Victoria 3
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[1.10] Tech & Res
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[1.10] Tech & Res

W 1 kolekcji stworzonej przez Mattia10
Tech & Res Mods Collection
Przedmioty: 25
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Tech & Res 1.4: Expert Mod for Vic3 1.10 🌍🛠️

Tech & Res is an expert-mod designed to enrich and extend the original gameplay all the way to 2019. New resources, innovative technologies, and advanced production methods extend the gameplay from 1936 to 1999 and beyond with the third industrial revolution.



In a few words...
25+ new buildings,
100+ new companies,
30+ new goods,
150+ new production methods,
150+ new techs that expand vanilla eras and develop 5 new eras:
-Era VI, (1936 -> 1951)
-Era VII, (1952 -> 1971)
-Era VIII (1972 -> 1991)
-Era IX (1992 -> 2011)
-Era X (Beyond 2012).

Load Order:
Community Mod Framework
Kuromi's AI
Tech & Res

Tech & Res 1.4 is compatible with mods that:
- change political map
- add new laws (Tech & Res is compatible with BPM)
- add flavor (Depending on flavor mod, you should disable Tech & Res historical content rule)
- add new states (Tech & Res resources will only appear in vanilla states)



Patches



Translations
Tech&Res is localized in English, other localizations:



🏭 Production Tech

🌐 New strategic raw materials
The world is now full of critical resources. From Copper and Commonores to produce Alloys to Uranium; from Bauxite to produce Aluminium to Gas; and late-game advanced ores and rare earths, essential for modern economies.

🛢️ The Oil Revolution
Finally, realistic oil refining that enable the production of specific fractions. Introduce Lubricants for conveyors, Heavy Fuel for ships and power plants, and Light Fuel for diesel, kerosene, and plastics synthesis. There are also synthetic methods for producing oil and rubber.

⚡Three new types of Energy
Now you can use Geothermal and Nuclear Power Plants to meet the growing needs of your modern cities. Renewable Power is highly productive, but they need rare earths and time.

📡 The Birth and Rise of Electronics
This mod makes the experience of the electronic revolution more alive, starting from wires and volta batteries to the Vacuum Tubes. After 1936, is possible to continue with the Transistor revolution and culminate with the invention of modern integrated circuits and processors, thanks to Silicon. Eventually you will need a lot of processors, but they are expensive!

📺 Appliances & Telecom
With electricity entering homes, begin the era of utility Home Appliances, followed by TVs and PCs, completely transforming daily life. To better represent communications coverage, telecommunications have been added, from the first telephone networks to services such as the Internet, cloud and Big Data.

🏗️ Industrial Modernization
Despite all this new features, also Victoria 3's existing industries have been upgraded. Use plastics for modern food packaging, exploit natural gas to improve steel and alloys, introduce new synthetics industry with cosmetics, build airports to develop aviation, and much more.



🪖 Military Tech

⚔️ The Armored and Aerial Revolution
With this mod you can also develop modern warfare by improving your tank and aircraft war machine industry. Advance from early interwar mobile armor to powerful MBTs, heavily armored vehicles, Jet Fighters and Bombers.

🛰️ Missiles and Space
You can also develop Rocket Artillery for more offense, Satellites or AWACS for military communication and reconnaissance. You can also update your infantry and navy with new units such as advanced mechanized infantry and nuclear submarines.



🎭 Society Tech

💊 Pharmaceuticals and Demographics
Revolutionize society with pharmaceuticals production, fully integrated into healthcare laws. Precisely manage demographics, reducing mortality through science or welfare, while facing migratory challenges and declining birth rates in advanced nations.

📈 Data Revolution
From 1950s, unlocks the new Offices building, which produces Business Data from Organized Data that significantly boost efficiency of industries. In 1980, the dawn of the Information Age frees construction of Datacenters, an infrastructure dedicated to processing vast amounts of information, represented with PMs that transform Raw Data in Organized Data for offices to squeeze further productivity in your industries.

🎬 Entertainment and Culture
Finally, this mod adds cultural activities, such as Theater, evolving over time into Cinema, and Opera House.



🙏 Credits and Acknowledgments

Few parts of this mod are not originally mine. Special thanks to:
  • Morgenröte – For the idea of publishing industry and instruments workshop.
  • Tech56 – For inspiration and ideas like bauxite, uranium and nuclear artillery.
  • Lunakibby's Cosmopolitan – For African Flags.
  • All the credit for the performance rule of pop assimilation goes to Glompspark and Caracus.



This is the first mod I've ever made, so an UPVOTE will be greatly appreciated!
- Github[github.com] (Here you can try future updates in beta)
- Ko-Fi[ko-fi.com] (If you want to make a donation)
Popularne dyskusje Zobacz wszystkie (9)
223
5 godz. temu
PRZYPIĘTE: Bugs and Reports
Mattia10
105
4 października o 4:15
PRZYPIĘTE: Suggestions
Mattia10
9
21 sierpnia o 15:14
PRZYPIĘTE: Tech&Res Pop Growth Future Mechanic
Mattia10
Komentarzy: 1 158
255 1 godzinę temu 
I love this mod! I hope you add more companies in future updates like Japanese tech giants (Toshiba, Sharp for Consumer Electronics; Panasonic for Batteries industries); European giants like ASML for semiconductors, AstraZeneca for pharma etc.

I also feels like the mod didn't demonstrate the explosion of the financial sectors in late 20th centuries so big banks like JP Morgan Chase, HSBC etc are missing as well.
Mattia10  [autor] 5 godz. temu 
@brsclk77
Hi! I think that this is more a vanilla bug than Tech & Res one, since Tech & Res decolonization uses same vanilla methods for creating states.
The reason probably is that the decolonized scope state (Where the scope is the company's country) becomes totally part of the new country.
Anyway, I think it's a quite rare bug, since in my dozens of simulations from 1836-1990 I had only 2/3 crashes.
brsclk77 15 godz. temu 
I think after the event of decolonisation, if the overlord has a company headquarter in the colony, it does not move to mainland and causes a crash. In my gameplay currently the Netherlands had Morocco and had a company HQ there. After Morocco gained independence the company HQ stayed in Marrakech with no owner. Also in the Netherlands you cannot click on the company and it says NULL_STATE in the HQ region. When Morocco tries to create a new company which has the same buildings, it crashes the game.
Juniorchief 16 godz. temu 
Can you increase the amount of uranium in the world no matter what there is always a massive shortage. Also can make the synthetic rubber and plastic just one pm
Karhal 21 godz. temu 
can you make pharmaceuticals companies not default to railway pm ? it'll save me one click, lol !
Mattia10  [autor] 4 października o 0:11 
@JotaPê
Hi! Regarding @locusia's feedback, it has already been resolved in a recent patch. Anyway, I'm very happy to receive any help with Tech & Res. If you'd like to change something, I'd recommend suggesting a fork on GitHub. Thanks a lot!
Mattia10  [autor] 4 października o 0:03 
@Rakkoon
In this case it's a Steam workshop problem, since when I use Tech & Res Steam Workshop version it has again artillery industry.

If you want them again manually for now, do this:
Go into this file: "ztr_vanilla_heavy_data_added_buildings"
Findi this inside the file: "building_group = bg_artillery_foundaries"
Change "foundaries" to "foundries".

Anyway, Tech & Res has resolved the bug, so it's only a Steam Workshop problem.
Rakkoon 3 października o 20:06 
Cant build artillery factories, unsubscribed and resubscribed to the mod. Didnt work, deleted the mod out of my workshop folder and did a fresh download. Still cant build.
ThetaCentauri 3 października o 18:46 
Sheesh figured it out. Been a while since I've played. Wanted to check out your mod! :)
ThetaCentauri 3 października o 17:54 
Is there a particular way to build conscription centers and barracks?