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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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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.

Al-Khalidi said:
Nice system! Is it possible to make big percentage of society literate just with religious schools?
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.

Muezzinzade said:
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.

NilsFabian said:
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.

BotherMe said:
How are the wages of university staff calculated? Is it based on the average income of the country, the average of the middle strata, or something else?
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.

Cypres said:
Will certain nations start the game with negative research modifiers from the start of the game?
Not unless it's very obviously associated with some prior historical event, no (and I'm not aware of anything like that in the current build of the game). We try to avoid arbitrary country-specific modifiers unless they're obviously linked to something "real", like geographical features, a Law on the books, etcetera.

Actually, here's an example: China should obviously be the world's major producer of Silk, right? So instead of giving China a flat +10% Silk Production just for being China, or saying that Silk Plantations can only be built in states that China owns at game start, we made it so the country actually starts with a tech nobody else can (normally) acquire: Sericulture. This tech is disconnected from the rest of the tech tree and can only be acquired via events, as it's an ancient tradition that was closely guarded. But if a part of China was to split off, that country would also have knowledge of Sericulture and would gain the benefit.

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Make Victoria 3 said:
state press and censored press should allow the player to suppress certain ideas, but not be a static penalty to tech/idea spread. So if you don't want your pops to get any silly separatist, socialist or fascist ideas then you can just suppress these. In the case of state press it should even be possible to promote ideas you want to spread. The advantage of a free press would be that you don't need bureaucrats to oversee it, while with censored or state press the pops who have oppressed thoughts are more militant.
We've actually been toying with the idea of being able to tag specific techs for suppression, the main challenge is making it something with comparable benefit to the other ways you can spend Authority rather than just a gimmicky thing you can do but won't in practice. We'll certainly explore this for the future!

Gotta say I disagree with you that censorship should not be imposing a penalty to the general spread of ideas though, I think it's reasonably well established that cracking down on freedom of speech tends to have a chilling effect on a society.
Make Victoria 3 said:
Also it seems that there is a hard cap to innovation per week of 200 when literacy is at 100%? This should not be the case and assuming that it is the national literacy it would also mean conquering and incorporating large amounts of land with illiterate people would harm your research progress which would not make much sense either. So at least it should be changed to something like max innovation is base 100 + avg. literacy*total pops*some modifier to reduce it to reasonable levels. luxembourgh was certainly not backwards, but they were not really famous for cutting edge technology either.
The Literacy-based hard cap to active-innovation-spend-per-week is absolutely intentional, since no matter how many universities you have you can't research Dynamite in a week. :D On the other hand any overflow goes towards your tech spread, to ensure excess Unis do something for you at all times.

One important note is that it's only the Literacy rate in Incorporated states that matter for this purpose, so conquering large swaths of land filled with illiterate Pops won't penalize you as long as you don't Incorporate them!

MrMineHeads said:
Great dev diary. One question: can you import more technologically advanced arms (relative to what your country itself can manufacture) from a foreign nation, and if so, would it be possible to get a "discount" to researching the tech needed to manufacture said arms? For example, if Germany buys tanks from the UK but it itself cannot manufacture tanks because it doesn't have the tech, because it imports it from the UK, will it have a boost if it tries to research Tank Techs?
Bit of a complicated answer to this one. The general answer is that techs that unlocks new goods must be known to the user as well as the producer, so a country cannot make use of imported tanks if they don't also know how to make them. On the other hand, different tiers of infantry units just need more Small Arms, Ammunition, etc (based on the idea that quantity equals quality for many goods), so the ability to produce new firearms (increasing your output of Small Arms) is decoupled from your ability to use those firearms (which tends to be framed as an organizational of doctrinal shift rather than one specifically based on armaments). At this point we do not include any kind of tech boosts from running trade routes, maybe in the future!

Duarte said:
I would like to point out Portugal also had sericulture, specifically in the northen part of the country there is even a story about a jesusit monk stealling mulberry tree branches and the like, while from my understanding Production of silk in portugal was never much, but anyway, i do hope there is an event about the secrets of silk production beeing stolen by missionaries are in the game
Yeah, the way we've modeled this is that certain states have the necessary preconditions for establishing Silk Plantations, but without the Sericulture tech they don't produce as well. So there's still a benefit to trading silk with China, though certain European countries are able to produce a certain amount themselves for domestic use if they have the manufacturing demand for it.

SignedName said:
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?
No, the prerequisites for getting tech spread is:
- you must theoretically qualify to research it yourself (i.e. you have all the prerequisite techs)
- it must be researched by someone else in the world already
So unless you already have the prereqs to research Battleships, you're not going to be getting tech spread in it. The actual year absolutely never matters at all, the Eras are guidelines for what to expect and not based on exact dates.

Halberdier King said:
So if countries usually start with 20-30 technologies, and cutting edge countries discover about 1 per year (as you said), and there are ~175 techs, does that mean that even an advanced country will only get about 2/3rds of the techs before game end? And a country that starts off in a bad spot may not even get the majority of the techs? That seems odd.
It might be a little faster than that, but the intent is that only the powerful Major and Great Powers will be able to fully complete tech trees by game end and will need to make hard decisions about which Era V techs to focus on when during the tail end of their campaign. A great many countries will acquire less - maybe not less than 50% due to the effects of tech spread in the latter half of the game, but perhaps around 60-70%, yes.

GDQuirm said:
What level of technology can a country that puts no effort into advancing literacy or building schools expect to reach? Will a central African state with no import of ideas from outside its borders have steel working and atmospheric engine in 1900?

This is basically a question asking how passive the system is, trying to get a vague idea of the pace. It’s impossible to have any opinion without a sense for it.
Steelworking and Atmospheric Engine by 1900, almost certainly, yes. We're thinking of ways to model tech spread in very isolated (or Isolationist) countries with virtually zero contact with the outside world, but at the moment we make the assumption that all centralized countries have some sort of contact with the outside world and is exposed to all kinds of ideas. Whether they would like to or can afford to implement them is another matter.

Bruno Ptc said:
Does historical universities have their own name? Like Harvard instead of University in Massachusetts
No :( We will however look into player-named buildings (and other entities) post-release, we love the idea and want it in the game but it comes with some unexpected complexity we don't want to risk at the moment.

Azkiol said:
How many technologies can spread at once?
Three, one per tree. Less if there's nothing you qualify for in a certain tree.

King Doom and Ice Cream said:
Looks really solid! I am curious about one thing! Most of what we've seen so far is very different from what we've seen in previous Paradox games, but this looks quite traditional besides from the tech spread. This is not a bad thing per se, and I really like how it works together with literacy and the interest groups. But I would like to know what made you decide to go for a more traditional tech tree instead of something newer and more innovative, like with warfare and economy. What makes this the perfect system for tech in Victoria 3?
Great question! We actually experimented with a lot of crazy ideas for quite some time, both on paper and in prototypes. All of the things we modeled were cool in their own way, but often got in the way of player expectations, were confusing, exploitable, or impossible to balance. Most of all, early feedback kept returning to the same thing: where is the tech tree? After digging further we came to the conclusion that the key thing most people were after in the tech system for this game was the ability to plan ahead and strategize, and a lot of our clever ideas got in the way of that. As a supporting system for pacing and player strategizing, we came to the conclusion that technology in V3 needed to be intuitive and comprehensible first and foremost, not a minigame or something that drastically deviated from player expectations.

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

Katakras said:
Can you change what technology to research once you have started with one? And if so, do you lose the innovation spent on the other one, or does it get stored as progress done for the previous technology?
Yes you can change your mind, no you don't lose progress made.

kalauer said:
Could you elaborate on the role of Universities (and their costs)? Because shifty as long-time GSG players are, I immediately had to think that spamming Universities seems to be a no-regret way to get ahead in technology, even with the literacy-limiter in place. Like this:

I build Universities way beyond the 200 (?) innovation points maximum that is allowed by base and maximum literacy.
I only research ahead of time.
I use the remaining innovation to boost spreading, catching all the techs I missed along the way.

So I guess you thought of this, of course. Why is this not a good strategy/how did you model the system that it isn't?
It's insanely expensive and has a lot of diminishing returns built into it. If you don't reinvest a sizeable amount of your money into your economy you will eventually fall behind no matter how ahead you are in tech.

Enska said:
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?
The way it works is that some Society techs unlock Laws along with Ideologies that favor those Laws, so at the same time as you're able to enact the Law you're also likely to get more people demanding that you do. In some cases you are technically always able to enact a Law except it has no support until the supporting Ideology comes along to demand it.

Al-Khalidi said:
Are there technologies that increase population growth significantly?
Effectively yes, because there are technologies that decrease your mortality, which increases net growth.
There are also technologies like Birth Control that reduces natality, though it comes with other benefits.

Bane5 said:
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?)
Yes, the base Wealth value (including increased consumption of Services, etc) is meant to represent this as well. The ability to effectively homeschool your children is not available to those living and working in poverty.

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


Gerulus Sum said:
Would it be possible to mod the game to remove direct research, and handle all tech spread through osmosis?
Absolutely. Remove about 20 lines of script, done.

endersaim said:
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.

JakopDalunde said:
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?
We actually considered and discarded the Eureka concept for V3 very early on. It'd be trivial to do in our engine, what we didn't like about it is that it felt like putting the cart before the horse, and constrained creativity: rather than me inventing the Bessemer Method because I need more Steel, I build more Steel Mills so I'll get a discount to researching the Bessemer Method, so I wouldn't be "wasting" my research. Presumably the increased focus on Steel I get from this process now makes it cheaper for me to get some other Steel-production-related tech, so now it feels bad to go research something in a different field where I don't qualify for a discount, etc.

The connection between what a country knows and what a country does already comes naturally from the other direction - if I need more Steel, I research a better way of making Steel, then I implement that. My Steel Mills are now more effective and more of my economy will start to rely on Steel. Maybe my next invention will be in Trade so I can leverage this Steel power globally, or in Artillery production so I can make use of the Steel in my domestic armaments production. I prefer if players are free to think in those terms rather than in what hoops they now have to jump through to get the best bonuses next time. The main issue is with the AI, ensuring it doesn't make too harebrained decisions and research garbage that doesn't benefit them and has nothing to do with their strategy, but that issue should be dealt with in AI programming - not short circuited via artificial reward systems - in my humble opinion.

MylesSCP said:
Would it be possible to mod current literacy as a modifier?
Current literacy is already a "modifier" in the sense that progression towards Education Access is gradual by definition; the higher the current Literacy the longer it takes to drop to a lower level, since it's modeled via birth and death rates (meaning also that the higher the Pop's Standard of Living, the longer their life expectancy, and therefore the longer current rates stick around). Sure, we could make it adjust Education Access as well, but all that'd do in practice is add more inertia and make the values that factor into it harder to understand.

MylesSCP said:
It will entirely depend on how fast it actually drops in practice, but if it goes from 100% literacy to 4% literacy in a generation(somewhat insinuated but could also just be generalized language in the image caption) that seems like too fast of a drop, even for the poor and propagandized. And I don't feel like wealth fully captures the ability of the already educated to pass that knowledge on.

Thanks for the answer!
Ah, poor choice of words on my part! The next generation of Clerks - i.e. all Pop growth from this point on - would indeed have only 4% Literacy, but this Pop growth happens gradually over time, so the length of time required to make the entire Pop only 4% Literacy would be equal to the time required to replace every individual member of that Pop - so maybe 30-40 years or so at least? About 1/3rd to 1/2 the total running time of the game. Longer than that if at higher Standard of Living (even disregarding the boost in Education Access that would inherently provide) and shorter if lower.
 
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So the Intelligentsia can only influence the pace of adoption of Society technologies? Are they not representing the academic elite as a whole, but just the cultural sections of it? I get that the Armed Forces and Industrialists are the main IGs interested in their sector, but aren't they still developed by the academia's researchers?

Also, aren't universities more directable than a group as vague as "literate people"? It seems as though literacy would be better to express the scale of research while universities allow you to control the direction of research. Or do you have a different reasoning?
 
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This seems like a far better system for year-locking technologies than your past games have used - it feels organic, it's a soft cap, but it'll (hopefully) be effective in preventing aggressive rush strategies. I hope it works as well in practice as it does on paper, because it'd be nice to see in EU5 or Stellaris 2, not just Vicky 3.
 
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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.
View attachment 784064
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.
View attachment 784065

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.
View attachment 784067
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.
View attachment 784068
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 (IIII) 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...
View attachment 784070
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.
View attachment 784071
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!
Nice system! Is it possible to make big percentage of society literate just with religious schools?
 
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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.
View attachment 784064
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.
View attachment 784065

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.
View attachment 784067
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.
View attachment 784068
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 (IIII) 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...
View attachment 784070
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.
View attachment 784071
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!
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?
 
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So all technologies are researched simultaneously at snail pace but I can push one individual tech?
 
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How are the wages of university staff calculated? Is it based on the average income of the country, the average of the middle strata, or something else?
 
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Nice dev diary, nonetheless it seems to be a bit abstract, that the only meaningful impact on the actual research capabilities of a country is the number of universities that they have on their national territory. The literacy component is a direct consequence of your education fundings and effort anyway. Also, universities are little more than a "burn money & employ educated people" to produce innovation. The fact that the player is then able to dedicate 100% of the technological efforts of the British Empire into researching organized sports (example), seems a bit off to me. And while nonetheless, this system is already a thing in Victoria 2, I had hoped for a slightly bolder change. The way tech is handled seems like an awkward mix of Emperor's Rome tech tree, Vicky 2's complete focus of all the technological effort at once. And HOI4 research penalty.
 
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I wonder how the technology that is spreading through your country is chosen? Maybe it could be influenced by what you have in your country, so one with lots of mines would be more likely to have mining technology spread in it, because there would be a lot of mine owners who would pick up those ideas from elsewhere.
 
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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.
 
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Pretty straight forward, but seems like pretty good stuff. Easily he best part of this to me is the fact that the technology mostly unlocks stuff instead of giving you bonuses. I genuinely feels hate in my heart every time I have to mess around with little finicky stat buffs in any video game, just really makes me displeased. Unlocking stuff is way more in my wheelhouse personally.

I will note that this is the first Dev Diary for me which is just totally and utterly overshadowed by the announcement of next weeks dev diary topic FLAGS BABY LETS GOOOOOO FLAGS WOOOOO
 
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state press and censored press should allow the player to suppress certain ideas, but not be a static penalty to tech/idea spread. So if you don't want your pops to get any silly separatist, socialist or fascist ideas then you can just suppress these. In the case of state press it should even be possible to promote ideas you want to spread. The advantage of a free press would be that you don't need bureaucrats to oversee it, while with censored or state press the pops who have oppressed thoughts are more militant.

copied from the discord feedback.

Also it seems that there is a hard cap to innovation per week of 200 when literacy is at 100%? This should not be the case and assuming that it is the national literacy it would also mean conquering and incorporating large amounts of land with illiterate people would harm your research progress which would not make much sense either. So at least it should be changed to something like max innovation is base 100 + avg. literacy*total pops*some modifier to reduce it to reasonable levels. luxembourgh was certainly not backwards, but they were not really famous for cutting edge technology either.
 
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Great dev diary. One question: can you import more technologically advanced arms (relative to what your country itself can manufacture) from a foreign nation, and if so, would it be possible to get a "discount" to researching the tech needed to manufacture said arms? For example, if Germany buys tanks from the UK but it itself cannot manufacture tanks because it doesn't have the tech, because it imports it from the UK, will it have a boost if it tries to research Tank Techs?
 
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