games crash or something)
Mattia10  [author] 1 Sep @ 11:24pm 
@Baracs
In next Tech & Res update I'll remove tourism tech with its +1 company, but I'll also move from -1 to 0, from 0 to +1 etc... the companies added by development modifier.
In this way poorest countries should research just one tech, not two, to have one company slot.
Mattia10  [author] 1 Sep @ 11:23pm 
@Nihonjin
Hi! That is a localization bug, you should also be at least a partially developed country.
Mattia10  [author] 1 Sep @ 11:22pm 
@Lionion
Hi, the reason is that technology modifiers simply can't be activated or deactivated via rules. However, with the rule disabled, events and decisions should never appear.

To resolve this in future updates, when someone discover decolonization and the rule is disabled, they'll be granted a modifier with -0.5 liberty desire to counterbalance the tech.

This won't be done for the penalty in transnational activism tech, since it's a slight 0.25 in late game.
Lionion 1 Sep @ 9:19pm 
Even with decolonization turned off, techs give subjects +0.75 increased liberty desire which is impossible to counterbalance using vanilla means. Either the game rule doesn't do anything, or this is an oversight.
Nihonjin 1 Sep @ 12:36pm 
Hello, the "Old Progressive Ideologies" Journal Entry isn't working - I researched Human Rights but it didn't complete.
Baracs 1 Sep @ 7:23am 
@Mattia10
Thanks for the fast answer. Now I know at least what to do.

The "-1 Company" stil is a very hard modifier. Escpecially with the new 1.9 game around companies. Perhaps "-1 Companie Charta" or something like that would also be an option?
Mattia10  [author] 1 Sep @ 7:17am 
@Baracs
Hi, the development modifiers are based on GDP per capita.
To advance to the second level, you need at least 0.65 GDP per capita.
To advance to the third level, where the -1 company is removed, you need at least 1.3 GDP per capita, which isn't that high unless you're starting from very poor countries like China or Africa.
Baracs 1 Sep @ 6:44am 
How can I get rid of the permanent modifier "Poor Country". The "-1 Companie" is really hard and as far as I've seen the next stage still has this.
But most importantly I don't know how to change it. SoL couldn't be the trigger because another Country has 8 SoL and I have 8,8 SoL and they are "Developing Country".

So how do I get rid of this modifier or how I can manage it?
Kevin McScrooge 31 Aug @ 7:55pm 
Okay, thank you for the clarification!
Mattia10  [author] 30 Aug @ 11:29pm 
@Kevin McScrooge
Hi! If you are playing with this version, it's not needed. If you are playing with old legacy version, it is needed.
Kevin McScrooge 30 Aug @ 1:45pm 
Is the Better Politics Mod/Tech&Res compatibility patch still needed?
MinosAsterion 29 Aug @ 2:53pm 
Tier 3 nations (tech wise) are missing too many techs. In vanilla you start 5-6 techs behind, here you start 13 techs behind. That's a decade even further behind than in vanilla.
juggervive 28 Aug @ 9:45am 
Losing a company slot is not fun and extremely punishing when they are already tech dependent, to lose a company slot out of nowhere is just enraging.
Dreams 27 Aug @ 9:07pm 
The best mod ! thank you !
Tookatee 27 Aug @ 12:49am 
No problem, hope to see it fixed soon so that this can be used in multiplayer without this being an issue.

And to follow up, with further testing it actually appears that you can stack the infamy reduction modifier so much from the second option that things that would normally cost infamy now reduce it, which completely breaks the balance of the game.
Mattia10  [author] 26 Aug @ 11:01pm 
@Tookatee
Good to know, thank for the feedback!
Mattia10  [author] 26 Aug @ 11:00pm 
@Proud Fascist
There is already up to date portuguese translation in desc.
Tookatee 26 Aug @ 7:09pm 
And for balance purposes, you should probably not be able to stack the infamy generation reduction effect from choosing the second option. It should just extend the current time on the modifier.

As right now you can just spam start diplomatic plays on a bunch of irrelevant countries that'll call the UN to amass a massive infamy discount and then declare the war you want on the guy who you want to actually fight.
Tookatee 26 Aug @ 7:05pm 
@Mattia10 No truce occurs between either country. It's just a free for all to keep redoing the event over and over.
Proud Fascist 26 Aug @ 4:18pm 
portuguese translation 1.9 please
Mattia10  [author] 26 Aug @ 2:02pm 
@Kevin McScrooge
Exactly, but Vic 3performance doesn't allow too many buildings without slowing the game. Not a good thing for a mod that goes beyond 1936. Some buildings and goods have already disappeared compared to the old version, and performance has improved, although not evident because now countries easily reach billions of GDP after 1970.

Anyway, thanks for the feedback. If I get more of them wanting aluminium being produced simultaneously with alloys, I might go back to how it was before in next version.
Kevin McScrooge 26 Aug @ 1:37pm 
I totally do understand, but I would much prefer to have the buildings for alloys/aluminum separated if your focus was on balance.
Mattia10  [author] 26 Aug @ 1:28pm 
@Kevin McScrooge
Hi! There are 2 reasons why I decided to unify alloys/aluminium and plastic/rubber:

1. Realism.
Unlike wood and hardwood, alloys and aluminum PMs have little to do with each other. It seems strange to produce aluminium while reducing alloys output.

2. Balance.
Aluminium and Alloy PMs are not trivial. If aluminium could be produced simultaneously, it would be difficult for me to balance output, productivity, employment, and scaling with automation at the same time. If PM balance doesn't match consumption, you would still find yourself micromanaging to disable aluminium production methods in some buildings. Having PMs that cannot be activated simultaneously allows for much more freedom in balancing the ratio of alloys to aluminium produced for the country.
Kevin McScrooge 26 Aug @ 10:54am 
It's a bit frustrating that the primary production method for things like the alloy plant is either aluminum or alloys and cannot be both simultaneously like in previous versions.
nir lifshitz 26 Aug @ 7:39am 
@IcE - that works, thank you!!
Mattia10  [author] 26 Aug @ 3:43am 
@Tookatee
It should create a truce, probably some scope was wrong and it gave the truce to the attacked country and not to the attacking country.

Can you check if the attacked country has any truce with you?
Tookatee 26 Aug @ 2:17am 
Don't know if it's been flagged before, but there needs to be a mandatory truce between the two nations involved in the UN intervention event (ztr_un_event.3) if you select the first option to end the diplomatic play for the infamy reduction. As it is now you can just quickly farm infinite infamy reduction on tiny nations by always selecting that option and the instantly restarting the diplomatic play.
Mattia10  [author] 25 Aug @ 11:35pm 
@梦回小白村
Yes, that is GDP per capita.
梦回小白村 25 Aug @ 11:19pm 
Does "country_gdp_per" mean GDP per capita?
Mattia10  [author] 25 Aug @ 10:42pm 
@XxAngel1592xX
Thank you! The fact is that Ottoman Empire starts in the 1st demographic phase, where population, theoretically, increases and decreases. By the way, in the long run, you have a significant advantage.
XxAngel1592xX 25 Aug @ 10:34pm 
all right thks, just a little weird like how the ottomans start with a 19.6m population with a projection of +61k pops per year and after 20 years were i dobled the gdp now i have only 16m with -40k per year but i guess yeah is more realistic, keep the good work , love from mexico
:steamthumbsup:
Mattia10  [author] 25 Aug @ 10:20pm 
@XxAngel1592xX
Hi! No country is dying slowly for that modifier, which is useful to simulate pop growth after 1960. If their population is decreasing is just for unemployment or too low standard of living.
XxAngel1592xX 25 Aug @ 7:50pm 
the +80% mortality in the early 19th century medicine modifier is a bug? some countries population are just dying slowly and the other ones just grow super slow too
IcE 25 Aug @ 6:07pm 
the legacy version of T+R works
@nir lifhitz
IcE 25 Aug @ 6:01pm 
all of my saves wont work now. i resubscribed but it still says tech and res not active
Mattia10  [author] 25 Aug @ 12:55pm 
@11.11
Hi! Thank you for the feedback. I actually think I know what's causing it.
1. I gave the player a small bonus for demographics (the counter, if you're the player, applies -0.1 every year). I'll remove it in future patches, and in the early stages, it will actually become a penalty.
2. China, historically, burned up a lot of demographic potential with famine, poverty, and war during the first half of the 20th century. If controlled by the player, this doesn't happen.

To solve this, I could add an optional one-child policy law available only for China, or have the player always start from stage 2 if it's China.

Two questions:
1. in which demographic stage are you in 1960 as China?
2. How is your standard of living?