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Victoria 3 - Dev Diary #27 - Technology

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Welcome back to another Victoria 3 development diary! Today we will talk about something we’ve already had to touch on in numerous previous dev diaries, as it is a topic crucial to every part of the game: Technology.

The Victorian era saw revolutionary progress in three major areas: industry, military, and politics. The rise of automation and free enterprise brought about the promise of immense material wealth for anyone willing and able to put in the work. Military technology - on land, at sea, and eventually even in the air - progressed so rapidly it could render a nation’s centuries-old doctrines obsolete overnight. And along with these material changes came a fundamental reorganisation of the societies themselves - sometimes by redistributing power from the ancient noble regimes to benefit the common people, and at other times by reigning such democracies in through entirely novel power structures made up of bureaucrats, business magnates, or populist autocratic strongmen.

These three revolutions are represented in Victoria 3 through three distinct tech trees: Production, Military, and Society. Within each tree, the many technologies your country will discover through each game are organised such that each tech both requires one or several others and leads to one or several others. Modders might be interested to know that each tree automatically rebuilds and reorganises itself whenever changes are made, to make it pain-free to add, remove, or change the tech trees without having to tinker with tree layout or static image files.

To research Shaft Mining, which permits the construction of mining industries, you need both Enclosure (which permits private ownership of land) and Manufactories (which lets you establish basic industries that make finished products). Shaft Mining itself leads to Prospecting (which increases your chance of discovering new resources), Steelworking (which lets you build Steel Mills), and the Atmospheric Engine, a building-sized early steam engine employed to pump water out of mine shafts. Industrialised countries start the game with most or all of these technologies.
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Production technologies are all about increasing your economic capacity in various ways. These tend to be very concrete inventions, such as Cotton Gin which increases the output of Cotton Plantations and Dynamite which can be employed for increased yields in all kinds of Mines. On some occasions they are more abstract, such as Enclosure which is a prerequisite for construction of modern, privately owned farms and ranches or Shift Work which more effectively utilises labor in your manufacturing industries. Production technologies also include advances to Railways, and some even unlock Goods unknown at the start of the game such as Rubber, Electricity, and Automobiles.

Military technologies improve your army and navy. These consist of a mix of new weapon technologies, doctrines, and ways of organising your Servicemen and Officers. Rifling lets you switch Production Methods from Muskets to Rifles in your Arms Industries, increasing their Small Arms production. Trench Infantry, once employed in your Barracks, organises your Battalions for trench warfare, which requires greater access to Small Arms but establishes a more reliable supply of manpower and causes fewer provinces to be lost when territory must be yielded to the enemy. The naval part of the tree is mostly dedicated to the invention of new ship types, but also includes a few new naval strategies that unlock or improve the effectiveness of certain naval Orders as well as upgrades to civilian Ports to improve your Supply Network and trade capacity.

Society technologies are all about new ideas for organising society. These include ideas pertaining to politics, finance, and diplomacy to name a few. Democracy permits the enactment of various voting franchise Laws as well as Republican principles of governing. Pan-Nationalism is a requirement for forming certain larger countries, and leads to Political Agitation which both makes your population more politically active and also gives you more Authority to deal with them. Several political ideas in this tree also unlocks specific Ideologies which may appear from that point on alongside new Interest Group Leaders and shake up the political landscape you had so carefully tuned, such as Feminism and Anarchism. Just as techs in the Production tree often unlock Production Methods, Society techs often unlock Laws - or Ideologies that can lend support for Laws previously thought utterly absurd by the political establishment.

In addition, Society technologies include improvements to your country’s financial system, such as Central Banking which increases your capacity for minting new currency and unlocks the Diplomatic Actions to Bankroll a country or Take on their Debt, as well as new forms of Institutions like Central Archives that unlock the Secret Police Law / Institution and leads to Identification Documents.

We are aiming for roundabout 175 of these technologies in the game on release, split up across the three trees. Many countries will start with 20-30 of these technologies already researched, as their starting economies, legal systems, militaries, and diplomatic relations rely on them. On average, leading edge countries will discover perhaps one new technology per year, though this pace can vary greatly from country to country.

An early part of the Society tech tree that deals mostly with finance and diplomacy. While a pre-industrial country might want to prioritise crucial Production technologies, missing out on elementary Society ideas that let you adjust Relations or perform effective International Trade is inadvisable. A rapidly developing country without allies could easily fall under the influence of an ambitious Great Power.
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Embarking on the research of a new technology is a simple matter of clicking on the tech in the tree you’d like to focus on, and time will take care of the rest. But time is perhaps your most precious resource in Victoria 3, since falling behind your neighbours could be a death sentence - or at least might force you to cede your right to self-determination. The pace at which your research progresses is therefore of the utmost importance.

The rate by which countries develop new technologies is measured by Innovation. All countries start with a small amount of Innovation capacity. Those countries who can afford to do so can construct and fund University buildings, which employ Academics and Clerks to boost Innovation and thereby speed up the pace at which a country discovers new things.

Another way to improve research speed is to ensure the Industrialists, Armed Forces, or Intelligentsia are satisfied with the state of the country, as this will cause the effective cost of Production, Military, and Society techs respectively to drop. If only one of these groups are pleased with the society you’ve built, this will incentivize focusing your research on that tree since it’s relatively advantageous. As a result, a country with a large army and Laws favouring Patriotic, Loyalist, and Jingoist Ideologies would also progress faster in their Military technologies, though they may fall behind on Production and Society.

The amount of Innovation you can use to actively research your chosen technology is capped by your country’s Literacy. Even if your Universities are top-notch, your country’s ability to effectively incorporate new learnings will be hampered by a poorly educated population. Those countries who aim to be the guiding light of global progress must maintain a solid primary school system in addition to Universities that carry out their research.

Mexico is evidently on the fast-track of becoming the innovative powerhouse in the Americas, but its current Literacy rate doesn’t quite support making full directed use of the Universities they’ve built - for now.
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Literacy is a product of a Pop’s Education Access. If a given Pop has 30% Education Access, over time 30% of individuals in that Pop will become Literate. The pace by which this value changes is dependent on the birth- and death rate of the Pop, since this sort of learning happens mostly in the early years.

A Pop’s Wealth provides it with a base level of Education Access, and Wealth often varies substantially depending on Profession, making higher-paid Professions have greater Education Access. However, Literacy is often a limiting factor to a Pop’s ability to Qualify for those jobs in the first place, so relying solely on Wealth for Education Access could severely limit your country’s social mobility and opportunity for economic growth. This is where your school system comes in.

The main source of Education Access comes from the Education Institution, which must be established by a Law and can be run by either the religious authorities, the private sector, or by a public administration depending on your school system Law. Each of these systems have their advantages: a religious school system keeps your priesthood strong and helps ensure unity of faith; a private school system works just peachy for Pops with high Wealth levels and ensures the working class don’t get strange ideas; and a public school system lets you enact mandatory schooling for children and encourages cultural assimilation.

A country’s Literacy is simply the percentage of their Pops in Incorporated states that know how to read and write at any given point. This means that if the most educated people in your society decide they’ve had enough and move abroad, your average Literacy will drop, to the benefit of the other country. If a war utterly devastates the backwaters of your nation and slaughters the hundreds of thousands you conscripted to defend it, your average Literacy might increase.

After the Texan Revolutionary War, these Clerks found themselves once again subjects of Mexico. While they currently all know how to read and write, their offspring are unlikely to enjoy the same benefits. Mexico has no formal school system in place and their Wealth doesn’t buy much of an education. To add insult to injury the Catholic Church Interest Group in Mexico is currently spreading Pious Fiction to ensure the children aren’t led astray by heretical ideas. The next generation of Clerks are unlikely to qualify to follow in their parents’ footsteps.
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All technology is organised into Eras, which are rough estimates of progress through the game’s timespan. Anything in Era I is considered pre-1836 technology, going back as far as the very idea of Rationalism to the invention of Steelworking. Era II ranges from the start of the game to around the 1860s - Railways and Percussion Cap ammunition both belong here (though some countries did have railways a little earlier than 1836; this is not an exact science). Era III runs from the early 1860s to the end of the 1880s, and includes Civilizing Mission as a justification for colonisation and Pumpjacks, heralding the rise of the oil industry. Era IV from late 1880 to the early 20th century includes both War Propaganda and Film, both which might make it easier to justify the horrors which are to come in Era V - including Battleships, Chemical Warfare, and Stormtroopers. Era V also sees truly modern civilian inventions such as the Oil Turbine to make Electricity from Oil and Paved Roads to improve your national infrastructure.

The Eras act as an indicator of roughly where you are at in a given tree, but also serves a role in ensuring that rushing a certain late-game technology is difficult. Not only do technologies in later Eras take more innovative effort to research, but each technology you have not yet researched in that tree from previous Eras makes it harder and harder to make progress. This means techs aren’t unlocked on specific years in Victoria 3, and there is never a hard block preventing you from making your Universities develop technologies earlier than they were historically invented. But keep in mind that it’s a less efficient use of time and resources, so ensure that acquiring that technology ahead of everyone else is actually crucial for your strategy, as it will not come easily.

Trying to take a shortcut from the Atmospheric Engine (Era I) through Water-tube Boiler (II) and Rotary Valve Engine (III) straight to Combustion Engine (IV) so you’re able to manufacture Automobiles in the mid-1800s is certainly possible given enough money and grit, but would be far from the best use of your resources. Even skipping a few Era III Production techs before going for the Combustion Engine could easily yield this 30% time penalty, the difference which might buy you a whole Era III tech. Besides, you might want to research Rubber Mastication and set up a few Rubber Plantations before you start building Automobiles, unless you want your factories to be wholly dependent on foreign rubber for the tires...
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The final yet crucial point about technological development is that government funding and steering of national research is not the dominant way most countries are exposed to new ideas. For each of the three categories of technology (Production, Military, and Society) there is always one technology that is spreading in your country. Which exact tech that spreads to you in each category is out of your hands, but it will always be something in your current technological Era which has already been invented elsewhere.

The speed by which technology spreads to you is highly dependent on your population’s Literacy. In addition, any Innovation you generate in excess of the Literacy cap is funnelled into improving tech spread rate. In other words, oversizing your Universities compared to your school system can assist in catching up to the rest of the world but can never be used to get ahead of the others.

Technology spread is also affected by your Freedom of Speech Laws. Stricter censorship provides you with more Authority but hinders the assimilation of new knowledge throughout your country. This is often to your detriment but could also very well be exactly what you intended! The downside of having a well-educated population is that they get exposed to foreign ideas more easily, and some of those ideas might not be what you had in mind. A bit more state control over what people are allowed to talk about can help keep your population focused on the ideas you want them to know about.
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The technology system in Victoria 3 is meant to shape and change the game as your campaign evolves. While a few techs apply straight bonuses to various attributes of your country, the primary function of most techs is to unlock new actions, options, and even challenges. Very often, discovering a new technology doesn’t have any immediate effect on your country but gives you new ways to run your country and new tools in your toolbox. The introduction of new inventions and ideas can also act as a catalyst for emerging situations in your country, with certain parts of your populace demanding these new developments be adopted - or shunned. Much of this is driven by the Journal system which we will talk more about in a few weeks, but before that we will cover another feature of crucial importance to grand strategy games - Flags! See you next week!
 

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what about random inventions - will those be in game? I remember such a thing from Victoria 2, they were mostly small modifiers or various rewards that was given to the first country which unclocked them. I liked that system, althouth it had some issues
 
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This seems more like a prerequisite rather than a boost that was being discussed. Boosts don't make a lot of sense in the framework because we see that the desired goal is actually to limit specialisation instead of rewarding it. That's why they have the era system. It's also the goal of most tech trees that work in the tradition of Sid Meier's Civilization (1991) because the tree model is super-prone to reward specialisation. Now, a prerequisite is a different matter. Going back to the Colonization example, it would make sense if it had prerequisites - but, in turn, it seems to have further techs that depend on it. Hard to say.

You're right. In my proposal, I suggested a bonus, but then in my explanation above, I described it as a prerequisite.

So, there could be a middle ground between giving a bonus and not having underlying conditions in the country matter.

Good point.
 
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will there be scientific agreements between countries? the mechanic i imagine would be like when researching technologies that the treaty partner has already researched you get a bonus modifier
 
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The Production Methods are doing a lot of work that tech trees do in other games. They make productive capacities a little more inflexible and regionally specific compared to a pure +69% boost to widgets, which is appropriate in a game of global scope. They're also playing a lot of the role of Inventions from V1/V2, in that they arrive to (part of) your country at some time after the headline technology has been discovered.

This somewhat reduces the payoffs to the typical optimal strategy of investing in technology today for a productive edge later. For example, in V2, the human player could get an edge over AI by investing appropriately in high literacy. It wasn't easy to sufficiently punish greedy tech-loving players for the investment, like you would in an RTS, for example. That's probably still the best strategy, but more costly perhaps.
 
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For each of the three categories of technology (Production, Military, and Society) there is always one technology that is spreading in your country. Which exact tech that spreads to you in each category is out of your hands, but it will always be something in your current technological Era which has already been invented elsewhere.

There is no way to influence which idea (technology) is currently spreading? So we can either embrace random idea we've got or freeze our spread entirely, though we'll get it anyway. It would be worth considering to make censorship work as a tradeoff between control and speed of idea spread - for example:

- possibility of prioritizing speed of several simultanously spreading ideas
- possibility of influencing probability of next random ideas

Now it's hardly viable - of course we understand the aspect of "delaying the inevitable" and roleplaying value and you've clearly stated that it should be and will be out of player control. I'm simply afraid that's too similar to spread of reformation in EU4
 
Here is an interesting observation:

Once upon a time (maybe 20 years ago now), there was a debate over how a character should level (improve) in role playing games. Since time immemorial, characters had improved by gaining experience through accomplishing objectives. A character would kill a bad guy or complete a quest to get experience. Upon reaching a certain experience threshold, the character would level up and improve their skills and gain new abilities.

Then came Ultima Online.

Characters in Ultima Online levelled up by performing skills. To "level up" at swinging a sword, a character would swing a sword. To "level up" at making a clock, a character would make a clock.

(apologies if I get any details wrong - it was 20 years ago - and I am sure there was a game that did it before UO, but UO was the first game that I played with such a system)

It occurred to me that the proposed system is like the traditional experience system. You can do something (scientists perform research in a university) that is not related to an underlying thing (such as building/running railroads) to improve that thing.

My suggestion is that doing that underlying thing should be a factor. So, it is like I am proposing incorporating the Ultima Online skill based system in technology in some way.

I don't really have any comments other than that I thought that was an interesting observation. I haven't thought about Ultima Online in about 20 years. As far as I know, the skill based levelling system did not prove popular. I haven't played a game with that system since UO. So, maybe it is not that good of an idea.
 
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So, it seems to me like this system is designed to prevent tech rushing without using artificial ahead of time penalties. So that if I am say, France, and I threw literally everything I got into advancing my technology, the Germans will also greatly benefit from all the technology I researched and be able to wipe the floor with me from all of the technology they got for free. Is that correct?
 
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So the technologies like "we have invented Terrorism!" remain? Bruh
Why would anyone "research Anarchism?" That shouldn't be a technology
Exactly my point. I don't want to be forced into researching Nationalism when playing as empires like Austria and Ottomans that were broken into pieces by such horrendous idea (nationalism), nor as those that were obliterated by it such as the Papal States.

These things should just appear, as they do in EU4.
 
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So, it seems to me like this system is designed to prevent tech rushing without using artificial ahead of time penalties. So that if I am say, France, and I threw literally everything I got into advancing my technology, the Germans will also greatly benefit from all the technology I researched and be able to wipe the floor with me from all of the technology they got for free. Is that correct?
No, because 1) your focus on technology will mean that you're producing more total points than them, 2) unless you have literally every technology that's been discovered in the world, you'll also get free progress to fill in what other countries are developing. So being at the very cutting edge of research may have some diminishing returns, but you're still well ahead of everyone else.

Germany will likely have gained a few key technologies from tech spreading, but they won't be caught up to the frontrunners.
 
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I really like the technology spread idea. The connection of scientific progress to literacy, research funding and intellectual liberalism is also great.

@lachek Will the econonomical structure of a country influence research? It would e.g. make sense that a country with a major car industry will research car techs more quickly due to private innovation.
Is it correct that bigger countries have higher maximum Innovation since they have more provinces that can host universities?
 
Cheers for the DD Iachek, and for all the extra info in the answers, and great form linking back to connected DDs as well :) I really like the look of the system (I actually tried to mod something a bit similar in HoI4 (although wasn't able to finish it, as other commitments came up that stopped me modding for a while, although now that I hope to get back to modding, I may well go back to it - not least as the introduction of numerous modding tools should mean it'll take many thousands less lines of script to achieve)!

A few thoughts - as always, in case helpful, please ignore if not and all of that. There's a couple of questions as well, but nothing that can't be ignored. As with everything I've seen so far, it looks like an enjoyable gameplay system and I'm very much looking forward to playing Vicky 3 :)

But yeah, you can only target the research of one individual tech at a time. That could be one of the techs already spreading to you if you choose, letting you acquire it earlier.

This is very cool :) In this context, is there any thought to having all eligible techs 'spread', rather than however the (up to) three are chosen? Spread rates can be defined by various relevant factors (for example, when I was modding in HoI4, having a large amount of infantry equipment production gave a boost to the spread of infantry tech) and obviously balanced so that things progressed at a sensible rate.

This could potentially make it more organic with gameplay elsewhere, while still allowing players to choose the tech they wanted to focus on. A system like this could also be tailored to allow for players to split their "non-spread" focus between a number of different techs as well - so they can choose to go "fast" at one tech, or 1/3rd of the speed across three techs at once. Given that technological development didn't tend to happen in a vacuum, or strictly sequentially, this could help model tech progression in the era better in respect to historical plausibility, while retaining player choice and the capacity to plan.

Gotta say I disagree with you that censorship should not be imposing a penalty to the general spread of ideas though, I think it's reasonably well established that cracking down on freedom of speech tends to have a chilling effect on a society.

You'll get a big +1 here - there's no small amount of evidence that the difficulties communism faced were as much (if not more) due to issues relating to freedom of speech and information, as to ownership of factors of production.

Not at the moment, for usability reasons (representing prerequisites from off-tree could start to get really confusing) and in testing we've found that the Era-based incentives to research things vaguely "in order" tends to smooth out most logical inconsistencies. Having said that this is something on my roadmap to revisit in the future, as I think prereqs other than other techs (e.g. Laws) could also be a cool curveball to throw in some cases, so maybe we will figure out a way to represent this later down the line.

I very much understand the UX issues here. That said, could this potentially end up with some odd results - for example, warships with steam engines being produced by a country that hasn't developed the steam engine yet? Or ship types that implicitly have steel armour produced before the appropriate steel processes have been developed? At least navally (but I expect for armies as well, and I have no doubt for air forces*), the technology was very strongly influenced by the broader industrial technology - be it in terms of gun production (longer-calibre guns with high chamber pressures requiring better manufacturing techniques to not be damaged by firing), propulsion (steam engines, and their progression), hulls (wood, then armour, then steel) and armour (iron, then compound, then basic steel, then Harvey steel, then Krupp cemented) - just for some examples.

* Which we're still yet to hear much about - the first independent air forces existed for the last 10-20% of the game, give or take.

You discover Bolt Action Rifles, your Arms Industries can now make more effective firearms, meaning your existing army becomes cheaper or you export the excess and make your Arms Industries richer or you upgrade your infantry or specialist corps (which might require other techs) to use more firepower, making them more effective.

How does the transition time work here? If I invent bolt action rifles, what's stopping me ticking "upgrade" on my infantry and specialist corps, and all of their old muzzle-loading rifles magically transforming into bolt-action ones? If it's a time delay, is this arbitrary or (preferably) related to production speed for new rifles, or something else entirely?


Modders might be interested to know that each tree automatically rebuilds and reorganises itself whenever changes are made, to make it pain-free to add, remove, or change the tech trees without having to tinker with tree layout or static image files.
Super-cool - great work :)


For technology-related naval pic, it's all a bit easy - so here's a pic (from Navsource) with all sorts of technological assocations. It's the stern of the battleship New Mexico, which was the first battleship with turbo-electric propulsions (turbines generating electricity, which then powered electric motors driving the shafts). New Mexico was also one of the earlier (but by no means the first, that was Nevada) battleship to adopt the all-or-nothing system of protection, which in various forms became the 'standard' after WW2 in terms of dealing with the impact of plunging shells, established as an issue at the Battle of Jutland. In the background is another ship with a heavy tripod mask with a fire-control position on top of it - these positions were hugely important to accurate long-distance gunfire (prior to director gunfire, engagement ranges were often well below effective gun ranges, as it was too hard to hit the enemy beyond a certain distance) - this system was supplemented by spotting aircraft, as can be seen here with a Vought O21U about to take off from a catapult (the first aircraft to take off from ships used "flying-off platforms", the catapult was a later development, but still in the timeframe).

I'm not suggesting all these technologies need be in the game of course (but don't let me stop you either :) )

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This is a balancing question so it's a bit hard to answer definitively at this point in development, but I can elaborate on intent: if there's a significant discrepancy between two armies' military capabilities, this discrepancy can be made up by superiority in numbers in some cases but it's highly situational, depending on the Generals involved, terrain fought in, focus on offense vs defense, and so on. The biggest factor that would benefit the French in this situation is dynamic battle sizing and combat width mechanics, which makes it much less likely the French would be outnumbered and assaulted 20:1 in any given battle, making it possible for a small detachment to stand their ground or even conquer territory.
This is an extremely good way to handle it :). I'm glad to see it represented here in-game. In real life, numerical superiority is an exponential force multiplier (see Lanchester's Square Law), but being able to actually leverage it against an opponent is often a matter of technology, finesse, doctrine, logistics, and sometimes luck.

Is that small colonial army fighting overwhelming odds all at once? (see the battle of Adwa)
Or is this colonial force picking apart pieces of a much bigger force in a series of fights/skirmishes throughout the day?

There's an absolutely huge difference in expected outcomes once you take this into account.

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P.S. If you're looking for ways for navies to be very relevant in war, consider how they could allow disembarking and resupplying troops to very efficiently concentrate their force against a more disorganized or slower-reacting opponent. Think of the Opium wars where a small mobile British & French force easily dismantled a much larger army of Qing soldiers. Especially before the advent of telecommunications, navies could allow advantageous combat width to friendlies along coastlines, etc.
 
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It is understood that the latest technology rifle is expressed as an increase in quantity, not an increase in quality.
I understand that the quantity of goods is "Utility" not "specific" numbers.
bolt action rifles clearly have more "Utility" than musket rifles, I think it is fully understood and desirable that this technology increases the quantity of goods.
However, I have looked at the description of the army in the past diary, isn't it too simplified to express the army with Irregular, Line, Skirmish, Trench, and Squad Infantry?I like simplification, but this distinction is so radical to express the development of the army in a gap of 20 to 30 years, not a gap of five or 10 years., it seems to exaggerate the qualitative difference between the Russian and German forces during World War I. To express the difference in the quality of infantry in this system,
The Russian army will look like it was during the Civil War and the German army will express it like a Trench infantry, it exaggerates their difference too much.
I think it would be nice if we could give the infantry a better rifle depending on the development history of the rifle, not this sharp difference. However, it is not necessary to create a new rifle goods to do this. However, I would like to allow more detailed rifles in the victoria 3
I think it would be more realistic to upgrade the rifle demand from 100 to 120 because the demand for rifles is upgraded from the Breech block rifle to the Bolt Action rifle rather than upgrading directly from the civil war infantry to the World War infantry. This could more realistically describe the difference between the Russian and German forces during World War I.
However, I am very satisfied with the production team's expression of the quality of the rifle in quantity, and I think the development team's choice is right.
Thank you for making a good game.
 
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I spied organized sports as a tech. That was the only one that made me stop and think for a minute, all the other one's we've seen were directly, "Yeah, that's right."

I don't hate organized sports being in the tree, I was just surprised.
 
Characters in Ultima Online levelled up by performing skills. To "level up" at swinging a sword, a character would swing a sword. To "level up" at making a clock, a character would make a clock.

(apologies if I get any details wrong - it was 20 years ago - and I am sure there was a game that did it before UO, but UO was the first game that I played with such a system)

It occurred to me that the proposed system is like the traditional experience system. You can do something (scientists perform research in a university) that is not related to an underlying thing (such as building/running railroads) to improve that thing.

My suggestion is that doing that underlying thing should be a factor. So, it is like I am proposing incorporating the Ultima Online skill based system in technology in some way.
There are some limitations in real life to "learning by doing/observing" however. At some point you will absolutely need a university system to advance up parts of the tech tree.

For example, if you're a passenger or operator on a steamship, if you're a clever and curious individual, you can watch a steam engine's pistons, gears, and cycles to get a good idea of how it operates. With a tinkering and experimental mindset, you might be able to jury rig something crude and then continually improve it overtime. With some hard work, you may be able to innovate and even start your own business someday producing better steamships.

But a lot of fields have a high barrier to entry and require a lot of theoretical knowledge. Good luck trying to do the same with an electric turbine. In my own field of nanotechnology and electrical engineering, for example, its unfathomable to me how someone could build a better microchip without a university education. You need a thorough understanding of differential equations, electromagnetism, vapor deposition machining, chemistry, wireless communication protocols, and even quantum mechanics (in some cases). A lot of advancements in the field do not require working in the industry as many patents and research papers are done while studying for master's degrees and PhDs. There's also a big difference between the foundries and clean rooms that make the microchips vs the technology conglomerates and startups that actually design them.

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In the early game it would make sense for a lot of things initially to be more easily obtainable through "osmosis" and the presence of a practical industry, but as the eras progress, I would expect more and more later era techs to rely upon a strong university system. At some point the production process and the knowledge process become very distinct from each other in certain fields.
 
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We've actually been toying with the idea of being able to tag specific techs for suppression, the main challenge is making it something with comparable benefit to the other ways you can spend Authority rather than just a gimmicky thing you can do but won't in practice. We'll certainly explore this for the future!
Outlaws prophylactics
 
This was very informative! One minor question I have is whether all land reform will be called “enclosure.” That was true of Britain, but not for example France (where traditional open-field agriculture continued to predominate). Will there be other land-reform technologies?

That hint about an interest group spreading Pious Fiction against other Pops was tantalizing! Is this related to laws, or is it something interest groups will do on their own?