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Hi! It is almost compatible, since some Tech & Res scripts use vanilla laws that Law+ overwrites. It should work together despite this.
Hi! Unfortunately no, since Tech & Res uses some kAI scripted effects.
Hi! Unsubscribe and resubscribe the mod. This is a Steam Workshop problem.
Thanks for the response man!
You're an absolute legend and this is a fantastic mod. Looking forward to playing the next version!
Which are the problems? Write them in bug report thread. In case I'll revert the update.
Thanks in advance, and also thanks for this awesome mod <3
Hi. Apparently the Vic 3 devs called a variable "pop_minimum_mortality" something that, if it's just above 0.01, is no longer a minimum.
Actually, this "pop_minimum_mortality" is nothing more than the mortality rate reached at high SoL, bu people at 14 SoL have always something around 0.01 of mortality.
In Tech & Res this variable has been moved to 0.025.
This fact needs to be resolved by entirely recreating the demographic mechanic.
By the way, it'll take me weeks and dozens of simulations, but I hope to have this fact resolved for next big update of Tech & Res. Thank you so much for the feedback!
Hi! There is a thread about Tech & Res on Vic 3 Mod Co-Op discord: https://discord.gg/Fxkq5VTZ
If you could hit me up back on Discord (same name) I would be very glad to send it to you :3
I am seeing a raw death rate (ie. before applying modifiers) that is substantially higher for pops with SOL of 20 (3.3%) vs pops with an SOL of 13 (1.9%). Any idea why this might be occuring?
Yes, you're right, now it should work.
I had to move add_modifier = decolonization_liberty_desire_counter_modifier into the immediate = { } block in the file C:\Program Files (x86)\Steam\steamapps\workshop\content\529340\3472248460\events\ztr_decolonization_age.txt on line 68. Only then did the modifier actually get added to my country.
Hi! Sure, decolonization can be disabled in rules during the game or at the beginning of a new game.
should really have double checked interactions before putting so many hours in lmao
Thank you! I'll use it as a base for next update!
@kobold that bites people
Hi! You are probably playing with another mod that changes synthetic industry and so is not compatible with Tech & Res. Try to open the game only with Tech & Res or to find the mod that is causing the problem.
Hi, I send you a message on Discord, I already have done the work, I would be glad to send you the txt file with the colors
Hi and thank you!
For now, the US has so many companies that it's impossible to use them all in one game, maybe even two. So at most, I'll add just one American company for pharmaceuticals and a fair few from the rest of the world.
If you're interested in having tons of companies to use, look at the More Unique Companies compatch in the description.
Hi! I'll definitely add these in the next patch. Thanks for pointing that out. While I honestly didn't know where these colors appeared, I assume you're referring to the world market charts.
Hi! I think that losing 5 million people is a mod incompatibility bug.
The economy update says that you've got declining demography stage always but, as Prussian, you always start with the second demographic stage which gives a +40% birth rate.
can`t leave with this mod when playing V3
Hello and thanks for the advices.
- Certainly, some pharmaceutical companies will be added in the future.
- ASML is already in the game, as you can see from the second image of the mod page.
- Simulating the explosion of the financial sectors at the end of the 20th century have two problems:
1. It would create incompatibilities with MUC and E&F.
2. I don't have any interesting mechanics in mind to simulate it. So I prefer to not alter vanilla mechanics.
If you still have problems with the artillery industry not appearing as a buildable building, do this:
- Try to unsubscribe and resubscribe the mod. Tech & Res on Steam Workshop has already resolved the issue.
- If it doesn't work, do this manually:
Go into this file:
"ztr_vanilla_heavy_data_added_buildings.txt"
Find this inside the file:
"building_group = bg_artillery_foundaries"
Change "foundaries" to "foundries".
(This second solution is temporary, and if you actually fix it this way, it means that your Steam is having trouble updating mods)
Anyway, Tech & Res has resolved the bug, so it's only a Steam Workshop problem.
Hi! For free mods it's almost a must to rely on AI for some things, especially when you have over 500 images in Vic 3 style of things that you can't even find a suitable one online and that’s not even the main focus of the mod.
I hope they don’t look too bad!
Many of the images are actually real, just refined first with AI and then manually adjusted in Photoshop/PaintNET to match the Vic3 aesthetic as closely as possible.
As for the technology descriptions, about 25% are handwritten; I'll get back to the rest in the future when I have time.
Hi! Probably your mod pack has another mod that modifies synthetic plants and goes on conflict with Tech & Res. Try to find it or to open once the game without any other mod except Tech & Res.
@hugogug669
Hi and thank you! Aluminium can still be produced in alloy plants but it is a separate production method group.