Victoria 3

Victoria 3

778 个评价
[1.12] Tech & Res
61
13
6
6
11
7
9
8
4
2
3
3
3
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
234.752 MB
4 月 28 日 上午 9:10
12 月 15 日 上午 12:38
53 项改动说明 ( 查看 )

订阅以下载
[1.12] Tech & Res

在 Mattia10 的 1 个合集中
Tech & Res Mods Collection
25 件物品
描述
Tech & Res 1.5: Expert Mod for Vic3 1.12 🌍🛠️
Kuromi AI is no more mandatory, for now.

Tech & Res is an expert-mod designed to enrich and extend Vic 3. Advanced resources, techs and production methods that extend the gameplay from 1936 to 1999, and beyond.



In a few words:
- Realistic demographic and decolonization (optional) mechanics.
30+ buildings,
30+ goods,
100+ companies,
200+ PMs,
200+ techs that expand vanilla and develop new eras:
-Era VI (1936 - 1951)
-Era VII (1952 - 1971)
-Era VIII (1972 - 1991)
-Era IX (1992 - 2011)
-Era X and XI, a bit.

Tech & Res 1.5 is compatible with mods that
- add PMs to buildings with INJECT.
- change political and states map (Tech & Res resources will only appear in vanilla states)
- add laws (Tech & Res is compatible with BPM)



Patches



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



🏭 Production

🌐 New strategic raw materials
The world is full of resources:
- Copper and Commonores to produce Alloys.
- Uranium.
- Bauxite to produce Aluminium.
- Exploit Gas to improve steel and alloys production.
- Advancedores to produce advanced electronic components and chips.
- Rare Earths, essentials for XIth century economies.

🛢️ The Oil Revolution
Finally, Vic 3 has a realistic oil refining that adds oil fractions:
- Lubricants for advanced assembly lines.
- Heavy Fuel for ships and power plants.
- Light Fuel for diesel, kerosene, and Plastics synthesis.
There are also new production methods for synthetic oil and synthetic rubber.

⚡New types of Energy
New types of energies to meet the growing needs of your country:
- Geothermal.
- Hydro.
- Nuclear, with 1st, 2nd and 3rd gen reactor.
- Renewable, productive but they need tons of rare earths.

🖥️ The Birth of Electronics
This mod adds to Vic3 the experience of the electronic revolution with the following chronological key goods:
- Wires and Batteries, vital for electricity, telecom and vehicles.
- Electronic Components, crossing the ages of Vacuum Tubes, Transistors and culminating with the invention of integrated circuits made of Silicon.
- Processors, eventually your modern economy will need a lot of them.

📺 Appliances & Telecom
With electricity entering homes, begin the era of consumer electronics.
- Home Appliances, TVs and PCs, completely transforming telecommunication and society.
- A Telecoms good has been added, needed from the first telephone network to services such as the Internet and IoT.

🏗️ Industrial Modernization
- Use Plastics for modern packaging, tools and glassworks.
- Introduce new resources such as Water, Civil Planes for airports and much more.



🪖 Military

⚔️ Army & Navy
- Advance from early interwar mobile armor and planes to MBTs, Fighters and Bombers.
- Update also your infantry, artillery and navy with new units such as advanced mechanized infantry, rocket artillery, nuclear submarines and the two strongest units in the game: nuclear carrier and military giant robot.
- You can also develop electronic warfare, AWACS and Space Assets for satellities to given even offense and defense to your army.
- Atomic Bomb mechanics.



🎭 Society

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

📈 Data Revolution
- Each building produce a small amount of Organized Data, while universities give a small amount of Business Data that significantly boost building productivity.
- From 50s, unlocks the offices which easily transform Organized Data -> Business Data.
- The 80s frees construction of Datacenters, an vital infrastructure represented with PMs that transform Raw Data -> Organized Data for offices to squeeze further productivity in your buildings.

🎬 Entertainment and Culture
Finally, this mod adds cultural activities:
- Adds Entertainment Area with Opera House and Theater evolving over time into Cinema.
- Alongside it, the Media Industry evolves from a Publishing Industry of the early 20th century into Radio Broadcasting, TV Broadcasting, and finally into a Digital Content Producer.



🙏 Credits

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] (Future updates in beta)
热门讨论 查看全部(9)
237
12 月 14 日 上午 3:27
置顶: Bugs and Reports
Mattia10
119
12 月 3 日 下午 3:25
置顶: Suggestions
Mattia10
14
10 月 5 日 下午 6:17
置顶: Known Incompatible Mods
Mattia10
1,412 条留言
黛玉sop 52 分钟以前 
In the United States, the demand for drugs at the lower level is 11.3%, the second-highest demand is for furniture at 4.8%, the middle level has a terrifying 14.7%, while the second-highest demand for furniture is only 5%. Almost every country consumes drugs, and it feels like the entire population is addicted. In the Qing Dynasty, the upper class's top demand was for transportation capacity at 19%, followed by drugs at 9.7%, which is hard to understand.
黛玉sop 56 分钟以前 
The demand for the primary drug among the middle class has reached a frightening 13.5%, while the secondary demand for wheat is only 5.6%. I think they are turning the whole population into drug users, taking all the money to do drugs.
黛玉sop 57 分钟以前 
There is still a problem: the lower, middle, and upper classes, all of them are taking medicine. The lower class accounts for 7.6% of the demand for medicine, whereas wheat, which is the second most demanded, only accounts for 5.6%.
黛玉sop 1 小时以前 
I think we still need to add the K ai mod; the original AI is like an idiot.
Mattia10  [作者] 5 小时以前 
@黛玉sop
The first 10 years is perfectly normal, as some economic laws block AI from creating new construction sectors.
KuromiAI instead increases the proportion between investment pool and desired construction sectors by a 40%/50%.
What I'm not liking about vanilla AI right now is its laziness enacting laws, poor literacy in the entire game and the resulting low innovation value (They didn't manage to reach innovation cap in 1945 :steamhappy:)
Mattia10  [作者] 5 小时以前 
@1+4+5-3色の人形使い
Hi! Thank you, that is a popneed bug that I'm fixing.
Mattia10  [作者] 5 小时以前 
@Spartak
Hi! Actually the mod overwrites vanilla paper mills only adding data optimization.
This is the entire code about paper mills in Tech&Res:

INJECT:building_paper_mill = {
production_method_groups = { pmg_data_optimization_light_industry_paper }
}

Probably is another mod that is causing this duplication.
1+4+5-3色の人形使い 5 小时以前 
A big issue is causing the Qing Dynasty's opium crisis log to disappear.
黛玉sop 5 小时以前 
The economic performance of the original AI seems really poor. In the first 10 years, France and Germany are still at 60 construction capacity, while Austria is at 120 and the United States at 150. Does this make sense?
Spartak 6 小时以前 
So I tested it more and Tech & Res adds a new Paper Mills building different from the vanilla one. And this added by the mod is bugged