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== Gameplay == [[File:Victoria2Screenshot.jpg|thumb|left|alt=A preview image of ''Victoria II'' showing the political map mode, interfaces, and Northern Italy in 1836.|A preview image of ''Victoria II'' showing the political map mode, interfaces, and Northern Italy in 1836.]] ''Victoria II'' spans the globe from 1836 to the start of [[World War Two]] with over 200 playable nations.<ref name="announcement">[http://forum.paradoxplaza.com/forum/showthread.php?t=423311 Victoria II Announcement], Paradox Plaza</ref> Like its predecessor, ''Victoria II'' focuses on internal management, covering the [[industrialization]] and social/political changes in a country with dozens of different government types. The game gives a lot of importance to the economy of a country by having a complex [[market system]] with over 50 types of goods and [[factories]].<ref name="announcement" /> While warfare is a component of the game it is not the primary focus as in other Paradox Interactive games such as the [[Hearts of Iron]] series.<ref>[http://forum.paradoxplaza.com/forum/showthread.php?t=445988 Developer Diary 3 β Design Philosophy], Paradox Plaza</ref> Nations' populations are divided into [[cultures]], [[religions]], and [[Employment|occupations]]. There are several different population groups or "pops" including aristocrats, officers, clergy, capitalists, clerks, craftsmen, soldiers, laborers, and farmers. ''Victoria II'' introduces two new groups, [[artisan]]s and bureaucrats. As in other Paradox titles, like [[Europa Universalis]], historical missions that are micro-objectives in the larger game have been added. There are thousands of historical events and decisions as well.<ref name="announcement" /> These events and nationalist forces can lead to the creation or disintegration of nation states.<ref>[http://forum.paradoxplaza.com/forum/showthread.php?t=451973 A Paradox Christmas Carol], Paradox Plaza</ref> ''Victoria II'' contains a number of changes and improvements from its predecessor. The interface was streamlined when compared to the original game, which was described by producer [[Johan Andersson (game programmer)|Johan Andersson]] as, "the interface God forgot".<ref>[http://www.youtube.com/watch?v=ud79BkQ4vOI Victoria II interview], Youtube</ref> Automation of various tasks has been added, including trade and population promotion. The education system has been overhauled by having clergy educate people of the same religion, and each population group now has their own literacy levels. Education and literacy's importance is reflected in the vast technology system that contains thousands of inventions.<ref name="announcement" /> Additionally, the functioning of ideology in the game was tweaked such that population groups are more sensitive to changes in their country's situation, as well as inclined to agitate for specific levels of political and social reforms.<ref>[http://forum.paradoxplaza.com/forum/showthread.php?t=460203 Developer Diary 11 - PoPs & Issues], Paradox Plaza</ref> === Economy === The economic system in ''Victoria II'' attempts to simulate the flow of resources in a world market. Every province in the game produces a resource in resource gathering operations or RGO's.<ref>[http://forum.paradoxplaza.com/forum/showthread.php?t=447243 Dev Diary 4 - The Economic System and why it may seem a little similar], Paradox Plaza</ref> Some resources, such as [[wheat]], are demanded principally by your population. Other materials, like [[iron]], are consumed by industry, but are still tradeable. The production and unemployment system from the original Victoria has been revised to better reflect market forces. Whereas, in the original the state provided the funds for resources and the player possessed a wide range of options with which to build their economy, provided they have access to the proper raw materials. All resources can be collected or produced by industry. The game also has a cottage production system simulating pre-industrial economies.<ref name="announcement" /> === Diplomacy === ''Victoria II'' contains a deep political simulation reflected in the dozens of different types of governments, a new sphere of influence system, gunboat diplomacy and a new election system with coalition governments and senate.<ref name="announcement" /> The diplomacy in ''Victoria II'' is similar to that of other Paradox titles. Each country has a relation value of β200 to +200 which represents how much they like each other. Diplomatic and in game actions shift this relationship around and it feeds into computer calculations of what it will do. However, Paradox Interactive has expanded parts of this system. War goals from [[Europa Universalis III: Heir to the Throne|Heir to the Throne]], an expansion for [[Europa Universalis III]] have been integrated. It functions as peace option. You can add more war goals as the war progresses, although this does affect your population. Failure to achieve a war goal will increase population's militancy, which can lead to revolts. When the time for peace comes you will know what your opponent wants and your opponent will know what you want. Then it is up to you to decide if you are going to give in or pursue victory. This creates two kinds of wars, limited and total.<ref name="diplomacy">[http://forum.paradoxplaza.com/forum/showthread.php?t=458164 Developer Diary 9 β Diplomacy], Paradox Plaza</ref> In the game controlling a [[Great Power]] get special diplomatic options not available to other countries. Great Powers do not just influence how a country sees them; they have the added ability to use their influence on other countries to change their perception of other Great Powers. The struggle for influence that the Great Power wage around the world is not a simple bilateral basis but occurs with each other inside countries, giving an added dimension to diplomacy which was not present in the original Victoria.<ref name="diplomacy" /> === Warfare === Warfare is regarded as a lesser priority than politics and economics in ''Victoria II'', though follows the basic pattern used in other Paradox grand strategy games, with armies moving between provinces and engaging enemy armies and capturing enemy territory. The basic combat system is a combination of the systems used in [[Europa Universalis 3]], [[Europa Universalis: Rome]] and [[Hearts of Iron 3]]. A key component to combat is "frontage": the number of units in an army at the [[front line]], which decreases as technology improves to simulate the change from roving armies to the continuous trench lines of [[World War 1]].<ref name="warfare">[http://forum.paradoxplaza.com/forum/showthread.php?p=10788944#post10788944 Developer Diary 12 - Military], Paradox Plaza</ref> Several aspects of the military have been changed from ''Victoria''. The base unit has been reduced from a 10,000-unit division to a 3,000-unit [[brigade]], which is no longer raised from a national manpower pool but directly raised from a provincial soldier POP, to which the brigade remains connected. A new aspect to the military is [[reconnaissance]]. This is a value that gives a bonus (or penalty, if low) to capturing provinces and defeating enemy armies; in prolonged combat, however, the reconnaissance value drops. Units such as cavalry and aeroplanes have high reconnaissance values and are intended to be used as scouts.<ref name="warfare" />
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