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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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It's tangential, but there was some discussion on population growth and country specific modifiers: will the game represent the early demographic transition towards low population growth France had?

While this seems like a perfectly serviceable system, I am rather disappointed that Victoria 3 will be sticking to a traditional style technology tree. Innovation in this time period (and even today) is modeled very poorly by the tech points + working through a tree system as it ignores the often random nature of discoveries, the interplay between the vast advances in physics and chemistry and their application to engineered devices, the huge impact international trade and communications had on discovery, and the time lag and effort required to make new things like trains actually practical and economical. I would love to see Victoria 3 take a more decentralized approach to technology where the most a state can do is promote education and industry in the hope that technological progress will follow, but I guess that's not for Victoria 3 (for now).

Mechanically though I'm quite excited to hear that techs can diffuse, hopefully this will replicate things like the 19th century American tendency to rapidly "copy" any new advancements that the British thought up.

While I kinda agree with the overall sentiment, I really want to second the part on how research is interconnected. When you read on technology of the period it's actually quite striking how well people realized they were living in times of transition and realized what would be theoretically nice to have. But often that nice wasn't really practical in light of what applied material science was able to produce at that time. Engine technology from the DD is a good example, it shouldn't be more difficult to research better engines without more advanced metallurgy, it should often be impossible to do so at all.
 
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In the new tech system, what will enable Japan to dramatically outpace China in climbing up the tech tree? From what I can see, while Japan will start with more literacy, Qing China will be able to more than make up for that through its massive population, so even if only a small minority of wealthy pops are literate, they'll be enough to staff a much larger number of universities then Japan can afford.
Remember there’s a base value that’s pretty high and the max is capped by literacy. Also universities are expensive so if Japan’s economy is better, they can afford more of them.
 
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I’m getting the impression that technological progress isn’t framed as “the government chooses to research X” but that X is invented/discovered/accepted/adopted by people and it just so happens that the player can determine X. While there were certainly government funded research programs during this period, the Civilization-style approach of choosing research annoys me with the implication of ahistorical government control over innovation.
The binary nature of tech in Civ, and most games, is becoming a real turn off for me. Vicky 1 it was at least a bit random which techs were available to research, and then the benefits were felt over the next few years rather than a big bang at the start. I was really looking forward to this Dev and hoping that it would be something similar and while I like most of what they are doing I still feel that the player has a bit too much control. Even just the idea that if 'you spend this much money then you will definitely get a tech by January next year' needs to be retired.
 
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A minor QoL request: let us queue up multiple research choices at once- if I research a tech every year, I probably don't want to have to pick a new tech every year, but rather select 4 or 5 all at once so I don't get distracted from whatever bit of the economy I am micromanaging at the time a tech completes. Give me a notification and let tech continue on its merry way according to whatever grand plan I made earlier.

If I don't have an active new tech selected, is all innovation is channeled into whatever I am currently getting via passive spread? Or a way to temporarily store points while you are deciding would be useful, so that we do not have to pause the game every time a new tech completes.

Overall, this system looks excellent.
 
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Are there any inventions connected to forts or other strongpoints - I suppose that forts are included in the game :) Thanks for good job :) and what about release date????????
 
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A minor QoL request: let us queue up multiple research choices at once- if I research a tech every year, I probably don't want to have to pick a new tech every year, but rather select 4 or 5 all at once so I don't get distracted from whatever bit of the economy I am micromanaging at the time a tech completes. Give me a notification and let tech continue on its merry way according to whatever grand plan I made earlier.

Oh, I like this idea a lot, and I agree.
 
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Remember there’s a base value that’s pretty high and the max is capped by literacy. Also universities are expensive so if Japan’s economy is better, they can afford more of them.
At game start, pop for pop, Japan will have a superior economy, however you have to keep in mind that sheer size of the Qing, they had a population 10-15 times higher. Japan will be able to keep a higher proportion of its pops working in universities, but due to the Qing's sheer size, it could probably have 2 or 3 times more total University pops then Japan, despite its per person lower incomes.

As for literacy, literacy will enable Japan to direct its research better than Qing, but given both countries start behind in the tech tree, the overflow from Qing's Universities past their lower literacy limit will probably mean they climb the tech tree faster than Japan.

The only thing that might restrain the Qing vs Japan is if they have to spend more preventing rebellions in their much more diverse population.

My point is that the massive size of the Qing compared to every other tag makes a lot of game mechanics difficult to balance.
 
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I hope paradox will fix turkish race. Do not forget the create similarity between Asian turks and ottoman turks. This races like south germanic and north germanic races
The best you could ever hope for is to have the Ottoman Turks and the Azerbaijani Turks in the same category. The central Asian Turks and the Ottoman Turks are far too different by this time period, with wildly different cultures, despite having shared linguistic origin.
 
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Not going to lie, I'm not a huge fan of a classical tech tree for this kind of game. I'd really prefer a system that was more based around innovations and idea spread. I might do some kind of write up of how I'd design my ideal system at some point.

That said, for what it is it looks good, and it doesn't bother me much.
 
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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.
I was curious about this concept in particular. When upgrading, do you have to move through advancements or can you rush certain upgrades if you get them early? Say you happened to rush a certain advanced military tech, but haven't completed the upgrades of your military using the previous level of tech. Could you decide that the old tech is out of date and skip ahead to the advanced tech, or do you have to have completed the previous upgrades before further upgrading your army?

Im comparing this a little to hoi4, where you dont actually have to produce the new equipment just because you researched it, so if you get an even better piece of equipment you can start upgrading your forces to this rather than having to waste time and production efficiency producing the lower tier of upgrades.
 
So the technologies like "we have invented Terrorism!" remain? Bruh
Why would anyone "research Anarchism?" That shouldn't be a technology
So that you can send a bunch of violent anarchists into your enemy's country to subvert them. It'd be like how the Germans sent Lenin on a train to Russia to undermine the Russian war effort.
 
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Can we cue research? This would help to avoid having a 'save' up research points mechanic and would generally make life easier.
At present, no - this would actually be a pretty sizeable feature since it'd have to recursively compute which techs are prerequisites (since the trees can get quite complex), manage and display the queue, alter the order of the research queue automatically if certain techs become cheaper to research (due to e.g. tech spread), different UI considerations (since you can select any tech, not just the ones that "light up" as available), etc.

It's also of lesser importance to have a save-up-points mechanic since excess Innovation goes towards the techs spreading to you, so you're not wasting your output if you don't immediately select the next tech.
 
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There is a "Normal Wage" recomputed for your country every week that's based on the average wage rate across your private sector in Incorporated States. This Normal Wage is used as the basis for government and military wages, though you can lower or raise it around that baseline if you wish. University workers get paid a "Government Wage", so the same as Pops who work in e.g. Government Administrations and Art Academies.
If you rely on private schools can you lower the cost of paying all your university workers? It would make sense if all your educational institutions are privately owned you wouldnt have to pay them as much since they are also being paid in the private sector
 
It seems weird that I have to develop private landownership first in order to get better mines, as everyone knows that all the land and all the peasants living on said lands are the sole property of the supreme autocrat
 
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So that you can send a bunch of violent anarchists into your enemy's country to subvert them. It'd be like how the Germans sent Lenin on a train to Russia to undermine the Russian war effort.
You don't need to invent anarchism to make sabotage in another countries. Also since when Lenin is an anarchist?
 
Will there be an option to automatically pause the game when you acquire a technology (both from reasearch and from spread)?
 
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While I kinda agree with the overall sentiment, I really want to second the part on how research is interconnected. When you read on technology of the period it's actually quite striking how well people realized they were living in times of transition and realized what would be theoretically nice to have. But often that nice wasn't really practical in light of what applied material science was able to produce at that time. Engine technology from the DD is a good example, it shouldn't be more difficult to research better engines without more advanced metallurgy, it should often be impossible to do so at all.
Yeah... commercial steam engines had been around for over a century by the start of Victoria 3. The various luminaries of the day understood the potential of the technology, but were limited by their understanding of the fundamental physical principles at work, poor-quality materials availible to them, and access to the capital needed to actually build systems on scale. Practially all modern technology is built atop the advances in mathematics in the 18th century that enabled discovery and quantification of the physical laws now codified in chemistry, physics, and biology during the 19th and 20th centuries. However, the modern world with its applications of those laws was built on their widespread dissemination to people with enough resources and incentive to apply them, and a sufficiently interconnected information network that every subsequent inventor could build off his predecessor's work regardless of whether they were down the street or across an ocean. Getting hooked into that network should be a critical method nations use to both drive new technological progress and in the cases of less advanced nations try and catch up to the rest of the world.
 
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The Eureka concept in the Civ 6 tech system is interesting, since it boosts research in logical things that the civilization excels at.

Have you considered a similiar mechanic, making for example research in steel production technologies more effective if you have a strong steel industry?
 
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