Victoria 3

Victoria 3

707 个评价
[1.11] Tech & Res
50
11
6
6
11
6
9
4
2
7
3
3
2
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
191.223 MB
4 月 28 日 上午 9:10
10 月 19 日 上午 12:20
44 项改动说明 ( 查看 )

订阅以下载
[1.11] Tech & Res

在 Mattia10 的 1 个合集中
Tech & Res Mods Collection
25 件物品
描述
Tech & Res 1.4: Expert Mod for Vic3 1.10 🌍🛠️

Tech & Res is an expert-mod designed to enrich and extend the original gameplay all the way to 2019. New resources, innovative technologies and advanced 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+ production methods,
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 (Beyond 2012)

Load Order:
Community Mod Framework
Kuromi's AI
Tech & Res

Tech & Res 1.4 is compatible with mods that:
- change political map
- add new laws (Tech & Res is compatible with BPM)
- add new states (Tech & Res resources will only appear in vanilla states)



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.
- Natural Gas
- Advancedores to produce advanced electronic components and processors.
- Rare Earths, essentials for XIth century digital economies.

🛢️ The Oil Revolution
Finally, Vic 3 has a realistic oil refining that adds specific 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.

⚡Three new types of Energy
Now you can use new types of energies to meet the growing needs of your country:
- Geothermal
- Nuclear, with 1st, 2nd and 3rd gen reactor.
- Renewable, highly productive but they need tons of batteries and time.

🖥️ 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 Telecommunications good has been added, needed from the first telephone network to services such as the Internet and IoT.

🏗️ Industrial Modernization
Even Vic 3 existing industries have been upgraded:
- Use Plastics for modern packaging, tools and glassworks.
- Exploit Gas to improve steel, alloys and alluminium production.
- Introduce new resources such as Water, Civil Planes for airports and much more.



🪖 Military

⚔️ Army & Navy
Modern warfare expanded:
- 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.



🎭 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
Vic 3 has now data economy:
- Each building will produce a small amount of Organized Data, while universities gives 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)
231
10 月 17 日 上午 10:31
置顶: Bugs and Reports
Mattia10
107
10 月 22 日 下午 3:29
置顶: Suggestions
Mattia10
9
8 月 21 日 下午 3:14
置顶: Tech&Res Pop Growth Future Mechanic
Mattia10
1,227 条留言
Mattia10  [作者] 12 分钟以前 
@Smilerpunk
Hi! Thanks for the feedback!
Now that the decolonization mechanic is well-oiled in last update, I can better work on the context and when an event makes sense or not.
The goal is to scale the probabilities and infamy based on cultural similarity, shared heritage traits, and the oncoming nation's democracy index mechanic.
This should make the decolonization more dynamic and sensible, also allowing for the creation of multiethnic nations.
Smilerpunk 2 小时以前 
Playing as an African nation forces the decolonisation events even when you're a wealthy, industrialised, well educated multicultural nation. You can conquer a whole continent as Germany or the USA, but a modernised Ethiopia can't hold territory in the Nile or Congo without stacking infamy. Please fix this!
Mattia10  [作者] 4 小时以前 
@ACE_Pham
Hi! Try to use the second solution method yntil Tech & Res i updated again and Steam Workshop will finally decide to give you updated version.

Or try again to unsubscribe, wait a few minutes, and resubscribe.
Sorry about this, but I can't do anything.
ACE_Pham 12 小时以前 
and resubscribed
ACE_Pham 12 小时以前 
I have already subcribed and unsubscribed
ACE_Pham 12 小时以前 
What if no one has access to the good?

It's been a few games since I have used the artillery foundry building, but in my games neither the AI or player has it.
ecounihan 19 小时以前 
It worked! Thank you, once again!
ecounihan 20 小时以前 
thanks!!!!. I also just noticed i was using the outdated patch for the economic mod. redownloading it all now
Mattia10  [作者] 21 小时以前 
@ecounihan
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.
ecounihan 21 小时以前 
im trying to figure which mod is causing this problem...... The artillery building is no longer available. somehow A.I still has access to the good...but my suzerain doesnt seem to have it in their mainlands either. Goods expanded is the only other building mod i use