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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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TBH I'm a bit disappointed by this system. A country deliberately researching a particular technology feels something from Civ. I was hoping for a system that's a bit closer to institutions in EU4: where a tech is invented somewhere due to weighted RNG, and then spreads based on literacy, universities, laws, etc. There's something about clicking on a technology to research it that was immersion-breaking in Victoria 2, and will likely be immersion-breaking in Victoria 3.
 
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Did I get it right that some society stuff can be actually detrimental to your country? So if your country has researched democracy, your interest groups can start demanding change to voting franchise laws? If you have not researched democracy, can they still demand it?
 
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Can I manually research a technology that is already spreading in my country to speed up the process?
Also, if the technology spreading in my country is always from the current era, does it mean it is theoretically possible to bypass an early era techs that I very much prefer not researched? What if I want to create a libertarian industrial powerhouse and do not want to research socialism? Is the price for avoiding such a tech always higher in the long run than the benefit?
 
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Did I get it right that some society stuff can be actually detrimental to your country? So if your country has researched democracy, your interest groups can start demanding change to voting franchise laws? If you have not researched democracy, can they still demand it?
I sure hope so. That's how Vicky 1-2 worked, and it fits the era very well.
 
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So all technologies are researched simultaneously at snail pace but I can push one individual tech?
It sounds like you have four techs being researched at a time: one you choose to focus on, and one from each tech tree that's spreading to you from other countries.

Does era-based tech spread mean that even underdeveloped countries get tech spread based on the year? For example, as Dahomey in 1900, can Battleship technology spread even if you haven't researched any Era V techs yourself?
I would assume that you're still subject to the penalty for missing previous era techs (since it looks like a cost increase, rather than a modifier on your Innovation speed). So yes, but it would take ages.

I’d hoped something in the spirit of the old Invention system would have carried over, like a bonus to researching Shift Work the more advanced industrial Production Methods you were using, but this seems pretty solid. I like the changes to ahead of time research.
I was also hoping there'd be more integration with the actual state of your industry and army. e.g., instead of the adoption rate of your industrial techs being restricted by the literacy of all your pops, most of whom realistically are never going to touch that technology, maybe it's based on the number or literacy of Machinists (and later Engineers) working in related industries. So it's not enough just to have educated pops somewhere, you need them to be employed in the area you want to improve. Techs based on foreign relations might get a bonus based on your diplomatic actions, etc.
 
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But yeah, looking at it now, this diary is kinda a miss for me.
It's just a boring, bog standard tech tree that seems ripped from Imperator Rome...
With tons of catchup mechanics for some reason...
No dynamic techs, to boot.
Aaaand education can go from 100% to 4% in a single generation because parents cannot educate children for some reason.
 
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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
On average, leading edge countries will discover perhaps one new technology per year, though this pace can vary greatly from country to country.
So on average, in a 100 years game, there still would be plenty of technologies to discover before the end? Or does this rate increase with time?
 
Will scientists and inventors like Albert Einstein, James Clerk Maxwell and Alfred Nobel make an appearance in Vicky 3 in some form?
 
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I love it. Glad to see techs will spread to you automatically as well.

Will we be able to have combined school systems, both publicly funded and private and religious?
A historical example can be found in Belgium. There was a whole political battle between the Catholics (conservatives) and Liberals and Socialists (progressive) during the 19th and 20th centuries on who was supposed to provide education for the people. In the end both systems were (and still are) in place with schools both provided by the government and by the Catholic Church. This fits in the debate where the (nation)state slowly changes into a welfare state and increases its social programs, something that was previously exclusively the domain of the Church.
In my opinion this could easily be something that is backed or opposed by different IGs. So maybe something to consider if it's not already an option?
 
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How significant is military technological advantage? Like, if there is a war between France and vietnamese states in 1870, will it be literally like in history that 500 French could utterly route 10000 Vietnamese? Or more like eu IV style where after certain time all the distant asian nations manage to catch up and fight Europeans on equal terms?
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.

If the question is more about how rapidly countries tend to catch up to the forerunners in terms of technology, that also varies a lot - most of the countries that start at a disadvantage get most of their tech development from spread, but also start with low Literacy and in some cases severe lack of Freedom of Speech, which slow down the rate by which they develop. They're also unlikely to be able to afford well-staffed Universities as a result of their low industrial development and regressive taxation systems. But if a country can overcome these early limitations somehow they can certainly catch up to the global technology leaders.

Finally, it bears mentioning that in Victoria 3 most technologies give you more options, not global buffs - and those options usually cost you something. So it's rarely the case that acquiring military tech just makes your army better, you have to implement and pay ongoing costs for the upgrades, too. If you want to compete with the Great Powers you can't just rely on passive assimilation of their innovations.
 
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Is there any kind of effect that simulates literate parents teaching their own children how to read/write? Even if a pop can't afford a formal education for their children, I would expect some level of homeschooling to be present. (maybe some kind of cost reduction as an abstraction?)
 
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I remember it being mentioned before that new military tech just increases the original production quantity (i.e there are no Rifles, just small arms), which was a bit disappointing, but I assume from this it means that I discover rifling, my factories produce more of the same small arms after I change its production, but then my military changes its "production" to "Rifles" which increases its combat power at the cost of more small arms. Then when I discover bolt action rifles, it's the same deal; I expend more small arms, my units consume more small arms, but use the production type "bolt action rifles" and fight much better on the battlefield with the same quantity of manpower. Is this line of thinking correct?
 
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If I decide to focus research on a tech that I currently have spreading in my country, does that tech get boosts from both tech spread and my innovation investment, or is a new tech spread receiver chosen?

What if it is the only tech eligible for spread in that category? Would this make it a better idea to research into the next era and leave the spreading tech to research itself?

Also, yay flags next!
 
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A suggestion: It would be very interesting if there were a link between the migration of certain pops and the spread of technology.When scientists, an engineer or an officer migrate, they also take their knowledge with them. There could be an event that could be triggered when a migration wave from a country with more techs to a country with less techs takes place. The type of migrating pops could determine which technology is passed on. In this way, radical ideologies could also spread to countries where they are still unknown. In my backwoods country of Latin America, communism may be unknown, but if many communist workers migrate, it would be logical for them to remain loyal to their ideology in their new home.
 
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Organized sports? Olympics and national leagues confirmed?
 
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So all technologies are researched simultaneously at snail pace but I can push one individual tech?
I would not say snail's pace, tech spread is often a considerable factor. Even a technologically advanced country will probably acquire around 60%+ or so of their techs at least in part due to spread from someone else who got there first.

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.
 
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