Victoria II spans the globe from 1836 to 1936 with over 200 playable nations. Like its predecessor,
Victoria II focuses on internal management, covering the industrialization and social/political changes in a country with 8 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. Nations' populations are divided into cultures, religions,
classes and
occupations. There are several different population groups (or "pops"), such as
aristocrats,
army officers, clergy, soldiers,
labourers,
slaves,
bureaucrats and others. As in other Paradox titles such as
Europa Universalis, historical missions called "decisions", which are micro-objectives in the larger game, have been added. There are thousands of historical events and decisions as well.
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 as, "the interface God forgot". Automation of various tasks has been added, including trade and population promotion. The
education system has received an overhaul 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.
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 (RGOs). Some resources, such as wheat, are demanded principally by the population. Other materials, like iron, are consumed primarily 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 had 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. 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. The overall objective is to move your country on into a new era, in a period of great change. ==Expansions==