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The syntax for new tech is easy. For example, the tech of mechanical tools
mechanical_tools = {
# Unlocks Precision Tools PM in Furniture Workshops (this is not shown in tech, it is actually in the production_methods)
era = era_2 ## This means the era the tech is in. There will be before era penality if you don't research it at the correct time.
texture = "gfx/interface/icons/invention_icons/mechanical_tools.dds" ##The icon
category = production ##The category that this tech belong. There are only three categories right now:production, military and society.
unlocking_technologies = { ## This tells you the prereq for this tech
lathe
steelworking
}
ai_weight = { ## This tells you the willingness of AI to research this tech.
value = 1
}
# This tech doesn't have modifiers
# This tech can be researched. In the current game there is only one tech (sericulture) that can not be researched. If you want such tech. Uncomment the following clause:
##can_research = no
}
Of course you won't research tech for nothing. You can always add modifiers in the modifier section for good buffs (some case bad one). For example, the modifier for shift work is:
modifier = {
building_economy_of_scale_level_cap_add = 20
}
You can check Victoria 3's modfiers folder to see which kind of modifiers you want to add. Be careful not all the modifier will go into effect (for example, character modifier) in the tech. The one you should be looking is building modifiers and possibly (military) unit modifiers