• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

LlywelynII

Field Marshal
11 Badges
Oct 8, 2002
4.362
77
Visit site
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
Is there -any- guide -anywhere- yet to the VIP tech tree?
or the requirements and prereqs for the different factories?

All the readme does is list a series of numbers without saying
the associated tech involved.

Playing as the Ottomans,
I just traded Rodos and Mitelene to the English for Freedom
of Trade and Railroads and -jeez- do I feel cheated, finding
out that now I can make (ta-da) all of canned foods.

jay.
 

Strategist

General
68 Badges
May 6, 2004
2.401
15
  • Victoria 2: Heart of Darkness
  • Magicka
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: Common Sense
  • Europa Universalis 4: Emperor
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Diplomacy
  • Dungeonland
  • Europa Universalis III
  • A Game of Dwarves
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
You will get some inventions for more more factories after you got freedom of trade so just wait for them...
 

LlywelynII

Field Marshal
11 Badges
Oct 8, 2002
4.362
77
Visit site
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
eh -

a. I got some of the events for the factories -
why weren't they all listed in the in-game guide to the tech tree?
The in-game only mentions the ones for woodworking,
oiling and textile.

b. Where did the steel factory get moved to?

c. The techtionary is great - it's just it doesn't apply if the VIPers
go mucking it up. Not that I mind improvements, but a) you all
-haven't- given a guide to the changes that I can find and b)
what sense does it make that -canned goods- are the swift
default?

Shouldn't steel or lumber come first and canned goods be some
side effect of the "canned goods" event that only fires when at
war?

jay.
 

Generalisimo

Field Marshal
112 Badges
Jul 22, 2002
11.213
3
www.ageod-forum.com
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Stellaris: Federations
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall Premium edition
  • Cities in Motion
  • Age of Wonders: Planetfall
  • Crusader Kings II
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Pre-order
  • Imperator: Rome
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Pride of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
Llywelyn said:
a. I got some of the events for the factories -
why weren't they all listed in the in-game guide to the tech tree?
The in-game only mentions the ones for woodworking,
oiling and textile.

b. Where did the steel factory get moved to?

c. The techtionary is great - it's just it doesn't apply if the VIPers
go mucking it up. Not that I mind improvements, but a) you all
-haven't- given a guide to the changes that I can find and b)
what sense does it make that -canned goods- are the swift
default?

Shouldn't steel or lumber come first and canned goods be some
side effect of the "canned goods" event that only fires when at
war?

jay.
you can read in the readme of VIP where all the factories have gone...

Code:
-Heavily edited the "Freedom of Trade" tech and added new inventions for factories:
	377 -> ammunition_factory & explosives_factory
	378 -> fabric_factory, regular_clothes_factory & luxury_clothes_factory
	379 -> paper_mill
	380 -> steel_factory, cement_factory 
	381 -> oil_rig
	382 -> lumber_mill
	383 -> artillery_factory 
	384 -> small_arms_factory
	385 -> furniture_factory & luxury_furniture_factory
they are now tied to inventions instead of directly to the tech Freedom of trade. ;)
 

LlywelynII

Field Marshal
11 Badges
Oct 8, 2002
4.362
77
Visit site
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
but... I already said...

Generalisimo said:
Code:
-Heavily edited the "Freedom of Trade" tech and added new inventions for factories:
	377 -> ammunition_factory & explosives_factory
	378 -> fabric_factory, regular_clothes_factory & luxury_clothes_factory
	379 -> paper_mill
	380 -> steel_factory, cement_factory 
	381 -> oil_rig
	382 -> lumber_mill
	383 -> artillery_factory 
	384 -> small_arms_factory
	385 -> furniture_factory & luxury_furniture_factory
they are now tied to inventions instead of directly to the tech Freedom of trade. ;)

a. I got some of the events for the factories -
why weren't they all listed in the in-game guide to the tech tree?
The in-game only mentions the ones for woodworking,
oiling and textile.

=)

I -saw- that you tried to explain what you did - but
it -would- be nicer to have names instead of event numbers;
the ingame VIP tech help only lists three of those inventions
under the "Freedom of Trade" description;
there are -more- than three tied to the tech, though, obviously;
only they aren't -all- tied to "Freedom of Trade":
Steel mills, for instance, apparently are tied to some mining tech;
fertilizer factories, I think, are connected to chemistry (although
it might've always been that way for fertilizer?)...

I'm not trying to be disagreeable - I appreciate the time you and
everyone's spent make a good game great. But it seems to me this
is still confusingly done/explained...

jay.
 

Generalisimo

Field Marshal
112 Badges
Jul 22, 2002
11.213
3
www.ageod-forum.com
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Stellaris: Federations
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall Premium edition
  • Cities in Motion
  • Age of Wonders: Planetfall
  • Crusader Kings II
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Pre-order
  • Imperator: Rome
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Pride of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
Llywelyn said:
=)

I -saw- that you tried to explain what you did - but
it -would- be nicer to have names instead of event numbers;
the ingame VIP tech help only lists three of those inventions
under the "Freedom of Trade" description;
there are -more- than three tied to the tech, though, obviously;
only they aren't -all- tied to "Freedom of Trade":
Steel mills, for instance, apparently are tied to some mining tech;
fertilizer factories, I think, are connected to chemistry (although
it might've always been that way for fertilizer?)...

I'm not trying to be disagreeable - I appreciate the time you and
everyone's spent make a good game great. But it seems to me this
is still confusingly done/explained...

jay.
Those IDs are the NEW inventions that were created for those factories, just that simple.
Here you have their code:
Code:
#########################################################################
# Military Industry by Pimparel, modded by Generalisimo
#########################################################################
event = {
	id = 377
	random = no
	invention = yes
	picture = light_armament

	trigger = {
		technology = 5401 # Basic Chemistry
	}

	name = "Military Industry"
	desc = "The organization of the military industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1870 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = ammunition_factory }
		command = { type = activate_building_type which = explosives_factory }
	}
}
#########################################################################
# Textile Industry by Pimparel, modded by Generalisimo
#########################################################################
event = {
	id = 378
	random = no
	invention = yes
	picture = 507

	trigger = {
		technology = 3301 # Freedom of trade
	}

	name = "Textile Industry"
	desc = "The organization of the textile industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1860 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = fabric_factory }
		command = { type = activate_building_type which = regular_clothes_factory }
		command = { type = activate_building_type which = luxury_clothes_factory }
	}
}
#########################################################################
# Publishing Industry by Generalisimo
#########################################################################
event = {
	id = 379
	random = no
	invention = yes
	picture = organisation

	trigger = {
		technology = 5101 # Publishing Industry
	}

	name = "Publishing Industry"
	desc = "The organization of the woodcraft industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1860 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = paper_mill }
		}
}
#########################################################################
# Mining Industry by Pimparel, modded by Generalisimo
#########################################################################
event = {
	id = 380
	random = no
	invention = yes
	picture = 531

	trigger = {
		technology = 5201 # Mechanized mining
	}

	name = "Mining Industry"
	desc = "The organization of the mining industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1850 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = steel_factory }
		command = { type = activate_building_type which = cement_factory }
	}
}
#########################################################################
# Oiling Industry by Pimparel, modded by Generalisimo
#########################################################################
event = {
	id = 381
	random = no
	invention = yes
	picture = oil

	trigger = {
		technology = 3301
	}

	name = "Oiling Industry"
	desc = "The organization of the oiling industry."
	style = 0

	date = { year = 1865 }
	offset = 60
	deathdate = { year = 1900 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = oil_rig }
	}
}
#########################################################################
# Wood Industry by Generalisimo
#########################################################################
event = {
	id = 382
	random = no
	invention = yes
	picture = mechanisation

	trigger = {
		technology = 5001 # Water-wheel Power
	}

	name = "Wood Industry"
	desc = "The organization of the wood industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1850 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = lumber_mill }
	}
}
#########################################################################
# Artillery Industry by Generalisimo
#########################################################################
event = {
	id = 383
	random = no
	invention = yes

	picture = military_science

	trigger = {
		technology = 1201 # Bronze Muzzle-loaded Artillery
	}

	name = "Artillery Industry"
	desc = "The organization of the artillery industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1870 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = artillery_factory }
		}
}
#########################################################################
# Arms Industry by Generalisimo
#########################################################################
event = {
	id = 384
	random = no
	invention = yes
	picture = light_armament

	trigger = {
		technology = 1001 # Flintlock Rifles
	}

	name = "Arms Industry"
	desc = "The organization of the arms industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1870 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = small_arms_factory }
		}
}
#########################################################################
# Woodcraft Industry by Pimparel, modded by Generalisimo
#########################################################################
event = {
	id = 385
	random = no
	invention = yes
	picture = organisation

	trigger = {
		technology = 3301 # Freedom of trade
	}

	name = "Woodcraft Industry"
	desc = "The organization of the woodcraft industry."
	style = 0

	date = { year = 1836 }
	offset = 60
	deathdate = { year = 1860 }

	action_a = {
		name = "OK" # Excellent!
		command = { type = activate_building_type which = furniture_factory }
		command = { type = activate_building_type which = luxury_furniture_factory }
	}
}
I was giving you the IDs, so you can go and look for yourself. :D