Victoria 3

Victoria 3

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Innovation Actually Useful (+Tweaks)
   
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Nov 15, 2022 @ 1:05pm
Dec 15, 2022 @ 7:57pm
4 Change Notes ( view )

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Innovation Actually Useful (+Tweaks)

Description
Makes having excess Innovation actually do more than just tech spread that's useless after all techs are done.
Unused innovation now provides buffs to Prestige, Authority, Influence, Tax Capacity and Mortality.
+ University & Innovation mechanics tweaks.

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Having excess Innovation now also gives the following benefits per 1 point unused. This can be either unused Innovation from no technology being selected, or per point that is wasted over the Innovation Cap.

+ 0.2 techspread per 1 innovation (unchanged from the base game)
+ 1 prestige per 1 innovation
+ 1 authority per 1 innovation
+ 1 influence per 1 innovation
+ 1 tax capacity (10 000 pops worth) per 1 innovation for all states
- 0.01% mortality rate per 1 innovation for whole country
(very low mortality multiplier, but at 10,000 innovation you'd have -100%, and is normally 5% to 10%)

Base literacy rates also tweaked to half for each pop:
+ 0.01 Literacy per Standard of Living (previously 0.02, or 2% per standard of living)
Note this also initial literacy at game start, and all countries will essentially start half as literate as in the base game.

Tech spread nerfed (base 10, down from 25) to incentivize going for innovation.
Innovation Cap from Literate pops also doubled (300 scaling, up from 150 scaling).

Universities also now give some education access in their state, like a lot of people originally assumed when they started playing anyway (3% / 6% / 9%).
[Note that Education Access caps at 100%, which is easy to reach in normal unmodded late game with 25 SoL and level 5 Education institution, and Social Mobility decree giving another 25%.]

Also increased how much Innovation a University gives to (3/5/8) up from (2/3/4), and reduced Paper input (3/7/11) down from (5/10/15), but 2nd production method now also needs 2 tools, and 3rd/final production method needs 2 tools and 2 electricity.

No Tweaks version of this mod available, with only the benefits of having excess innovation, and no changes to the mechanics of literacy, innovation or universities from the base game:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889125850
15 Comments
Herold II Mar 18, 2024 @ 2:35am 
For some reason when I enable this mod it breaks the tool workshops from exporting tools to other states in the country??? I have no clue why it does this.
kebabblaster9000 Feb 28, 2024 @ 10:27am 
update?
chickeness Dec 16, 2023 @ 11:10pm 
Neither this mod with the patch or no tweaks works for me, anyone else having issues?
大黄太阳枪 Sep 13, 2023 @ 9:59pm 
great mod
1230james Sep 8, 2023 @ 10:38pm 
Private investment contribution values were moved into a modifier that this mod happened to overwrite, which is why it broke.

I made a patch mod to fix it , if anyone's still out there and using this mod.
zzzptm Mar 22, 2023 @ 3:12pm 
This mod seems to break the private investment pool in 1.2.
[MIKU]SumGuy  [author] Dec 15, 2022 @ 8:02pm 
Sorry for the slow updates, have been busy with real life.

It was this mod making the malus, as the old base game code in 1.0.+ calculated legitimacy with a initial -20 modifier in each country, and has been changed to +1 in the new 1.1.+ code. Why? I don't know how paradox does things, but I changed the mod's code to match the new calculation and everything should be working as before.
But yes good luck playing the new patch without a lot of mods, which may not be compatible with this one. In which case, the No Tweaks version of this mod should be compatible with almost all other mods, and does not even need an update to 1.1.+.
zzzptm Dec 15, 2022 @ 8:27am 
@Yourself ... um... the changes to legitimacy are less f'ed up and more part of the development roadmap. Game is *not* unplayable if I switch off this mod and carry forward without tweaking my excess innovation. When the game base code changes, the mod needs to adapt to survive.
Baldwin Norwood Dec 14, 2022 @ 3:49pm 
@zzzptm & @kalveni
It's not the mod, it's the recent 1.1.2 patch that fucked up the legimacy system.
Either revert back to 1.1.1 or wait for the next patch. Game is unplayable as it is right now.
zzzptm Dec 14, 2022 @ 3:27pm 
Confirming Kalveni's comment - loaded as Prussia, got the malus, checked other nations, all with max legitimacy of -20. Disabled the mod and loaded all my other mods, game back to normal.