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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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"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."

Will privately funded universities be possible alongside public ones? It would be pretty cool if universities would crop up named after some wealthy industrialists.
 
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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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What happens when I conquer a state with buildings that rely on tech I don't have? Can I also get Sericulture when I start eating China?
 
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Ok, seems fine. Two points on the Texas screenshot.

Access -> Literacy -> Innovation, so Literacy is the potential built up in the population that leads to innovation, but I think "Literacy" is too low-level a concept here and the wording is immersive but inaccurate. In general, populations have preserved literacy as such through domestic transmission, and I can't think of many situations of mass regress among populations as in the case discussed. However, it's absolutely fair to say that societies lose the collective ability to produce cutting-edge research because their literate folk get distracted by things like famines.

A smaller note is that the Catholic hierarchy's attitude to education doesn't make much sense as an input to the literacy of Protestant POPs.

The Sericulture example is interesting. It means Chinese efficient production of silk is linked not to ownership of its provinces, but to its government, and it may create productive silk in overseas territories (if this is part of the game). Thematically, though, it is a little difficult to understand, in light of the Byzantine emissaries' successful "liberation" / "theft" of the knowledge centuries before the beginning of V3.
 
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Will there be a specific mechanism to represent isolationism? I.e. in an isolationist state the government could either take a reactionary stance and reject all new technology research, or try to modernise, but face very serious opposition from certain interest groups?
 
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How is the AI going to handle which tech to choose? Will there ever be an occasion where an AI really wants some tech enough that they skip others and eat the extra tech cost, or will they generally play it safe? Would ruler personalities affect which tech they choose? (Such as, a military inclined king focusing on military tech.)

By the way, I really like the system. It's reminiscent of other games with tech trees but has its own spin.
 
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If pop religions give buffs, Judaism should absolutely give a massive literacy increase, regardless of anything else. As far back as the medieval period, almost all Jews could read, and even as far back as the 800s BCE, archeological evidence (in the form of a vastly disproportionate number of inscriptions by commoners) strongly suggests a vastly higher literacy rate in Ancient Israel then in surrounding cultures. The reason is simple; you can't study Tanach and Talmud if you can't read.

This is, in fact, relevant in Vic3's period; it's a large part of the reason why Eastern European Jewry was disproportionately involved in political movements. Oppression played a major role too, of course, but so did literacy rates of practically 100%.
 
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This all looks fine, but honestly I'll really miss the inventions system from Vic2 (/HPM) - that's actually seemed the best way of representing how technological change actually works, with some ability to direct high-level abstract ideas ("organic chemistry") but the adoption of inventions that actually change behaviour ("oh wow - petrol!") stemming from co-dependencies with other technologies and a healthy dollop of random chance. I much prefer that to this more boardgame/Civilisation-like directed approach.
 
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In regards to that unique Chinese Tech 'Sericulture' would immigration from china allow the tech to spread?

Also are there going to be other unique techs like it?
 
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Does literacy have some level of self-propagation? If not, I feel like it should, as homeschooling was still a vital way that literacy was passed between generations. I'm not asking for it to be as good as formal education, but at least a percentage of the parents' literacy ought to contribute to the children's education access, perhaps dependent on access to goods like paper.
 
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What elements can we expect to change visually over time? We have been told about trains chugging along around the map, but will POPs' clothing change? Will the uniforms of soldiers change? The change from 1836 aesthetics to 1935 aesthetics is quite dramatic, after all.
 
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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.
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.
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!
 
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If it's an idea that spreads through books and expert practice, I don't see why you can't represent it in the system, be it dynamite, shift work or feminism.
 
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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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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
 
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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?
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!
 
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If pop religions give buffs, Judaism should absolutely give a massive literacy increase, regardless of anything else. As far back as the medieval period, almost all Jews could read, and even as far back as the 800s BCE, archeological evidence (in the form of a vastly disproportionate number of inscriptions by commoners) strongly suggests a vastly higher literacy rate in Ancient Israel then in surrounding cultures. The reason is simple; you can't study Tanach and Talmud if you can't read.

This is, in fact, relevant in Vic3's period; it's a large part of the reason why Eastern European Jewry was disproportionately involved in political movements. Oppression played a major role too, of course, but so did literacy rates of practically 100%.
While I think Judaism should give a bonus, it shouldn't equal automatic 100%, as just because you're educated on religious texts, doesn't mean you're regularly reading newspapers or educated on the latest developments in science or art.

Also, a pop is not just male, while literacy was nearly universal among Jewish men, the same was not true among Jewish women, as there were not any religious requirements for women to be able to read.

Still, Jews should have the literacy equivalent of "universal primary education" at game start, putting them in a relatively good position economically. It would certainly be an improvement over Victoria 2 where Russian Jews had the same literacy as Russian Tatars and Kazakhs...
 
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A smaller note is that the Catholic hierarchy's attitude to education doesn't make much sense as an input to the literacy of Protestant POPs.
It looks to me like in the screenshot, the government has the policy that gives that -10% literacy, and if I had to guess it would also increase conversion rates. So when it's government policy, I think it'll affect the literacy of protestant pops.
 
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.
 
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