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Updated the overview to reflect which techs activate the different factories. You were right for most buildings, Havard :)

(Got some insight into this while working on the Techtionary, ;) )

EDIT: Layout for RGO's changed (hopefully to the better), and added tech requirement for oil rig.

:) Rafiki
 
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The overview has been updated for 1.02.

In short, factory building costs are the same; factory input has decreased for several factories.

I haven't verified the tech requirements yet, so if you see any errors, please let me know.

:) Rafiki
 
Hello people

The industrial overview is being moved. Please update your bookmarks to point at http://victoria.nsen.ch/industry_FAQ/.

The old address will become invalid in the near future.

:) Rafiki
 
Rafiki - Just a couple of suggestions for the chart. In 1.03, a glass factory no longer requires 3301, & the start date of the Interchangeable Parts invention was changed from 1850 to 1840.

Just to echo what Ironfoundersson said, your website is truly excellent! :)
 
Thanks people :)

I must admit, I hadn't thought of checking the activating techs, but now that I know about it, it should be a piece of cake to get that part up-to-date when I update the Techtionary. :)

(Which partly answers Ironfoundersson's question; the industrial overview was the first (and so far only) thing to be updated for 1.03; most of the rest will be updated in the coming days, time allowing)

:) Rafiki
 
Thanks, Steele :)

Camp Victoria averages above 6000 hits and approx 1000 pages per day, so I guess that people are finding it useful :)

And the industrial overview has gotten its' errors wrt activating techs sorted out. Thanks for pointing it out, Johnny.

:) Rafiki