Victoria 3

Victoria 3

[1.11] Tech & Res
1,212 Comments
Titus Oct 22 @ 7:03pm 
I have another small suggestion. Logically, modern industrial energy resources like natural gas and uranium ore should be undiscoverable in the early game, just like oil. They should require specific technologies to detect, as this would enhance the sense of immersion.
Titus Oct 22 @ 6:45pm 
Thank you! I really appreciate your mod. I have to enable it every time I play the game; otherwise, I don’t even want to play V3. By the way, should I place Law+ above or below the T&R mod?
Mattia10  [author] Oct 22 @ 11:57am 
@Titus
Hi! It is almost compatible, since some Tech & Res scripts use vanilla laws that Law+ overwrites. It should work together despite this.
Titus Oct 22 @ 3:32am 
Hello! Is it compatible with Law+?
Mattia10  [author] Oct 21 @ 12:44pm 
@Feebleburrito80
Hi! Unfortunately no, since Tech & Res uses some kAI scripted effects.
Feebleburrito80 Oct 21 @ 11:01am 
does this mod work with any other AI mods?
Quilaarq Oct 20 @ 11:37am 
Hey Mati, I can't seem to adopt a focus—whether mathematical, natural sciences, or humanities—at universities, even though I'm advanced in technology. Is that a mistake, or should I do something about it?
Mattia10  [author] Oct 20 @ 7:41am 
@angelrubiogomez
Hi! Unsubscribe and resubscribe the mod. This is a Steam Workshop problem.
angelrubiogomez Oct 20 @ 5:31am 
i can,t produce artillery i can't build the building
Caesar846 Oct 19 @ 3:45pm 
@Mattia10
Thanks for the response man!
You're an absolute legend and this is a fantastic mod. Looking forward to playing the next version!
Morgi Oct 19 @ 7:02am 
what are the uchronia content?
Mattia10  [author] Oct 19 @ 4:05am 
@Deltrion
Which are the problems? Write them in bug report thread. In case I'll revert the update.
Deltrion Oct 19 @ 3:38am 
@Mattia10 after the mod got updated to 1.11.0 our savegame in 1.10.5 no longer works properly. Just curious if that is expected, and if we can fix this somehow.
Thanks in advance, and also thanks for this awesome mod <3
Amy Oct 18 @ 8:18pm 
Hi, I found that "company_basic_pharmaceuticals" originally requires a "pharma_generic_icon.dds" as its icon, but I couldn't find this file in my local directory. Do I need to redownload the mod?:steamhappy:
Jupiter Oct 17 @ 6:04pm 
Thank you for everything you do!
Mattia10  [author] Oct 17 @ 10:37am 
@Caesar846
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. :steamhappy:
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. :steamsad:

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!
Mattia10  [author] Oct 17 @ 4:31am 
@Dildo Shwaggins
Hi! There is a thread about Tech & Res on Vic 3 Mod Co-Op discord: https://discord.gg/Fxkq5VTZ
Dildo Shwaggins Oct 17 @ 2:34am 
How can i find the Discord for this mod, i dont see it anywhere here on the mod page
JuzeEU Oct 16 @ 3:39am 
@Mattia10
If you could hit me up back on Discord (same name) I would be very glad to send it to you :3
Caesar846 Oct 15 @ 2:32pm 
Great Mod!

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?
Skalla Oct 15 @ 10:48am 
Bless you, brother
Mattia10  [author] Oct 15 @ 10:33am 
@Skalla
Yes, you're right, now it should work. :steamhappy:
Skalla Oct 15 @ 6:01am 
Disabling it midgame didn't 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.
Skalla Oct 15 @ 2:01am 
Great, thanks a lot!
Mattia10  [author] Oct 15 @ 1:59am 
@Skalla
Hi! Sure, decolonization can be disabled in rules during the game or at the beginning of a new game.
Skalla Oct 15 @ 1:40am 
Is it possible to prevent decolonization? Perhaps by going fascist or something. I want to paint the map.
The Canadian Kitten Oct 14 @ 4:31pm 
It been quite some time since I last played the mod but what does the Uchronia option do in the game rules? I may be mistaken on which mod it came from so ignore this if the gamerule is from a different mod.
kobold that bites people Oct 14 @ 3:45pm 
sorry for the false report, the incompatibility was zzzwwws "Controllable Private Construction"
should really have double checked interactions before putting so many hours in lmao
Mattia10  [author] Oct 14 @ 9:15am 
@JuzeEU
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.
kobold that bites people Oct 13 @ 6:53pm 
quite baffled by whats going on with the cosmetics good? pops *demand* it, but the cosmetics plants don't seem to make it, instead just being reskinned synthetic dye/silk plants?
Caesar846 Oct 13 @ 3:28pm 
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?
Debop06 Oct 13 @ 3:05pm 
Hello, I was save converting from eu4 and for some reason the common ore mines and copper mines dont appear I did just put this mod and the save convert mod to confirm the issue but I dont know what is causing it since it did work last update with the save converter. should I just look for another mod for the moment?
JuzeEU Oct 13 @ 7:51am 
@Mattia10
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
1258652613 Oct 13 @ 2:27am 
Thank you very much for your reply. I'm not satisfied with the mod you recommended—it features too many identical companies. It would be better to have one iconic company per industry, such as Johnson & Johnson, Coca-Cola, etc.
Mattia10  [author] Oct 13 @ 2:08am 
@1258652613
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.
1258652613 Oct 13 @ 1:50am 
This mod is great, but the United States doesn't have Procter & Gamble or pharmaceutical companies, nor does it have Coca-Cola. The United Kingdom also doesn't have GSK.
Mattia10  [author] Oct 13 @ 12:35am 
@JuzeEU
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.
JuzeEU Oct 12 @ 8:43am 
Could you please modify the /named_colors/00_goods_colors file so the goods have actual color in the trade windows instead of them all being pink, thanks
KWJelly Oct 11 @ 12:43pm 
@PitiRR @Mattia10 I've been testing and figured out there's an imcompatibility with the "Controllable Private Construction" mod by zzz www. It tries to change the production methods for the synthetics building and also leads to issues with it spawning at game start in select developed states. Any chance of a compatch being made?
KWJelly Oct 11 @ 8:56am 
@PitiRR The Cosmetics Plants don't employ anybody for me, seems like they're missing production methods
PitiRR Oct 11 @ 3:58am 
Is it a mod incompatibility issue on my side or pops don't buy cosmetics? I don't see "Luxury goods needs from pops of wealth of X and Y" kind of message when hovering over cosmtics good
Mattia10  [author] Oct 8 @ 11:54pm 
@Exend
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.
Exend Oct 8 @ 8:04pm 
Is it normal for my country to start off with declining demographic stage? I lost 5m pops in about a decade as Prussia with this. Maybe it's a mod incompatibility or something, but it would be nice if you could make the whole "economy update" feature configurable with DLC, that I may choose whether or not I want this demographic mechanic or poor/rich country modifier.
agorge Oct 8 @ 10:50am 
Thanks for you update!
can`t leave with this mod when playing V3:steamhappy:
Mattia10  [author] Oct 8 @ 6:50am 
@255
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.
Mattia10  [author] Oct 8 @ 6:46am 
IMPORTANT
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.
Mattia10  [author] Oct 8 @ 6:39am 
@Fitzy
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! :steamhappy:
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.
Fitzy Oct 8 @ 5:10am 
Shame about all the gen AI guff for the images and description.
Mattia10  [author] Oct 7 @ 10:27pm 
@rumbara
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.
hugogug669 Oct 7 @ 2:09pm 
Hi thank you for this modd, i just found out that we can't produce aluminium