Vic 1 and Revolutions was such an icredible game. Never have I seen a game like that. Goes in my top 3.
I got high hopes that Vic 3 will be great
I got high hopes that Vic 3 will be great
- 11
- 10
- 5
- 2
- 1
I would say that 2 was better than the first.
Have you tried other Vic 2 mods?It depends on how you view the tradeoff. Having played both (with mods), I actually like 1 better.
Modded Victoria 1 (VIP)
The good: It produces randomized semi-historical results until ~1890 (when WW1 usually breaks out) very faithfully, with minimum player intervention. The economy, even late game, works and the AI can outbuild you. My favorite game ever was as Napoleon III France, focused on stealing UK's empire and getting west bank of the Rhine, only to find AI Austria had randomly elected liberals in 1848, which got it's many non-accepted pop groups as accepted via event and kept electing liberals with the unintended consequence of becoming the #1 industrial power by ~1880.
The bad: The cost of these semi-historical results is the very definition of railroading. UK tag will always get first dibs on colonizing Nigeria because they are tag UK, although if they refuse, or if they take it and you show up later, you can still take it too.
The ugly: You manually promote every pop. It sounds worse than it is, unless you're playing Russia or China, but then those countries weren't designed to have you create promotion goods via cheat console to turn every single pop into clerks or craftsmen in ideal ratios. If you wait until you can afford to buy or create those goods and promote as you get them, it's not an insane number of clicks because you definitely can't afford to make everyone in China a clerk.
Despite common misconceptions, the capitalist AI in Vic 1 did build railroads and factories automatically too, so only manual promotion and splitting of your own pops (the AI did it's own) was needed.
Modded Victoria 2 (PDM mod)
The good: Much more indirect influence, colonization probably handled better as a mechanism (although who can colonize what is probably worse...) and more diplomatic interactions (spheres and crisis system, even if badly implemented is better than RNG AI declaration of war).
The bad: Pretend you're on planet Fantasia, because even with some tag specific decisions and events, crazy stuff still happens. Your world will likely not even resemble our world by 1870 at the latest, and the longer it goes on the worse it gets. Victoria 2 was designed unfortunately with the EU3 phase of Paradox design philosophy in mind, as in, EU1/Victoria was too deterministic and railroaded, so let's free it up and make it almost entirely random! Yay Chinese Mexico! Yay Bavarian Venezuela! While EU3 had the mechanisms to let mods guide a semi-coherent direction for most countries, Victoria 2 is just bonkers and even mods can't make things make sense.
The ugly: The economy is broken, period. No matter what you do, there's a late game economic crash where it just stops working and there's nothing you can do. The mod softens the vanilla blow as much as possible but still. The military system is more micro intensive than V1 and probably broken, because since you can't manually promote pops, if you ever use your military at all, your brigades will eventually turn red icon and not be able to reinforce anymore since the soldier pop in that specific province promoted or demoted or died in battle. In Victoria 1, you can always promote more soldier pops of that same culture and keep your units, you just need X South Italian sized pops from any non-colony because they go into a national pool, and not necessarily only from Napoli.
My end result is that I've played dozens of (modded) Victoria 1 campaigns to the end in 1936, while I've never reached 1900 in Victoria 2, and it's not for lack of trying. It just keeps generating very silly results every single time I've tried.
It depends on how you view the tradeoff. Having played both (with mods), I actually like 1 better.
Modded Victoria 1 (VIP)
The good: It produces randomized semi-historical results until ~1890 (when WW1 usually breaks out) very faithfully, with minimum player intervention. The economy, even late game, works and the AI can outbuild you. My favorite game ever was as Napoleon III France, focused on stealing UK's empire and getting west bank of the Rhine, only to find AI Austria had randomly elected liberals in 1848, which got it's many non-accepted pop groups as accepted via event and kept electing liberals with the unintended consequence of becoming the #1 industrial power by ~1880.
The bad: The cost of these semi-historical results is the very definition of railroading. UK tag will always get first dibs on colonizing Nigeria because they are tag UK, although if they refuse, or if they take it and you show up later, you can still take it too.
The ugly: You manually promote every pop. It sounds worse than it is, unless you're playing Russia or China, but then those countries weren't designed to have you create promotion goods via cheat console to turn every single pop into clerks or craftsmen in ideal ratios. If you wait until you can afford to buy or create those goods and promote as you get them, it's not an insane number of clicks because you definitely can't afford to make everyone in China a clerk.
Despite common misconceptions, the capitalist AI in Vic 1 did build railroads and factories automatically too, so only manual promotion and splitting of your own pops (the AI did it's own) was needed.
Modded Victoria 2 (PDM mod)
The good: Much more indirect influence, colonization probably handled better as a mechanism (although who can colonize what is probably worse...) and more diplomatic interactions (spheres and crisis system, even if badly implemented is better than RNG AI declaration of war).
The bad: Pretend you're on planet Fantasia, because even with some tag specific decisions and events, crazy stuff still happens. Your world will likely not even resemble our world by 1870 at the latest, and the longer it goes on the worse it gets. Victoria 2 was designed unfortunately with the EU3 phase of Paradox design philosophy in mind, as in, EU1/Victoria was too deterministic and railroaded, so let's free it up and make it almost entirely random! Yay Chinese Mexico! Yay Bavarian Venezuela! While EU3 had the mechanisms to let mods guide a semi-coherent direction for most countries, Victoria 2 is just bonkers and even mods can't make things make sense.
The ugly: The economy is broken, period. No matter what you do, there's a late game economic crash where it just stops working and there's nothing you can do. The mod softens the vanilla blow as much as possible but still. The military system is more micro intensive than V1 and probably broken, because since you can't manually promote pops, if you ever use your military at all, your brigades will eventually turn red icon and not be able to reinforce anymore since the soldier pop in that specific province promoted or demoted or died in battle. In Victoria 1, you can always promote more soldier pops of that same culture and keep your units, you just need X South Italian sized pops from any non-colony because they go into a national pool, and not necessarily only from Napoli.
My end result is that I've played dozens of (modded) Victoria 1 campaigns to the end in 1936, while I've never reached 1900 in Victoria 2, and it's not for lack of trying. It just keeps generating very silly results every single time I've tried.
the provinces, the borders, the claim to be able to simulate all the states in the world, even the smallest ones! the lack of a system of economics: banks, industries, railways, stock exchanges, economic conglomerates, finished and raw products. the paradox is not improving anything in my opinion only improving a few thingsOne giant problem Victoria 1 had was that market bought up all the goods produced. So, basically, the only limiting factor was primary culture pops.
the provinces, the borders, the claim to be able to simulate all the states in the world, even the smallest ones! the lack of a system of economics: banks, industries, railways, stock exchanges, economic conglomerates, finished and raw products. the paradox is not improving anything in my opinion only improving a few things
All the flaws of the game. Victory and Paradox in particularI honestly don't understand what you're trying to say.
Sure, but no other game even comes closeAll the flaws of the game. Victory and Paradox in particular
What he's been trying to say in every post on this forum, as far as I can tell, is that he wants:I honestly don't understand what you're trying to say.
wacky things like Mexican China (which I've never seen sadly) made vic 2 so interesting though. Especially because it changes the power dynamic completely. Once had Austria who conquered Egypt and it was an amazing a-historical powerhouse.It depends on how you view the tradeoff. Having played both (with mods), I actually like 1 better.
Modded Victoria 1 (VIP)
The good: It produces randomized semi-historical results until ~1890 (when WW1 usually breaks out) very faithfully, with minimum player intervention. The economy, even late game, works and the AI can outbuild you. My favorite game ever was as Napoleon III France, focused on stealing UK's empire and getting west bank of the Rhine, only to find AI Austria had randomly elected liberals in 1848, which got it's many non-accepted pop groups as accepted via event and kept electing liberals with the unintended consequence of becoming the #1 industrial power by ~1880.
The bad: The cost of these semi-historical results is the very definition of railroading. UK tag will always get first dibs on colonizing Nigeria because they are tag UK, although if they refuse, or if they take it and you show up later, you can still take it too.
The ugly: You manually promote every pop. It sounds worse than it is, unless you're playing Russia or China, but then those countries weren't designed to have you create promotion goods via cheat console to turn every single pop into clerks or craftsmen in ideal ratios. If you wait until you can afford to buy or create those goods and promote as you get them, it's not an insane number of clicks because you definitely can't afford to make everyone in China a clerk.
Despite common misconceptions, the capitalist AI in Vic 1 did build railroads and factories automatically too, so only manual promotion and splitting of your own pops (the AI did it's own) was needed.
Modded Victoria 2 (PDM mod)
The good: Much more indirect influence, colonization probably handled better as a mechanism (although who can colonize what is probably worse...) and more diplomatic interactions (spheres and crisis system, even if badly implemented is better than RNG AI declaration of war).
The bad: Pretend you're on planet Fantasia, because even with some tag specific decisions and events, crazy stuff still happens. Your world will likely not even resemble our world by 1870 at the latest, and the longer it goes on the worse it gets. Victoria 2 was designed unfortunately with the EU3 phase of Paradox design philosophy in mind, as in, EU1/Victoria was too deterministic and railroaded, so let's free it up and make it almost entirely random! Yay Chinese Mexico! Yay Bavarian Venezuela! While EU3 had the mechanisms to let mods guide a semi-coherent direction for most countries, Victoria 2 is just bonkers and even mods can't make things make sense.
The ugly: The economy is broken, period. No matter what you do, there's a late game economic crash where it just stops working and there's nothing you can do. The mod softens the vanilla blow as much as possible but still. The military system is more micro intensive than V1 and probably broken, because since you can't manually promote pops, if you ever use your military at all, your brigades will eventually turn red icon and not be able to reinforce anymore since the soldier pop in that specific province promoted or demoted or died in battle. In Victoria 1, you can always promote more soldier pops of that same culture and keep your units, you just need X South Italian sized pops from any non-colony because they go into a national pool, and not necessarily only from Napoli.
My end result is that I've played dozens of (modded) Victoria 1 campaigns to the end in 1936, while I've never reached 1900 in Victoria 2, and it's not for lack of trying. It just keeps generating very silly results every single time I've tried.
All things to be eliminated: the realistic economic, They must, be game dynamics.realistic The uchrony is necessary because every possibility must be contemplated. exaggerations ex. A Chinese Mexico. In Europa universalis. And feasible. Because China could colonize Mexico. Not an Italy that conquers Europe! In 1800wacky things like Mexican China (which I've never seen sadly) made vic 2 so interesting though. Especially because it changes the power dynamic completely. Once had Austria who conquered Egypt and it was an amazing a-historical powerhouse.
Not really.Any reason to play Vicky 1 when you've already played Vicky 2? Always figured Vicky 1 would just be more basic than 2 and not worth the trouble
wacky things like Mexican China (which I've never seen sadly) made vic 2 so interesting though. Especially because it changes the power dynamic completely. Once had Austria who conquered Egypt and it was an amazing a-historical powerhouse.