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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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There's a good point in the posts above that, even in the 19th and early 20th centuries when technology was advancing rapidly, there were periods of great breakthroughs and of relative stagnation. Especially if viewed at the level of countries catching up with the forefront of technology. But these paradigm shifts aren't a model that works in a game that wants to use tech as a continuous reward for the player for "good play".
Isn't this modelled as education/free speech/radicalism among pops that could also boost Innovation which boosts tech? Depending on how wars go, there could be great waves of radicalism and turmoil in the world followed by or preceded by periods of peace and stability that preserve the status quo. I think if the state of a nation's pops and laws work as intended on Innovation, there will be natural organic periods of breakthrough and stagnation.
 
Isn't this modelled as education/free speech/radicalism among pops that could also boost Innovation which boosts tech? Depending on how wars go, there could be great waves of radicalism and turmoil in the world followed by or preceded by periods of peace and stability that preserve the status quo. I think if the state of a nation's pops and laws work as intended on Innovation, there will be natural organic periods of breakthrough and stagnation.
I think you have it backwards. Stifling free speech restricts radicalism and lowers innovation, but it doesn't follow that more radicalism means more innovation. Radical pops are bad for your innovation production (and everything else) because they represent people who are strongly against your current government - who may be progressive, reactionary, nationalist, or have some other general grievance. The way to have rapid tech progress in Vic3 is to have a nation with both free speech and a relatively peaceful and cooperative population, so that they aren't expending their ingenuity on new ways to make trouble for your government.
 
I didn't understand a little bit. so please, tell me. Does we have airplanes?
We know that armies can have Aerial Reconnaissance units attached to them, and these use an Airplane good. I don't know whether there will be civil aviation (it's a bit early for airliners, but you could have airmail or air travel as a luxury good) or naval aviation.
 
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We know that armies can have Aerial Reconnaissance units attached to them, and these use an Airplane good. I don't know whether there will be civil aviation (it's a bit early for airliners, but you could have airmail or air travel as a luxury good) or naval aviation.
Interesting... thank you!
 
I didn't understand a little bit. so please, tell me. Does we have airplanes? I hope that we have them.
It wasn't quite covered in this DD, but overall the devs were clear that we should get air forces as special units towards the endspiel.

So yes, we sure does has airplanes.
 
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Isn't this modelled as education/free speech/radicalism among pops that could also boost Innovation which boosts tech? Depending on how wars go, there could be great waves of radicalism and turmoil in the world followed by or preceded by periods of peace and stability that preserve the status quo. I think if the state of a nation's pops and laws work as intended on Innovation, there will be natural organic periods of breakthrough and stagnation.
Only to a point. They're each continuous research systems, in the sense that in the archetypal game, you will discover techs roughly at the same rate in any given year or two-year span. People are vaguely conscious that this model of continuous discovery doesn't work for situations like the Meiji Restoration but perhaps it's just not how real technology works in general. This is somewhat related to the Kuhn position in the Popper-Kuhn debates.
 
We know that armies can have Aerial Reconnaissance units attached to them, and these use an Airplane good. I don't know whether there will be civil aviation (it's a bit early for airliners, but you could have airmail or air travel as a luxury good) or naval aviation.

Airlines existed in the Vicky 3 period - towards the end, to be sure, buy they were a thing. See the link below for the establishment date of airlines.


Here's an early airliner that fits into the period :)

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You say this, but I don't envy whoever has to pick between Oxford and Cambridge.
Actually it would be a lot easier for the US than for other places. Just pick X number of the Colonial Colleges. If it's 3, then Harvard, Columbia, and William & Mary to spread it more around the country. If it's 4, then add Yale.

Ah, my point was that there are individual US states with multiple to pick from. For example, given the technological contributions of MIT, one can easily argue that they deserve to be the 'named university' in the Massachusetts state. At least Oxford and Cambridge aren't down the street from each other, like Harvard and MIT are.
 
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Ah, my point was that there are individual US states with multiple to pick from. For example, given the technological contributions of MIT, one can easily argue that they deserve to be the 'named university' in the Massachusetts state. At least Oxford and Cambridge aren't down the street from each other, like Harvard and MIT are.
You can't argue that MIT should be a named university honestly. Basic research shows that MIT didn't become a focused research university until the 40s under Vannevar Bush. Back in the Victoria time period it was just a standard vocational school with nothing really to make it stand out.
 
Reference my lengthy comment earlier in this series of messages, about Steam Power and Mining --
I found out in the main Vicky 3 forum that the projected Year Range for V3 will be 1836-1936, and if that holds true and 1836 is the calendar year start date of this game, then the V3 PM and Dev's have some history homework to do, reference that Tech advancement wire diagram. Just absolutely off in timing if a Western European nation or the USA.
For example, the Atmospheric Engine was portrayed as a branch from Shaft Mining -- that Newcomen Engine (the AE) was a circa 1712 invention and soon after commercially implemented, and the Watt Engine in 1776 took over and was primary mining helper from then on. An 1836 game start means that all developed nations had already cast off the Newcomen Engine in favor of the Watt Engine (and even Watt's engine was old in the tooth at that point and other engines were taking over). So, the Game Dev's are basically 2-3 generations of tech behind on their chart for this and other cases. They really need to look up invention/fielding dates for all that stuff on their chart to see if it has logical sense, not just if a graphic and a worded name for the tech look cool.

Frankly, I'm starting to get concerned that Paradox Dev's aren't as sharp on their history like they used to be. Johan needs to hold History Classes during Lunch breaks.
 
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There is no way to influence which idea (technology) is currently spreading? So we can either embrace random idea we've got or freeze our spread entirely, though we'll get it anyway. It would be worth considering to make censorship work as a tradeoff between control and speed of idea spread - for example:

- possibility of prioritizing speed of several simultanously spreading ideas
- possibility of influencing probability of next random ideas

Now it's hardly viable - of course we understand the aspect of "delaying the inevitable" and roleplaying value and you've clearly stated that it should be and will be out of player control. I'm simply afraid that's too similar to spread of reformation in EU4

It sounds like it will be like Crusader Kings 3's system. I'm fine with it being determined by the game, but I wouldn't mind if it was somewhat influenced by circumstances (i.e. if a tech is held by multiple neighbors and/or others with your culture).
 
Reference my lengthy comment earlier in this series of messages, about Steam Power and Mining --
I found out in the main Vicky 3 forum that the projected Year Range for V3 will be 1836-1936, and if that holds true and 1836 is the calendar year start date of this game, then the V3 PM and Dev's have some history homework to do, reference that Tech advancement wire diagram. Just absolutely off in timing if a Western European nation or the USA.
For example, the Atmospheric Engine was portrayed as a branch from Shaft Mining -- that Newcomen Engine (the AE) was a circa 1712 invention and soon after commercially implemented, and the Watt Engine in 1776 took over and was primary mining helper from then on. An 1836 game start means that all developed nations had already cast off the Newcomen Engine in favor of the Watt Engine (and even Watt's engine was old in the tooth at that point and other engines were taking over). So, the Game Dev's are basically 2-3 generations of tech behind on their chart for this and other cases. They really need to look up invention/fielding dates for all that stuff on their chart to see if it has logical sense, not just if a graphic and a worded name for the tech look cool.

Frankly, I'm starting to get concerned that Paradox Dev's aren't as sharp on their history like they used to be. Johan needs to hold History Classes during Lunch breaks.
If it's not ubiquitous to the world in 1936, wouldn't it make sense then that it'd be part of first tier technologies for decentralizated countries or other places?
 
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If it's not ubiquitous to the world in 1936, wouldn't it make sense then that it'd be part of first tier technologies for decentralizated countries or other places?
If you mean that in 1836 (not 1936), that at game start -- the tech that isn't ubiquitous should be properly tiered, you have to consider that the "Baseline" tech for Western Europe and USA would end up with more of that tech chart already filled out, and unless the Dev's really build a massive chart that extends many tech generations out, and if reality of what was actually invented/known vs future tech is portrayed at game start -- there's more tech to grant to Euro/USA than what the current Dev's building that chart may realize. To stay with my prior example, all the mining and surrounding tech should be "known tech" to Euro/USA at game start, there's none of that in need of being discovered. So the only time a nation would "learn" such tech is if the nation is in a far-off 3rd world position that has no hope of advancement in a 100 year timeline game (as was the case in Vicky 1 and Vicky 2 -- sheer waste of time to play small/3rd world nations given the short game timeline). So, if far-off 3rd world countries have "no hope" in a Vicky 3 game that is 100 years in length, then what's the point of showing all the tech that is already learned, if all the competitive nations already come with it baked in? If all the starting top-tier nations are just like each other for the majority of the tech, then none of them are special, which then begs for an entirely new Baseline as to what the Tech Chart should even portray (or just a waste of graphics and scrolling around to see all the tech buttons that were already auto-pressed because your nation already learned it, and that same perspective would ring true for many peer nation starts in Euro/USA).

So Vicky 3 could run into similar issues as Imperator: Rome if the Dev's don't watch out, that development time/hours should probably be spent to shore up the largest, most "important" starting Nations at the core of the game, and ensure a game play-through is properly fleshed out in terms of Tech Start, Tech Advancement, initial Power vs pace to achieve dominant/hegemon power by end of game, etc. Frankly, there may be some Scorched Earth to apply to Vicky 3 development or the Dev's fall into a trap as they did with I:R in which the game play only ends up satisfactory if you play the nations that start with a lot of power (and/or land), so an I:R play through is only satisfactory (in general) when starting as a competitive nation like Rome, Carthage or other top tier regionally. In Vicky 3, if a far-off 3rd World nation has a near zero percent chance of success in Normal/Ironman V3 games, then why waste the Game Developer's hours on that, instead of developing a shorter list of "key nations" to get to AAA Game Quality level for a play-through experience?

You want A- game play but still play Shaka Zulu, or AAA game experience with a major European power?
 
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the tech that isn't ubiquitous should be properly tiered, you have to consider that the "Baseline" tech for Western Europe and USA would end up with more of that tech chart already filled out, and unless the Dev's really build a massive chart that extends many tech generations out, and if reality of what was actually invented/known vs future tech is portrayed at game start

I'm merely suggesting that the inclusion of some technologies that some nations have already researched could be the reasoning for why it's included. Similar to how some nations started with some techs in V2?
 
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Religious Schools are set up such that you cannot make it as quite as comprehensive as Private or Public systems, which limits the extent of Education Access it can provide but still provides parity at lower levels of Bureaucracy expenditure.
Other than anti-religious bigotry on the part of the devs, what explanation is there for religious schools being inferior to other schools when that isn't the case in real life?
 
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Other than anti-religious bigotry on the part of the devs, what explanation is there for religious schools being inferior to other schools when that isn't the case in real life?
Hmm, as a complementary point to your post, in USA in particular - all the Ivy League schools in early America, to include Harvard, Yale, and Brown U. -- all were religious schools. Lehigh was started as one of the first early Engineering schools, but it was Religious based to use a Christian "world view" that religious faith and using Christian perspectives of God and Truth will be the lens that reveals scientific breakthroughs and scientific facts (essentially the words of Lehigh's founder).

But, I guess we can't expect Game Dev's to read Wikipedia these days, much less the documented history of academia around the world, to include most all major universities and their "real history"...

At Paradox, there must be a whole lot of "Spitballing" game design in the White Board rooms, these days. I recommend a trip to the Library instead.
 
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Hmm, as a complementary point to your post, in USA in particular - all the Ivy League schools in early America, to include Harvard, Yale, and Brown U. -- all were religious schools. Lehigh was started as one of the first early Engineering schools, but it was Religious based to use a Christian "world view" that religious faith and using Christian perspectives of God and Truth will be the lens that reveals scientific breakthroughs and scientific facts (essentially the words of Lehigh's founder).

But, I guess we can't expect Game Dev's to read Wikipedia these days, much less the documented history of academia around the world, to include most all major universities and their "real history"...

At Paradox, there must be a whole lot of "Spitballing" game design in the White Board rooms, these days. I recommend a trip to the Library instead.
The Ivy Leagues were backwaters when they were explicitly religious schools. That kind of disproves your point.
 
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Also if Universities are public, private or religious is not modeled: the Law and Institution are about lower level (mostly primary) education, and if Religious has less total effectiveness is probably because each Law serve different purposes:

1: Religious increasse Conversion, which is good in the long term in a multireligious empire to reduce Turmoil. Also increases Devout strenght, which is good if you want a conservative society. Probably cheaper than Public Schools, bureaucracy wise
2: Private probably works like Private Healthcare, which we saw had scaling effects depending on Pops Wealth. So very bad if you have poor Pops, as they won´t be educated well, but more effective if your society is richer: if it is rich enough it may be even the better system, depending on how it scales. Probably increases Industrialists strenght, and is again probably cheaper in a bureaucracy cost
3: Public would be the most effective for educating all the population, but will probably be very expensive compared to the others (so if you are a poor state it may be better to rely on Religious). If it adds strenght to any IG, will probably be Inteligentsia, which may be good or bad (depending on your ideas for your country)

If it works like this, each one would have a different niche and serve a purpose: if Religious was as good as Public, there would be no motive to even implement Public, after all.
 
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