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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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Enclosure shouldn't be a technology. It was a process fairly particular to England. If I understand what you're going for, "Government Land Laws" would be more accurate -- the state claiming right to manage land ownership. In England, this involved privatizing common land. Elsewhere, it involved consolidating land held by smallholders into large estates. Or breaking up estates owned by absentee landlords. Or some combination thereof. Or going through a cycle of reforms. For example, in Russia during this period, we see: the state abolishing serfdom and transferring land to communes which were farming it, the peasants now owning land within the commune; then the state allowing peasants to withdraw their land from the commune; then the state forcing peasants back into communes or onto state farms. The closest we get to English-equivalent Enclosure is the Stolypin reforms of 1905, and Russia obviously had things like shaft mines by this point, so it shouldn't be a pre-requisite.

Also limiting import of machinery and weapons to what a country knows how to make doesn't make sense. For example, literally every country aspiring to be a naval power bought British or French ships, because they lacked the capacity to build, much less design their own. Typically a country would import ships, then build to foreign design, then finally design and build their own. Hence Japan going to war with China and then Russia using a basically British-build fleet, which they lacked the means to build themselves. The same is true for heavy machinery, and for heavy weapons.
 
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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.
I don't think that argument really works when public schools also promote cultural assimilation
 
The proposed system spreads ideologies around the world but for the wrong reasons. Ideologies like liberalism, nationalism and socialism shouldn't be researched and their spread shouldn't depend on the literacy of your people (Pops) but rather their consciousness, their radicalism and status of enfranchisement or discrimination. Ideologies should emerge, where these factors exceed some kind of treshold and spread from there. Socialism didn't see the light of day just because Marx wrote a sophisticated book about it but because the blue-collar workers wanted their share of economical and political participation.

Of course you should be able to hinder the spread - by restricting the freedom of speech as example. But not by "not researching liberalism" and keeping your Pops illiterate, so it spreads slowlier.
Except that socialist organizations and frankly the ideology as a whole were NOT grassroots creations. They were formed by certain intellectuals that then courted the support of said workers.
 
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Except that socialist organizations and frankly the ideology as a whole were NOT grassroots creations. They were formed by certain intellectuals that then courted the support of said workers.
That’s a gross oversimplification. Intellectuals are of course important in the history of socialism but so is grass roots action by workers themselves. Do you think strikes didn’t happen before the Communist Manifesto was published? Marx was reacting to the wave of political consciousness already sweeping working people, as seen through, for example, the Chartists of England.
 
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Each choice has its benefits and drawbacks. It is the player choice that will shape the world and how the player experiments the game.
While this sounds mildly interesting gameplay-wise, it is arguably even less realistic than the standard "certain buildings give research mana" system.

Why exactly would adding more accepted cultures hinder technological growth?
 
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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.

Fair, but that was just the example that came to mind, since we were discussing Harvard, specifically.
 
That’s a gross oversimplification. Intellectuals are of course important in the history of socialism but so is grass roots action by workers themselves. Do you think strikes didn’t happen before the Communist Manifesto was published? Marx was reacting to the wave of political consciousness already sweeping working people, as seen through, for example, the Chartists of England.
Calling those movements 'Socialist' is also a gross oversimplification, and not really correct. Strikes are not necessarily socialist in their origins or ideology and neither are trade unions (though many were or became aligned with Socialists).
 
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So much to keep an eye on, sprawled all over the map.

There's no reason it couldn't be very playable - it just depends on whether the UX is up to the task (ie, if gameplay for a world-sprawling nation requires lots of scrolling around checking things all the time - what I call map-micro - then it will be a bit fiddly - but there are plenty of UX solutions to avoid having to deal with this).
 
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Calling those movements 'Socialist' is also a gross oversimplification, and not really correct. Strikes are not necessarily socialist in their origins or ideology and neither are trade unions (though many were or became aligned with Socialists).
My point was not that they were socialist but that workers were already organizing themselves. The ideology was built out of that organization as much as it was the intellectual writings of people like Proudhon and Marx.
 
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My point was not that they were socialist but that workers were already organizing themselves. The ideology was built out of that organization as much as it was the intellectual writings of people like Proudhon and Marx.
Well I was talking about the Marxist Socialist ideology and its organizations. One could indeed argue that early attempts of organization by workers inspired the ideological points of socialism, but they themselves did not form it.
 
Well I was talking about the Marxist Socialist ideology and its organizations. One could indeed argue that early attempts of organization by workers inspired the ideological points of socialism, but they themselves did not form it.
Marx did not found the Communist League. He and other German intellectuals merged with a pre-existing group of radical German workers called the League of the Just.

Marxism specifically developed out of the larger socialist tradition, which was as I have argued a creation of both intellectuals like Owen, Babeuf, etc. and the actions and demands of the working class.
 
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Religious Schools are set up such that you cannot make it as quite as comprehensive as Private or Public systems, which limits the extent of Education Access it can provide but still provides parity at lower levels of Bureaucracy expenditure.
What about countries with public and private schools and religious ones? Also what about public schools with religious hour curriculum like Italy from 1929 to today after the Lateranense pacts?
 
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While this sounds mildly interesting gameplay-wise, it is arguably even less realistic than the standard "certain buildings give research mana" system.

Why exactly would adding more accepted cultures hinder technological growth?
Culture is pivotal in Imperator but not in Vic3.

I do not know what can make Vic3 play differently. It seems that devs have a lot of faith in diplomatic plays, a game of poker that allows expansion by betting a risky hands-off war. A part from that, the game changes mainly by developing the country through taking care of the economy and the political sphere.

Thus, the variables that can bring significant change should be political and economical.

Devs already have said that approval rating from certain IG will decrease the cost of certain technologies. But, what if only by curtailing certain IGs the player would have access to technologies? what if we introduced patents and contracts with companies to access certain technologies?

Similar to what we are experimenting now with the COVID vaccines developed by private companies, the government contracts buying the vaccines and their generic version or other less efficient formulae.

For example, the corliss steam engine was an improved version of the steam engine that was protected by a patent until 1870 (https://en.m.wikipedia.org/wiki/Corliss_steam_engine)

This way, the player investing money and coveting certain IG would have access to inventions and technologies that will be completely different from another play-through.

A communist Russia should be able to collectivize the means of production and spread the use of innovations faster in all the nation regardless of the level of literacy or research. By copying the technologies and making them free to use.

On the other hand, an Imperial Russia will not have access to increased workers output innovations but will be able to use certain technologies by paying royalties to private patents making the owners very happy and rich.

Just my 2 cents.
 
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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.
Public schools also teach conformity. The reason liberal reformers in the 19th century wanted public schools was so that the students could be made 'good republican citizens' aka taught to conform to the values said reformers supported.
 
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We're aware that the tech tree is a bit visually underwhelming right now, and we have set aside time to work on the visuals further before release. The explanation for why it looks the way it does at the moment might be a little contentious, but getting a peek at how the sausage is made is the whole point of dev diaries, so I assume it might at least be interesting even if you end up not agreeing with our reasoning.

When developing the tech tree, we did not start out the way many other games do, by creating a visually pleasing and symmetric empty layout and connections that meshed with the pacing we wanted the game to have, only to later plug in the content we thought might fit well there. Instead we started in the other end, by working out the kinds of techs we wanted to represent in the game and then create the logical connections between them, which then generates the layout and visual connections automatically.
This machine-computed layout is not going to be as pretty as a human could potentially make it, and we briefly considered moving to a model of static positioning to improve it. But we resisted and eventually discarded this idea in favor of making incremental improvements to the visuals of a machine-computed layout instead, for two very connected reasons:

1. We don't want layout and visuals to constrain game design or production - if we think it would improve the game to wedge another tech into Era 3 with a couple of additional prerequisites, we don't want that idea blocked because it'd be expensive to redraw the tree and the art team thinks it'd be hard to make it look as good. We want a development flow where a designer can decide a new tech is needed, spend a few minutes scripting that tech in, add a placeholder icon for it, and start playing their prototype immediately, with the new icon being the only additional requirement which can be added whenever the art department gets around to it.

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.

Visual appeal does take a backseat to those concerns (within reason, of course), but as mentioned we have every intention to continue improving the look and feel of the tech trees beyond what is in the game currently.
I find it simple and functional.

In other words, I like it.
 
Public schools also teach conformity. The reason liberal reformers in the 19th century wanted public schools was so that the students could be made 'good republican citizens' aka taught to conform to the values said reformers supported.
Indeed
One argument for how it is presented in Vic 3 though, could be that public schools get the full weight of the state and its financial backing, while others may have to make do with more limited funds.
 
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One argument for how it is presented in Vic 3 though, could be that public schools get the full weight of the state and its financial backing, while others may have to make due with more limited funds.
That's what I've been gathering. This law is not just about who administers the schools, but also who funds the schools. Religious schools primarily get their funding from religious organizations, private schools primarily rely on pop wealth - hence why only wealthy pops get access, and public schools get most of their funds from the government's coffers. There could be mixes, but this law basically sets the backbone of your education system, on which all the other, mostly unsimulated schools would be tacked on.

It makes sense that religious schools would have a capped education efficiency, as they would be basically reliant on stuff like charity for their funding, but allow for cheap and reasonably effective education for all. Private education could in theory get 100% efficiency, but that would rely on 100% of your pops being wealthy enough for that, unlikely in all but the most prosperous microstates. And of course, public education can get as much money as the state is willing to give, making it easy to picture why it could reach 100% if the state can keep up. Each have their own secondary benefits too: religious keeps the faith high, private helps curb revolutions and public boosts assimilation.

Also, unless I'm mistaken, there's also a fourth education law: Big fat load of nothing. The cheapest but also the most rubbish option as far as literacy is concerned. I imagine it's less literally no schools and more absolutely no standards, a mess of different systems with no real rhyme nor reason to them.
 
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Well I was talking about the Marxist Socialist ideology and its organizations. One could indeed argue that early attempts of organization by workers inspired the ideological points of socialism, but they themselves did not form it.

Marx did not found the Communist League. He and other German intellectuals merged with a pre-existing group of radical German workers called the League of the Just.

Marxism specifically developed out of the larger socialist tradition, which was as I have argued a creation of both intellectuals like Owen, Babeuf, etc. and the actions and demands of the working class.

And that is what I am talking about. Ideologies should emerge and spread because of circumstances and not be researched and spread along technologies. I would have no qualms if one of the conditions for them to emerge were - among others - the existence of an intelligentsia which shares the needs or interessts of the relevant IGs.
 
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