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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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You can't argue that MIT should be a named university honestly. Basic research shows that MIT didn't become a focused research university until the 40s under Vannevar Bush. Back in the Victoria time period it was just a standard vocational school with nothing really to make it stand out.
Not sure about the most part of the "Victoria time period", but Feynman finished it in the 1930-s, and the fact that he went there suggests the institution was something outstanding already.
 
If you mean that in 1836 (not 1936), that at game start -- the tech that isn't ubiquitous should be properly tiered, you have to consider that the "Baseline" tech for Western Europe and USA would end up with more of that tech chart already filled out, and unless the Dev's really build a massive chart that extends many tech generations out, and if reality of what was actually invented/known vs future tech is portrayed at game start -- there's more tech to grant to Euro/USA than what the current Dev's building that chart may realize.

as they say in the Diary

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.

Having the big countries start with 30 techs whilst still having about 150 more to research sounds fine. And it allows differentiation between all the other countries of the world (some of whom might only start with 5 techs or even fewer).
 
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Also if Universities are public, private or religious is not modeled: the Law and Institution are about lower level (mostly primary) education, and if Religious has less total effectiveness is probably because each Law serve different purposes:

1: Religious increasse Conversion, which is good in the long term in a multireligious empire to reduce Turmoil. Also increases Devout strenght, which is good if you want a conservative society. Probably cheaper than Public Schools, bureaucracy wise
2: Private probably works like Private Healthcare, which we saw had scaling effects depending on Pops Wealth. So very bad if you have poor Pops, as they won´t be educated well, but more effective if your society is richer: if it is rich enough it may be even the better system, depending on how it scales. Probably increases Industrialists strenght, and is again probably cheaper in a bureaucracy cost
3: Public would be the most effective for educating all the population, but will probably be very expensive compared to the others (so if you are a poor state it may be better to rely on Religious). If it adds strenght to any IG, will probably be Inteligentsia, which may be good or bad (depending on your ideas for your country)

If it works like this, each one would have a different niche and serve a purpose: if Religious was as good as Public, there would be no motive to even implement Public, after all.
Religious Academic Institutions, whether Primary or Secondary/Graduate-level education, are by their nature "Private Schools" so there's a lot more to unpack there. A truly independent "Private School" (without any ties to a Religious org/denomination) for secondary/graduate education was quite rare in this era of history.

Over time, and in general, private institutions have always been considered a higher quality education (esp because of better Instructor:Student ratios and academic qualifications of staff) until recent decades in select academic fields, especially where extremely expensive resources/research authorization only existed at major state-run institutions (such as - Nuclear Engineering with Research Reactors).
 
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Other than anti-religious bigotry on the part of the devs, what explanation is there for religious schools being inferior to other schools when that isn't the case in real life?

Religious schools can be excellent.
A society where the government / ruling powers expect schools to teach religious conformity primarily will have issues. (same as when society/government expect schools to teach pretty much any form of conformity)

The law in question is do you allow people to use schools to teach conformity, do you allow schools to be limited to the wealthy, or do you give education to everybody?

The player might already have an answer to that but getting the IGs in-game to accept your view might take some doing.
 
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Having the big countries start with 30 techs whilst still having about 150 more to research sounds fine. And it allows differentiation between all the other countries of the world (some of whom might only start with 5 techs or even fewer).
Those also-ran 3rd world countries starting with 5 tech, are going to be peers of Vicky 1 and 2 nations that were useless to play. There's not much fun nor progress to be had from starting a game in one of those, especially with only 100 years to mature and not the EU4 potential for 500 game years. Much like the lesser nations in Imperator: Rome as well - there comes a point where the Game Project Manager (PM) should make the tough call on where to apply resources and what to mature in the game to a potential AAA level.

Diluting resources to work on far too many nations for options at game start - is becoming a trap that Paradox falls into nearly every game now, much like their tendency to also have World Conquest possible in all recently released titles. I would call these Bad Habits in Paradox's approach to game design, not Features.

A repeat from prior post:
- You can either have an A- game experience that includes playing the Zulu Kingdom, or a AAA game experience playing select nations to include major European Powers and USA.

The Vicky 3 PM should trim down the number of nations available at Game Start, focus resources, and mature up game play for "featured nations" and offer a 100-year play through that is enriching for both game play, historic content, and a sense of Grand Strategy. Trying to make 100% of the world's nations/tribes playable at game start, is a pointless effort and has already botched Imperator: Rome that precedes this game.
 
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Religious Academic Institutions, whether Primary or Secondary/Graduate-level education, are by their nature "Private Schools" so there's a lot more to unpack there. A truly independent "Private School" (without any ties to a Religious org/denomination) for secondary/graduate education was quite rare in this era of history.


Or not. I think in game Religious Schools basically represent a school system in which education is controlled/devolved to the clergy, so you have Madrassa schools financed by the State, or something like the Francoist system in which priests controlled education.
 
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Or not. I think in game Religious Schools basically represent a school system in which education is controlled/devolved to the clergy, so you have Madrassa schools financed by the State, or something like the Francoist system in which priests controlled education.
Madrassas and Muslim Nations present an entirely different construct (Islamic Republic of ___ in modern times) - and depending on whether Sunni, Shia, or Sufi -- there could be a Grand Ayatollah as both religious leader and government leader. There is no separation there, as it is not just a state religion, but the religion is the state, so that's a case where it is both "Public/Religious."

As for "priest controlled" - unless the Priests are subordinates in a Theocracy, that's still a separate Religious school from Public. If levied taxes do not fund such a school, but instead only "alms" to church/cathedral donations, it's Private/Religious all the same.
 
The devs have said already that "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."

However, the technology system is very linear. If I have it right, the system works as the following:

Base value + Universities = Research points that go to:
  • Base value+ Literacy rate = Innovation points
  • Base Value + difference between Research-Innovation = Technology Spread
The player will want to max out research points because it has always a benefit, innovation points or technology spread. Depending on the situation the player will be on the forefront of technology advancement (high literacy rate) or playing catching up with other empires (low literacy rate, then high technology spread).

I feel this system is rewarding and gives progression to the player but it is not helping on the strategic alternatives, making this part of the game less interesting.

Other games from Paradox have integrated technology into the game choices. For example, in Imperator the player has monthly research function of POPs that produce monthly research (nobles and citizens helped with buildings) that is transformed to research efficiency result of dividing monthly research by the total number of integrated POPs.

Thus, the player has a consequential choice to make:
  • Keep an elite society with high number of nobles and citizens with less integrated POPs (less levies for the armies) to have a high research efficiency or
  • Have a high number of integrated cultures (more levies for the armies) but a dismal research efficiency or
  • Integrate only those cultures that have a high ratio of nobles and citizens versus freemen, tribesmen and slaves to keep a good research efficiency with more levies to the armies
Each choice has its benefits and drawbacks. It is the player choice that will shape the world and how the player experiments the game.

I would like to have the same type of choice in Victoria 3 that makes the game play differently. Probably the technology system cannot be simulated in a better way but it feels lacking importance.
 
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Other than anti-religious bigotry on the part of the devs, what explanation is there for religious schools being inferior to other schools when that isn't the case in real life?
You confuse the effect of the law Religious Schools with a general statement about any form of religiously affiliated schools.
The laws of Vic3 have to generalize and simplify complicated and various systems of power, education etc into easily distinguishable laws with impactful differences.
The Religious Schools in this context can be most likely understood as schools whose main purpose it is to ensure that the children learn the proper ways of the faith. Everything else like teaching maths, reading and writing etc is secondary. This is the kind of school that this law encapsulates.
Religious schools with a different purpose are included in other laws like the Private Schools one.
 
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You want A- game play but still play Shaka Zulu, or AAA game experience with a major European power?
Prussia, France, Austria, and Russia will be fun to play.

Britain will probably be an awful gameplay experience, simply because of what it entails.

The USA will always be a weird, gamey experience in the Vicky gameline because of your inherent foreknowledge.

Zulu will be literally unplayable, if I remember rightly, as will large chunks of the rest of Africa.

I'm far more interested in what the playability of Siam, Japan, Egypt, China, Morocco, etc looks like than what the playability of, say, Saxony or Norway or Tuscany looks like.
 
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2. We wanted to ensure the tech trees were as easily moddable as humanly possible, since tech has enormous potential for modding which is often hamstrung by UI constraints. This flexibility also helps us in expanding and maintaining the game long-term.
Do you want to ensure that countries stats and states don't look like shit, and check conversations? Thank you.
 

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........
The player will want to max out research points because it has always a benefit, innovation points or technology spread. Depending on the situation the player will be on the forefront of technology advancement (high literacy rate) or playing catching up with other empires (low literacy rate, then high technology spread).

I feel this system is rewarding and gives progression to the player but it is not helping on the strategic alternatives, making this part of the game less interesting.

..........
Each choice has its benefits and drawbacks. It is the player choice that will shape the world and how the player experiments the game.

I would like to have the same type of choice in Victoria 3 that gives that makes the game play differently. Probably the technology system cannot be simulated in a better way but it feels lacking importance.
This already exists. The more you push innovation points/tech spread, the more open and literate your society has to be. This is a potential accelerator for Radicalism and Turmoil, especially if you have less-integrated Pops and non-integrated States. Universities are another method besides educating all your pops, but also very expensive and definitely not the bang for the buck solution.

Imagine that France decides to pour all its money into many universities and a world-class public education system for all pops. Germany decides to do a moderate amount of public/religious education and only a few universities, relying on France (and the UK and other Great Powers) for tech spread. France has a 10 to 20-year time advantage vs Germany when it comes to tech. Here are 3 extreme scenarios on how Germany might respond to remain competitive.

Scenario 1 (The Economic Long Term Game) = Germany puts all its cost savings into its economy. It decides to outcompete (overproduction to reduce the price) French export goods and so while France has a tech advantage, its economy falls further and further behind Germany's. The German budget gets more and more leeway due to taxes on its booming economy. If Germany is unsuccessful, it is starved of raw materials and burdened by inefficient production methods that cause it to fall further and further behind. If Germany is successful, it can afford a bigger military (a delayed Scenario 2) and/or education system and/or favorable trade pacts to beat France in the diplomatic game, surrounding France with a web of German allies (a delayed Scenario 3).

Scenario 2 (The Military Short Term Gamble) = Germany puts all its cost savings into its armed forces. It knows that in the long term (25+ years), France will have a much deadlier military and a bigger economy due to better production methods and new trade goods. So Germany aims for a decisive war against France in 10 to 15 years. Whether Germany wins that war depends on how France anticipates this threat and how Germany prepares its diplomatic and economic maneuvers for the war to come. If Germany is unsuccessful, France either holds off Germany long enough for the war to fail and guarantee Germany's long term demise or out-right beats Germany early on with superior tech and tactics. If Germany is successful, France is now hobbled with a reduced economy, lost territory, and a tech system that is no longer affordable with a possible bankruptcy on the horizon.

Scenario 3 (The International Option) = Germany puts all its cost savings into colonial possessions and diplomacy to smooth out any upset nations by Germany's newly acquired or formed colonies. If Germany is unsuccessful, it is now decades behind its rivals as it is entangled in local conflicts and the balance of power in Europe is decidedly on an anti-German bent. If Germany is successful, it now has an extensive web of allies to surround France, feed Germany's economy with luxury goods and raw materials, and increase German manpower for wars.

Scenario 4 (The Lazy Do-Nothing Option) = Germany fails to invest its cost savings in either its economy (long term option) or in the military (short term timing attack gamble) and sits on its laurels. France is decisively ahead of Germany and either outcompetes Germany for the rest of the game in economic domination or successfully neuters Germany in war after 15+ years.

Note that all 4 options are possible to do at the same time to different extents. I presented 4 extreme scenarios to illustrate that there is still plenty of choices regarding how to push tech with different nations and plenty of drawbacks and strengths.

TLDR = There is plenty of depth added to the simplistic tech system by the superior economic, political, and diplomatic systems that are interlinked in a way that even "optimized builds" for tech can fail and that a holistic solution is best.
 
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Prussia, France, Austria, and Russia will be fun to play.

Britain will probably be an awful gameplay experience, simply because of what it entails.

The USA will always be a weird, gamey experience in the Vicky gameline because of your inherent foreknowledge.

Zulu will be literally unplayable, if I remember rightly, as will large chunks of the rest of Africa.

I'm far more interested in what the playability of Siam, Japan, Egypt, China, Morocco, etc looks like than what the playability of, say, Saxony or Norway or Tuscany looks like.
Why would Britain be awful? The pain of playing as the UK in Vic2 was always the clunky kludgy interface. If Vic 3 has a better UI than CK3 (which is a great UI), Britain would offer the most variability in its game runs. You always start at the top, now how do you stay at the top? That is a fascinating problem and you will always have big moves to make each and every year. The world is shaped by your moves the most.

As the US, if Paradox gets the Civil War mechanics right, you are plenty busy with solving the slavery question and manifest destiny. Your success is not guaranteed and knowing the future does not mean you will succeed in becoming the new superpower by 1920.

I agree that Africa will be essentially unplayable for most players. I will partially agree with you in that China is the biggest question for me that the Vic 3 team has to solve.
 
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This already exists. The more you push innovation points/tech spread, the more open and literate your society has to be. This is a potential accelerator for Radicalism and Turmoil, especially if you have less-integrated Pops and non-integrated States. Universities are another method besides educating all your pops, but also very expensive and definitely not the bang for the buck solution.

Imagine that France decides to pour all its money into many universities and a world-class public education system for all pops. Germany decides to do a moderate amount of public/religious education and only a few universities, relying on France (and the UK and other Great Powers) for tech spread. France has a 10 to 20-year time advantage vs Germany when it comes to tech. Here are 3 extreme scenarios on how Germany might respond to remain competitive.

Scenario 1 (The Economic Long Term Game) = Germany puts all its cost savings into its economy. It decides to outcompete (overproduction to reduce the price) French export goods and so while France has a tech advantage, its economy falls further and further behind Germany's. The German budget gets more and more leeway due to taxes on its booming economy. If Germany is unsuccessful, it is starved of raw materials and burdened by inefficient production methods that cause it to fall further and further behind. If Germany is successful, it can afford a bigger military (a delayed Scenario 2) and/or education system and/or favorable trade pacts to beat France in the diplomatic game, surrounding France with a web of German allies (a delayed Scenario 3).

Scenario 2 (The Military Short Term Gamble) = Germany puts all its cost savings into its armed forces. It knows that in the long term (25+ years), France will have a much deadlier military and a bigger economy due to better production methods and new trade goods. So Germany aims for a decisive war against France in 10 to 15 years. Whether Germany wins that war depends on how France anticipates this threat and how Germany prepares its diplomatic and economic maneuvers for the war to come. If Germany is unsuccessful, France either holds off Germany long enough for the war to fail and guarantee Germany's long term demise or out-right beats Germany early on with superior tech and tactics. If Germany is successful, France is now hobbled with a reduced economy, lost territory, and a tech system that is no longer affordable with a possible bankruptcy on the horizon.

Scenario 3 (The International Option) = Germany puts all its cost savings into colonial possessions and diplomacy to smooth out any upset nations by Germany's newly acquired or formed colonies. If Germany is unsuccessful, it is now decades behind its rivals as it is entangled in local conflicts and the balance of power in Europe is decidedly on an anti-German bent. If Germany is successful, it now has an extensive web of allies to surround France, feed Germany's economy with luxury goods and raw materials, and increase German manpower for wars.

Scenario 4 (The Lazy Do-Nothing Option) = Germany fails to invest its cost savings in either its economy (long term option) or in the military (short term timing attack gamble) and sits on its laurels. France is decisively ahead of Germany and either outcompetes Germany for the rest of the game in economic domination or successfully neuters Germany in war after 15+ years.

Note that all 4 options are possible to do at the same time to different extents. I presented 4 extreme scenarios to illustrate that there is still plenty of choices regarding how to push tech with different nations and plenty of drawbacks and strengths.

TLDR = There is plenty of depth added to the simplistic tech system by the superior economic, political, and diplomatic systems that are interlinked in a way that even "optimized builds" for tech can fail and that a holistic solution is best.
Indeed, there seems to be many strategic choices in the game (TBC). However, the technology progression mechanic is not interlinked in the systems, it is a simple invest and reap rewards game, with no choices.

The scenarios you have described do not imply different tech options but military, economy, political or diplomatic options. If the player has to be engaged in the technology progression game it should also have a choice.

The system as it is now it is a simulation of how technology progression works and IMHO is very good at it, but with little meaningful alternatives for the player agency.
 
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Why would Britain be awful?
So much to keep an eye on, sprawled all over the map.

It won't be as bad as Vic2, I dare say, but that's not down to the UI. It's down to India being (at least initially) controlled by your subject the EIC instead of directly, so there's less to manage.
 
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Indeed, there seems to be many strategic choices in the game (TBC). However, the technology progression mechanic is not interlinked in the systems, it is a simple invest and reap rewards game, with no choices.

The scenarios you have described do not imply different tech options but military, economy, political or diplomatic options. If the player has to be engaged in the technology progression game it should also have a choice.

The system as it is now it is a simulation of how technology progression works and IMHO is very good at it, but with little meaningful alternatives for the player agency.
That's a fair point. I just think that the military/economic/political/diplomatic options and mechanisms are good enough that a simple tech tree works not just fine but great (in theory).

I will take a simple but proven tech tree any day if it means more resources to get the economic and political parts of the game completely solid.
 
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I had hoped for something more revolutionary, but I am not too disappointed. This is a fairly traditional tech system.

I'll take this opportunity to sell my proposed system for a DLC or Vic4.

The system would be designed around two tenants: "tech spread" and "doing to discover". All techs would be constantly spreading from the places that have discovered them to places that have not. This spread would not give you techs, but make it easier to discover them. A country's ability to discover techs would be based upon actually doings things in that area. So, discovering railroad tech would be easier if you build more railroads, etc.

This would be far more realistic, but I don't think any fun is lost. You still pick techs to research. Tech research times are just based on what your neighbors (either physical, cultural, or trade) have discovered and what your country is actually doing at that moment in regards to the various tech areas.

Think about it when you have time. Keep up the good work.
This reminds me of rpg's where you level individual skills through use, rather by simply spending points you get from experience levels or some such. That would be very interesting to see applied to a GSG.
 
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Do you have any ideas for what it should be like?
I consider the technology system can be divided into theory(science) and specific application (technology), two technology trees

Theories(science) include physics, chemistry, sociological theories, etc(which are alway by the scientist)
This provides innovation point research and development through universities, and innovation points are randomly assigned
(For example, the weight of theory A is 40, the weight of theory B is 60, and if there are 100 innovation points, 40% is allocated to A and 60% is allocated to B)
Theoretical knowledge is very easy to spread (speed of transmission = number of universities * policy, upper limit of literacy rate)
This is a simulation of the academic research exchanges between Europe in the 19th century. After all, theoretical knowledge is only a few books and some formulas. It is not difficult to spread to other countries .

Technology is another tree of technology.It is the application of science.As we know,The inventors of the technology are engineers or just a worker in the 19th century.
The above inventions depend on the size of the country’s industry in each field. Technological inventions may require some Theories be the preconditions.
(For example, the United Kingdom has a huge shipbuilding industry and sufficient physics reserves, so it is easier to invent ship technologies such as ironclad ships, dreadnought, and submarines.)
The spread of these technologies is relatively slow(compared to Theories), and you may need to invent it yourself, and you can’t gain much of the spread bonus from other countries.
The developing country can obtain technology from the Developed countries by means of technology transfer or purchase (or even stealing?).
Developed countries can use some means to create technical barriers to prevent developing countries from catching up.
 
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