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Victoria 2

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Victoria 2
Developer Paradox Interactive
Publisher Paradox Interactive
Engine Clausewitz Engine
Released Q3 2010[1]
Genre Real-time grand strategy
Modes Single-player, Multiplayer
Platforms Microsoft Windows

Victoria 2 is an upcoming grand strategy wargame by Paradox Interactive. It is the sequel to 2003's Victoria: An Empire Under the Sun. It was announced on August 19, 2009 and is set for release sometime during the third quarter of 2010.

Like its predecessor, Victoria 2 allows for the player to take control of and manage a 19th Century nation-state including its political, diplomatic, economic, military, and technological aspects.



A preview image of Victoria 2 showing the political map mode, interfaces, and Northern Italy in 1836.
Victoria Two spans the globe from 1835 to the start of World War Two with over 200 playable nations.[1] Like its predecessor Victoria 2 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.[1] 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.[2]

Nations' populations are divided into cultures, religions, and occupations. There are several different population groups or "pops" including aristocrats, officers, clergy, capitalists, clerks, craftsmen, soldiers, laborers, and farmers. Victoria 2 introduces two new groups, artisans and bureaucrats. As in other Paradox titles like Europa Universalis they've added historical missions that are micro-objectives in the larger game. There are thousands of historical events and decisions as well.[1] These events and nationalist forces can lead to the creation or disintegration of nation states.[3]

Victoria 2 contains a number changes and improvements from its predecessor. The interface was streamlined when compared to the original game, which was described by producer Johan Andersson as, "the interface god forgot".[4] They've added automation of various tasks, including trade and population promotion. They overhauled the education system 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.[1]


The economic system in Victoria 2 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.[5] Some resources, such as wheat, are demanded principally by your population. Other materials, like iron, are consumed by industry, but are still trade-able.

They've revised the production and unemployment system from the original Victoria to better reflect market forces. Whereas, in the original the state provided the funds for resources and the player possesses 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. With Victoria 2 they've added a cottage production system simulating pre-industrial economies.[1]


Victoria 2 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.[1]

The diplomacy in Victoria 2 is similar to that of other Paradox titles. Each country has a relation value of –200 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. They integrated war goals from Heir to the Throne, a expansion for Europa Universalis III. 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. [6]

In the game controlling a Great Powers 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. [6]


Warfare in Victoria 2 is a special circumstance of diplomacy wherein two players attempt to invade their competitor's territory. It is abstract, and consists of divisions marching to hostile territory and fighting a hands-off battle that the player has no control over save by sending reinforcements or withdrawing. Combat efficiency, however, can be influenced decisively by the player. Appointing generals or admirals influences the morale and organization of the troops, as do technological improvements. An advanced railroad system in a province grants the province's owner bonuses in combat, as well as increased mobility. Provinces can also be fortified and troops will entrench when left alone long enough, both giving combat benefits.


Military units in Victoria 2 are divided into two types: land and naval. Land units fight against enemy land units, and can occupy enemy provinces. They are the key to military supremacy. Naval units provide a more supportive role; bombarding enemy land units and fighting sea battles. Some naval units can also transport land units. All units have maintenance costs in the form of goods. This along with the population and industry creates a constant demand for goods and allows the world market function better. [7]

Land units in Victoria are divided into four types:

  • Infantry - the backbone of any army. Foot division of 10,000. Strong "fire attack", weak "shock attack", slow.
  • Cavalry - a supplementary unit. Mounted division of 10,000. Weak "fire attack", strong "shock attack", fast.
  • Dragoons - an intermediate unit. Semi-mounted division of 10,000. Intermediate in all respects.
  • Irregulars - a weak unit, only found in uncivilized nations. Foot division of 10,000. Weak in all respects.


The decision to create Victoria 2 was influenced by voting on the Paradox Interactive forums and debate within the company. The CEO of Paradox Interactive, Fredrik Wester, publicly announced his belief that the game would never see a profit while other members of the company such as Johan Andersson were confident it would be profitable. To this end Wester promised that if the game did indeed make a profit he would shave his head and post the pictures onto the forum.[8] This belief stemmed from the first game's lackluster sales numbers.

External links


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Victoria 2 Announcement, Paradox Plaza
  2. Developer Diary 3, Paradox Plaza
  3. Bonus Developer Diary, Paradox Plaza
  4. Victoria 2 interview, Youtube
  5. Developer Diary 4, Paradox Plaza
  6. 6.0 6.1 Developer Diary 9, Paradox Plaza
  7. Developer Diary 7, Paradox Plaza
  8. A small note from a guy who didn't vote for this project, Paradox Plaza
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