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Johan

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Hi.

I'd like to see your honest reviews of the game here. I won't move any public unless you specifically say "you can move this public", but we want to hear YOUR evaluation as gamers here.
 

unmerged(131989)

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This is an excellent release. There has been a lot of work done to ensure that the game stays true to the loyal fans who asked so fervently for the sequel, whilst at the same time a lot of work has been done to make it more easily accessible for new players. So many of the menial tasks have been removed in an effort to make the game less repetitive, and also to allow for a more accurate representation of the kind of influence one can have over their country. That isn't to say there is no longer much to do: the addition of plenty of new features - particularly with respect to politics, diplomacy and the economy - ensure that the player is kept occupied.

Of course, further patching will inevitably be required to fix some minor balance issues, but these are being worked on already. The economy and the AI still need some fine-tuning, but they are working in a challenging way; albeit not ideal just yet.

Overall the game delivers for me. It adds so much more to the Vicky experience, and the new features add a lot more depth. The build is very reliable, and the performance is good. Oh, and did I mention that map: <3 :D


---------


You can post it publicly if you want - not sure if you want the balance issues displayed publicly, but that is a realistic experience of the game as it stands, in my opinion.
 

RELee

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In all honesty, even with the excitement of being asked to participate in my first beta testing of a computer game, I really had some deep-seated doubts about the new Victoria game. My biggest concern was over the loss of control of my all-too-precious POPs. How in the world was I ever going to be able to enjoy my beautiful game of Victoria if I couldn't micro-manage my POPs.

I worried needlessly, as it turned out. The developers had a plan that went beyond my limited imagination. We had National Focus points to help guide the evolution of our nation. They gave us a new political engine that is practically a game within the game where the Great Powers fight for influence over the other smaller nations to expand their economic world domination.

In reality, this game has even more depth and game play built into it than the original Victoria. I've watched the game grow for months now and I know that I've yet to get past that first surface scratch in my understanding of how all the game mechanics mesh together. I'm still as excited over the release as I was months ago when the project was first announced. No boredom has come close to infecting me over this game. The economic engine will keep me busy for several more months as I attempt to wring out its secrets while I push the envelope of the new infamy system to see how far I can go with my territorial ambitions without incurring the wraith of the world.

I've said it more than once now, but I have no shame in saying it again. This is by far the best new game release I've ever seen Paradox produce and it is a project that I am proud to have my name attached, both my forum nick and my real name in the credits. My dear wife has declared me once again as being insufferable, but she smiles as she says it.

Thank you, Paradox, for both an excellent game and an opportunity of a lifetime.
 

RedRalphWiggum

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OK, here's mine

Production

Immensely improved from V1. Sure, artisans need some tweaking, and capitalists don't always make the best choices for production (do they in real life? No.), but some of the things that we as betas and producers may have got familiar with and stopped fully appreciating are huge steps up from V1. Take, for instance, the fact that you can no longer put 5 POPs of ten people each in a factory and get the same production you got from a factory with 10,000 people working in it! The model is light-years ahead in terms of realism and playability.

Budget

No huge leap forward from V1 here, but it makes more sense in general. Last few games I've played I have found myself adjusting sliders downwards because of too many bueraecrats, trying to find optimum tax levels, etc. You need to tinker more than in V1, but I like that. There is no micromanagement, but there is a need to strategise.

Technology

Basically the same system as V1, no big change at all. I'm happy with it, there was no need for any major alteration to the system. I do wish that at some point in the future, factories would count towards research. A country that has the biggest arms industry in the world should get an army tech boost, and a country that can pump out ships non-stop should get an increase in navy tech.

Politics

This is what Victoria is about for me, and this version is far superior to V1. Elections make more sense, the POPs are more open to being nudged in the direction the player wants, but now the player has to plan more precisely how to do that. The UH is immensely frustrating, as it should be. Found myself yesterday as Colombia with 49.99% liberal UH. This is probably the area that I like most about the game.

Population

You don't need to split POPs with a million clicks anymore. If that had been the only change from V1, it probably would have sold several thousand copies. Without a doubt, POP management is the single biggest improvement in this sequel. New players will have no idea how much better V2 is in this respect. One glaring error is that Ireland is in the British culture group. Britian should be in the Irish culture group.

Trade

At no point during any game of either V1 or V2 have I understood fully how trade works, but that says more about me than either game. For new players, this tab is probably still pretty overwhelming, so if you are, like me, somewhat of a dunce in this respect, just autotrade.

Diplomacy

Influence is a massive improvement. no PI game has ever had this level of diplomatic depth, and you now fight for your life to stay a GP. A whole new level to the game. I do miss the 'guarantee' option though.

Military

Never a huge focus of either title, this version is better than V1, thought not that different. There is no a reason to build cavalry though, and the 'tied to a pop' thing means you will no longer want to just force millions of angry, foreign POPs into your army. Technology is also more important vs numbers than it was in V1 for that reason. Not a particularly strong aspect of the game, nor a particularly important one.

Performance

I was terrified this would run like HoI3 1.0, but it doesn't at all, it runs smoothly and quickly. I rarely play on top speed in any case. One recent patch introduced a CTD, before that I hadn't had one in months, and the issue is now fixed, so for me personally, this is even more stable than HttT.

Interface

Gigantically improved. That's all that needs to be said.

All in all

Some further balancing is needed, and I still haven't seen a communist or fascist state, so can't comment on that spect, but all in all best PI game I've ever played. Some more fine tuning or an XP would make it the best game I've ever played.

Feel free to publish this on the main forum, and congratulations on making a truly great game, all.
 

Peekee

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For me more than any other paradox game Victoria : Revolutions had the most replay value. This is something that has not been lost in Victoria II. With 100 years of complicated history to play through and many many countries to play as the options are almost limitless. The amount of replay value from V2 is huge.

The learning curve is fairly step even having played the original Victoria game. However, there are always plenty of tooltips on the interface if you are in doubt. Also things by and large work as expected and you do not have to micro manage things unless you really want to. Thus for people intimidated by the details you can sit back and guide your country by broad strokes and let the game mechanics deal with the rest. With all paradox games I am sure that once released the forum, wiki and strategy guides will provide a vast amount of support and information for an unsure player.

The AI is competent, in fact sometimes I have been genuinely surprised at how well it plays the game. There is obviously a balance here between the AI being utterly ruthless and historically accurate. In every single player game I have played I have found the AI to provide an enjoyable opponent. With a nice balance between history and keeping me on my toes by doing something unexpected. As with any game a good player will always learn its weaknesses and manage to out play a computer. However, further challenges for can be taken by playing as a smaller or less advanced country.

Sometimes it is the simple things that make the game great though. Painting the world your colour and seeing your country's name across different continents. Watching historical empires rise and fall, or seeing completely new and unexpected things happen. Watching your countries population (POPs) evolve, they become literate and may be content if their needs are met. If not though they may become rebellious and overturn governments, or even split countries apart.

----

you can move this public
 

Darkrenown

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Overall I really like V2, it's a fun game. It's the kind of game I can play for hours without noticing how much time has passed. I've long rated Victoria as my favorite game, but V2 has stolen that crown.

I tend to be a "builder" type in strategy games, so I like to spend a lot of time with a State Capitalism party in power which allows me to build my own economy. Between that, checking out my Pops' details, and managing my Sphere of Influence (if I'm a Great Power) I can actually get a bit annoyed when some minor, pesky thing like a war pops up to distract me.

When I do get dragged into a war (ok, sometimes I start them :cool:), everything seems to work well. At first I missed the V1/HoI style combat, but I adjusted to the EUIII/Rome style soon enough. The way the frontline narrows, allowing fewer units to hold a province effectivly, as tech increases is an interesting mechanic. Some of Paradox's games suffered from defeated armies "ping-ponging" around, but in V2 if you catch an army at low organisation it can be destroyed, so that's not an issue here.

The music in the game is great and the sound effects work well. The one complain I have here is that if you build a lot of units at once the sound gets rather spammy as they all finish.

Graphics aren't really a concern for me in strategy games, but this is the best looking Paradox game yet. I especially like how the ships look. I do have one wish in this area though: For a nation's growing prosperity to be shown on the map. I'd love to see trains running on my railways and trade ships sailing from my ports, and their numbers increasing as my industry grows.

The tutorials are very good, by far the best in any Paradox game.

The lack of difficulty levels might be controversial, but then IIRC Alan Emrich once said something along the lines of "Startup options are a sign of a lack of faith in the design". I always play on normal anyway for testing reasons, so it doesn't affect me, but people who normally play on Very Hard might be upset.

Polishwise there's just no comparison to HoI3. V2 is just miles better than it was at release. It's probably better than EUIII was too. I've seen a lot of people, both on this forum and others, say they won't pre-order V2 because of the poor state of HoI3 at launch. I can understand that, but I feel they're just going to be missing quality V2 time.

Is the game perfect? No, of course not, no game is. While the UI is mostly great, there are a few areas where more info should be shown or where the number of clicks needed could be reduced, and doubtless the AI and gamebalance in general will need tweaked as more feedback comes in. I'd also quite like to see some more nation specific decisions, but there's nothing I could call a major problem. As I said at the start it's a fun game and I would reccomend it to anyone who likes strategy games.


----
Feel free to make this public. I don't think the lack of difficulty levels has been mentioned yet, so you can chop that section out if you like.
 

marshman

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The bottom line is for fans waiting to get their 19th century economic and political muscles worked, this is the game you have been waiting for. Each country gives off a lot of the historical flavor that the same countries did during the period which adds a lot of historical (re) playability. I find myself playing quite a few different countries while each pursues their own unique “manifest destiny”.

Speaking of which, the US is the most fun to play of any Pardadox game I have played. You start out with huge potential as you head out to claim your continent and build out your economy and military rapidly. Watch out though as the tensions leading to the Civil War may disrupt your plans.

Complexity

I saw a lot of forum posts concerned about the loss of pop promotion. Pop management in V2 is perfect. All the complexity without the tedious micro management. So—Not to worry.
One measure I use—amount of clicks per unit of fun is very low here. It’s not a click fest. That’s important to me. The underlying game design is uncluttered by things that are not meaningful.

Economy

I think it’s one of the most complex working economies I have seen period. It has some quirky outcomes where some industry choices are non optimal but I think this will just take time to flesh out. And sometimes people make odd choices in the real economy that don’t work out well.

The Map

I saw one preview where the guy complained about the same old Paradox Map. Did he even look at the game? This is without a doubt the best map ever done by Paradox. As a kid I used to collect maps and gander at historical maps and play “What if” scenarios in my head. This map is amazing.

Polish

The level of polish is very high. They are still adding things but at the start you will have an incredibly stable very polished game from the get go. You can’t really compare it to HOI3 in terms of polish level.

Areas for Improvement

-Would love to have tariff by good so that those who want to scratch their mercantilist itch can battle to build industries way ahead of the competition. Right now it’s an aggregate tariff level which I keep high in my games with big economies but I’d love to take it just a little further
-Econ is incredibly fun and complex and I imagine every patch will have changes as devs get it the way they want. More tweaks here. Debt markets/bankruptcy fleshed out with more realism and consequences.
-More mulitpiplayer love in all Paradox games, nut just this one. I think that’s a great way to attract more fans as ppl recruit their friends.
-More summary economic data. There is an IC score, but there isn’t like a Gross Output #. More ledger info
-Fewer clicks to get to factories in big countries -ideally directly from province.
-More map modes. Do I ever not want more map modes?

Replay Value

-There are so many "country stories" here. Want to unify Germany and play a viscous diplomatic game to unify the country (really brutal nail biter here sometimes)? Want to take the U.S. into a great continental power and build a powerhouse economy and trader? Want to civilize one of the many minor countries and make your own destiny? Lots of paths here.

Overall-

1. A+ economic and political title by Paradox. I love the recent trends I’ve seen in HTTT and here in V2. Truly great games.
2. It passes the Marshman smell test. i.e. Do I get so engrossed weird smells begin to occur in my house or I stop hitting the gym
3. Fredrik better get his clippers ready.

The Marshman Patented Score is 9/10

ok to move to general
also--I think the feature breakdown by grosshouse is pretty spot on. I feel the same way about "things too complex for me to understand"
 

Wyvern

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I'm fine with you posting my comments.

You know you're on to a winner when the simple act of testing a beta patches that's still far from release still manages to induce that just one more turn feeling even when you know you should have been in bed an hour ago. I cant give the game a greater compliment than that.

Stability wise it feels rock solid. The most stable Paradox game on release I've been involved with.

Game play, it simply drags you in - hours fly by before you even realise it. There are so many things you can try to accomplish, and whilst you can play a war-monger, you don't have to. I had as much fun reuniting Italy via peaceful means in my AAR game as conquering it bit by bit in some future tests.

The economy is challenging, but not impossible to balance the books. With the release patch you have to use all the budget tools now to run a surplus and make ends meat. The need to set tariffs and manipulate the right political party into power becomes important. Just how far and how quickly should I push my population liberal, and when I finally get enough in the upper house to vote in some reforms, which shall I pick first?

Replayability is another strong point of the game, there are certain scenarios and goals that appeal a lot to me and I'm sure many others. Civilising and forming Imperialist Japan. Uniting Italy. Leading the Confederate States to freedom and a new North American history. Just three example and there are so many more. And so far we haven't even spoken about multi-player which has the potential to dwarf the fun I used to have in EU2.

This isn't to say everything is perfect and I'm sure we'll see lots of goodies and balancing come out with future patches. I have a personal wish to see the ability to drag, drop and resize all the different windows (which I appreciate may simply not be possible with the current engine), and I'd like the messaging system to get an overhaul, but these are minor thing compared to the pure unadulterated fun of the game.
 

Veldmaarschalk

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- Graphics
The graphics in the game are beautiful, the map is probably the prettiest map in a Paradox game so far. The sprites look very cool also, a great improvement over those of EUIII.

And lets not forget the ability to have the countrynames on the map was first introduced in Victoria, a really cool feature.

- Performance/stabilty
The game runs fast and smooth on my machine. It runs so fast and so much stuff is happening that I never can put it on the fastest setting.

The game is also very stable, hiring the external testers has really paid off.

- Interface
Unlike its predecessor this one is easy to understand and very intuitive.

- Automation
I love this one, I no longer have to worry about things I don't understand or that I didn't find interesting. I can now focus on the things that makes a game fun to play for me. This doesn't mean that people who do like the micromanagement of Victoria 1 have nothing to do. There is still enough to do for you.

- AI
The AI is pretty good, though with such a complex game it still needs to be tweaked here and there. But for that to be done right, you need to have reports from hundreds of people who play all kind of nations for a long time. Making the AI perfect with just betatesters just isn't feasable.

On a scale from 1 to 10 I would give this game a 8.5.


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Letar

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Interface / Map

Both are best what Paradox have delivered so far (with big thanks to OHgamer and XieChengnuo). UI is a vast improvement from other titles and from different planet when comparing to Victoria. And the thing that warms my heart is that first time ever Finland looks like something I am used to see :)

Player experience

The game should be in good shape for both new and old players to jump in. For new players, the tutorials are again the best Pdox has ever developed. Also old players will find good information in the tutorials so I suggest going them through for every one. Many things can be automated, which helps a lot. Especially manual trade could cause some major headache. Also small things like autogeneration of generals help when there is just too much other things to do. The game concepts are familiar and sound at least to veterans of Paradox titles. User interface improvements help players to keep current on what is going on. Also, no more tedious fiddling with POPs is a bless, and you still can influence the direction your population evolves to.

Further, the game performance is good and never ever have I participated a beta where I have experienced so few CTDs. I only remember couple from the whole beta period. If I may compare V2 to HoI3 1.0 and beta, this one is, well, in completely different league.

Diplomacy

The Spheres of Interest are a great addition and makes playing a Great Power very interesting. There is, however, some tediousness in setting the influence priorities in the diplo screen and watching how the whole SoI game evolves. Anyways, SoIs add fun to the diplomatic part of the game and make the power competition to feel something that happened during the 19th century. The importance of Great Power status makes it a good goal for tier-2 countries to strive for especially when playing single player.

Military and wars

I like the wargoal system adopted to V2 quite much. I believe it will help especially new players as you can set clear goals to each and every war you participate in, and possibly add more goals if your war goes well enough. The combat and other military stuff should be familiar to all paradox players. Eu3 style pingpong is almost completely gone, otherwise the combat system is almost similar.

Production, trade, economics

Can be left automated, if the player so wants, or then fiddled with. Factory building depends on your ruling party but party changing is definitely possible if you are not satisfied with your options :) These aspects are something that new players will probably grow on when they play a bit to understand game better. The economical model is probably the most complex I have yet seen in any game. Not sure if I still understand it very well, though.

Politics

Good improvement from first incarnation of the game. More options to mold the country to your liking. Probably not the easiest part of the game for newcomers.

Overall

A very good sequel to Victoria. This is definitely not a complete redesign of the first game but a well thought out sequel. Overall game balance, especially late game, will probably need some work still as some other aspects. AI plays at least the early game reasonably, and we will without a doubt see some improvement here as well as the time goes by.

To conclude, this is (in 1.1 state) my favourite Paradox title so far.
 

Peter Ebbesen

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Overall:

Victoria 2 is a clear improvement on its predecessor in many ways and is a joy to play, but the game balance and strategic level AI leaves much to be desired.



The good:

I personally wished for all POPs to die a miserable death after beta testing the first Victoria. My position then was that I really liked the idea but found the execution, the pop-splitting, and the POP micromanagement unbearable, and that I never wanted to see it again. Well, in Victoria 2 POPs are back with a vengeance and they can be as frustrating as ever they were in Victoria 1, but I don't need to baby-sit them since POP promotion is automatically handled and the factors affecting it almost excruciatingly detailed in in-game tooltips. In fact, if I run my realm well, I can to a large degree ignore the individual POPs on the strategic level so long as I check the total numbers for each class of people within a state.

That doesn't mean you can't babysit POPs and indeed if you are faced with a problem you don't know the cause of checking with the POPs involved and seeing what their stats are can be important for devising a solution but, in general, once you know how to play the game the top level statistical view of the province, state, and nation tells you everything you need to know well enough.


The interface is clean and probably overall the best in a Paradox game yet. The alerts are great and have helpful tooltips. My favourite alerts are the ones for factory construction and unemployed workers. Always a focus of Paradox games, the tooltips have in general gotten even better. Most of the tooltips give useful breakdown of numbers for those of us who love that sort of thing or explain game mechanics in clear terms. Want to know again which sort of reforms the socialists will support and under which conditions? Need to refresh your mind on which factors affect craftsmen POPs desires for 14h workdays? Want to know why all your clergy is turning liberal or why your bureaucracy is growing beyond all previous known limits? The answer is there in a tooltip if you know where to look.

In addition, the game runs well in a window, something that I find very useful.


Spheres of Interest are fun. Not side-splitting fun, but good for low-level entertainment. It is a rough system that could use a lot of love, but you have to start somewhere. The way they change my focus from "conquer everything" to at least considering whether protecting an AI nation is worth the hassle by bringing it into my SOI and getting its production into my common market is considerable. To be honest, conquest remains my default behaviour for anything really valuable in the vicinity, but I find myself willing to spend the considerable time on playing the SOI mini-game more often than not and there is a certain joy to be had in bringing the most valuable nearby nations into my SOI. It also gives players a way to truly piss off each other in multiplayer without open warfare, which is all to the good (though warfare can very well be the result of a truly pissed off player. :D)

The unit system works well and the combat system does so too, but as is usual with Paradox games, they work best with armies. The EU3 like combat display works nicely and the popups at the end of battle are wonderfully informative, but let's face it - the joy is had when two armies of normally fairly limited size face eachother, a factor that is even further encouraged with the brilliant combat width system, not when two long (and in multiplayer potentially very, very, long) lists of ship names take turns shortening the other list.


The strategic level army AI draws on the accumulated experiences from the last many games and it shows. Like all its predecessors it is utterly incapable of challenging a competent player in anything approximating an even fight, but that is too much to ask for in the first place. What it can do is give the lesser player, or the one without defensive depth, a run for the money without needing to massively outnumber him, and cause the competent player to at least consider the level of casualties he is taking in even fights, since casualties in battle do damage to the soldier POPs.

Even with full military spending and a technology focus on getting population growth and army hospitals maximized I have managed to deplete a 5-brigade soldier POP to the level that it was no longer large enough to fully support one brigade... Admittedly that was an exceptionally bloody testgame and probably not something that people will encounter on a regular basis but the potential is there.


Fighting your external enemies can be fun, but in Victoria 1 no enemies are as bad as your own people. Everything from scattered small-scale rebellions to large scale organised risings, potentially from within your own army turning soldiers against each other, is experienced in Victoria 2. It is definitely an area in need of more balancing but I like it as it is. Once you FINALLY get the liberals to behave (whether from giving in to their reform demands or from a more ruthless approach) you are probably far enough along that the socialists or communists will give you troubles and late-game the fascists join the merry hell. Throw in unhappy minorities, the anarcho-liberals who are never happy, and the reactionaries who hate all the bloody changes that happen as you cope with the troublemakers and one has a recipe for a never-ending bloodbath.

Except for one thing. Every single rebel in the game is tied to the POP it spawned from, you can kill them, and killing them reduces the militancy of that particular pop, thus giving you time before the survivors will rise again.

If you want to count on the military rather than reforms to keep your population in check for the full length of the game the population growth techs are of primary importance as many people will end up killed in revolts and more will emigrate, but you can do it and so long as your soldier POPs stay loyal you can do so succesfully. If the rot sets in there - which it has an unfortunate tendency to in the late game amongst highly literate primary culture troops - well, I hope you have some loyal low-literacy troops from the colonies to restore order or the inclination to set up your armies such that they are a mix of adherents of different ideologies such that any rebellion within an army by e.g. the communists will be crushed by the liberal or nationalist adherents and vice versa. :D



The bad:

In singleplayer navies remain things to ferry troops around and actually confronting an enemy fleet is to a large degree a matter of choice. The ocean is just too bloody big and the AI not good enough at interdicting the navy of a competent player who is paying attention. For those players wanting a real fleet (perhaps for the purpose of large-scale blockades) rather than having the pleasure of occasionally rebuilding a sunken transport fleet, the naval AI is also too slow to react to the player splitting up or rejoining his fleets, which means it is often possible to inflict a defeat in detail on a superior naval nation. On the other hand, the AI is very competent at blockading.

Naval invasions range from the ridiculous to the terrifying and there's often no way to know in advance. They are usually ridiculous but the few times they are not, such as when an AI lands 20 or 30 brigades in your home islands while you are watching another front or begins picking off your small island outposts one by one they cannot be ignored and may drag out the war.


Event popups have aged poorly and many of the standard problems with them remains. For Victoria 2, the obvious case is that while an event may be triggered by issues with a specific POP (or group of POPs), the event popup has no way to really show you which POP it was or to link you to it. As an example, if you really want to know the size of a POP you are about to make a decision about, you will often know the state it comes from (occasionally province) and what job it had or you might know location and culture - but you will still have to hunt down the POP in the province view or population view manually. Most cases are mild, but the absolutely worst example I have seen yet was when I was given an event with two very drastic outcomes; One affecting my entire nation, one affecting the entire population of a province. The latter was to kill 50% of any POP in that named province that had a militancy of 4 or higher. When you get such an event you just want to be able to click somewhere on the popup and be taken to the POP breakdown for the province without any hazzle... or to be told just how many people out of how many are going to be affected by your click. :D


The game's economy needs more work. The system itself is fine and works considerably better than Victoria 1s but more balancing is needed.


Victoria 2 does not have difficulty levels. I consider this a considerable lack as the challenge level is low for an experienced player of Paradox games and I have always been in favour of hamfisted and draconian difficulty level modifiers for those who want more of a challenge. On the positive side the game is easier to balance when everybody has results that come from the same base and there are other ways to artificially increase the challenge rating but, well, it is something I miss. A lot! Not enough to make me stop playing Victoria 2, though. :p



The ugly:

Two entire main tech areas out of the five (culture and commerce) are for all except niche strategies of very little value compared to army and industry. With one glaring exception within culture (the Ideology line which increases national focuses, plurality, and has many other interesting side effects) you just aren't going to be investing heavily in culture or commerce in most cases. Compunding this is that most of the culture and commerce techs are boring in their in-game effects with few having inventions with unique effects. The balance here is definitely off. (On the flip side, I love making choices in the the Industry and Army techs - so many different effects)


The previous issue is compounded by the AI being bad at picking techs, which means that the already considerable advantage any player gets merely from having a brain tends to be magnified the further the game progresses. Currently the best wars are to be had in the early game since by the middle game the player is likely to be far ahead in picking up certain key techs even with an inferior research base (assuming an even half-way competent player at any rate).

On the positive side, this is fully moddable in the poptypes files by anybody willing to rebalance the economy to cope with smarter nations (significant economic rebalancing would have to be done) and something that I expect will be addressed in upcoming patches.




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Victoria 2, a beta review
(this can be released to the masses, if that is wanted :) )

Victoria 2 uses the Clausewitz engine, and as such should be pretty easy to figure out for anybody having played Paradox games using it (EU3, Rome, HoI3). The manual is clearly writtten, but I think the tutorial is the way to really jump into the game. The tutorials are well done, and gives the player the level of information he wants; you can start the tutorial with the very basic things, or jump directly into the more advanced stuff. It is also easy to go back to the tutorial later on, if you want to check out what certain things were, or how stuff was supposed to be done.

Most of the time the player is most likely viewing the main map, in one of the map-modes. The map can be freely zoomed in and out with the mouse wheel. When zooming enough out you get a very cool looking "Atlas" view, although it is not possible to select units in this view; still, I prefered during peace time to play with the map zoomed out, for some reason it gave me a more "correct" immersion of the Victorian era.

The game uses pop-ups and windows for different things, such as economy, politics and military. While in the windows I expereinced some "lag" when there were many wars going on and the game speed high (3+), apparently my rather old system wasn't quite up to the task anymore. During normal time, when there are just a few wars going on around the world and/or I kept the speed at 2 (the maximum speed I am able to handle all on-going stuff in the game without pausing (I try to play without pausing, as pausing is not really an option in multi-player games, and it is easier for me to get used to that even in single-player mode)), the windows worked very smoothly. Paradox has added an utility for the computer savvy people by which you can increase or decrease the framerate to suit their own tastes.

The game can be run in full-screen or in a window, and I didn't notice any difference on performance in either mode. Of course full screen lets you view larger parts of the map at the same time, so that was my prefered way when playing. Other things can be set from the settings too, like for example which key-board shortcuts are used to what things.

The AI is IMO better than before. The combat AI for example attempts pincer moves and naval landings at times. However, the AI still isn't as challenging as fellow humans in multi-player games (for example, the AI still is not very good at handling navies; it is quite easy to rule the waves as the human player, or so I felt at least), but then again, which game has an AI that outperforms a human brain? The AI seems to reasonably well react to threats; if an AI nation feels it is in danger because of a neighbour, it does attempt in a seemingly intelligent way find allies against the threat.

Many of the tasks in the game can be automated and given for the AI to handle. From trade to appointing generals and admirals, the player can choose which parts to let the AI run. As I am mostly interested in the military stuff and diplomatic game, I let the AI handle the trade most of the time, and it was a bless for me; I was allowed to concentrate on the fun stuff (fun for me, that is, I know many players would feel exactly the opposite of what is fun in Victoria 2) and let the AI do the boring trading stuff (and I know some people can't help drooling a bit when they think of the prospect of running the trading in the game; just shows in my opinion why this game has the potential to please many different kinds of people).

Diplomacy in the game is very well done. It has basically two layers, the "normal" diplomacy any nation is taking part in, and the the Spheres of Influence where only the eight Major Powers have a say. I found the diplomatic game to be very nice, although as usual I really lighten up during war, the continuation of diplomacy :) As such my diplomatic efforts were usually focused on making sure I had on my side those I needed, while the opponent was left as much alone as possible.

Combat in Victoria 2 uses a refined system of the EU3 and Rome combat system, and to me it is the exactly correct level of detail. I don't want to know what bullets each riflemen is using, I want to know how experienced and well trained brigaeds in a given Corps or Army is, and who the leader of the Army or Corps is. Every military leader has a personality in the game, and most leaders have their uses. Some may be better leading troops at the front, while others are nice at training up recruits or units having some R&R, while others move their troops rapidly around. Then there are those few very rare super humans who are practically excellent at everything, and then there are those few rare who you really truly can't figure out *anything* good to do (but they still are better than no leader, so they usually find a role as some garrison leader in a remote and peaceful part of the empire).

Politics and POPs is perhaps what truly sets Victoria 2 apart from other Paradox games. Politics sees many historical events used in a dynamic system, and to me this gave an excellent immersion (things might happen in a historical way wheb the conditions are right). At times during the beta it felt frustrating that I wasn't able to do the political reforms I wanted, but this was pretty much fixed during the beta testing; the release version of the game has already a much more smoothened out system for political matters. The POPs, which in Victoria 1 were the biggest micromanagemental pain I've felt in any Paradox games is *much* more smoother in V2. The POPs promote and demote automatically, as per the political and economical decissions the player has taken. National focus, a (or several, later on as techs advance) special "token" the player can use in one of his provinces to give the POPs a headsup of something special that you want them to focus on. And still, I suprised myself a few times that I had dived deep into the "lives" of the POPs, as hours just flied away while I tried to figure out why certain POPs were or weren't happy about their lives.

Music in Victoria 2 deserves a special mentioning. The music by Andreas Waldetoft is absolutely fantastic! My personal favourite of the music tunes became "Inventions", a pretty simple tune that builds ups while repeating the theme; I kept whistling the tune in most inapprpriate places :) Also the soundeffects are generally nice, but there were times when I wasn't too happy with the sound-effects (like for example when during a couple months railroads are completed in all your 100+ provinces; listening to the sound-effect or railroads completing a hundred times in row can drive any man insane, but I suppose that is the price you have to pay for getting so big in the game :p ).

The game can be set to automatically save at set intervals and/or the player can freely save at other times too. A single player save can be used in Multi-Play and vice-versa. Multiplay sessions can be continued from any save, so even if the game host would go AWOL (don't we all love the drama in the multi-play sessions? :) ), a client save can be used to host the game.

I've been in a few beta tests (both for Paradox and other gaming companies) before during the past 20+ years, and this is the first time I feel we have a winner at hand on launch day. The game is stable, many things were suggested towards the end of the beta testing, and instead of adding them in (as has sometimes perhaps happened in the past) the devs were firmly replying "That is material for 1.2, we want a game that is rock-stable and playable on launch-day". So, while there might be things I for one would have wanted to see in the game at launch , I think it is *good* that we have a rockstable game at hand. The game works, it doesn't crash, and it is even playable (at slow speeds) in Multiplay. Still, it is pretty much guaranteed new bugs will become known as thousands of people start to play the game; after all,there are only so many full games a couple dozen people can *play* while trying to make the game crash (to those who are not in the know, playing a game is not quite the same as trying to make a game crash ;) ). Meanwhile it is also pleasing to know there will be new things added to the game at 1.2, and not "just" bug-fixes.

Oh btw, I did pre-order the game this. I believe I will play this game for hundreds of hours, and I sure want to have the retail version on my machine on August 13th :)
 

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Short Version:

The extremely fantastically good:

* Sphere of Influence system
* CB/war goal system (including demanding states, not provinces)

The good:

* attempt at building a "closed" economy
* new UH mechanic for political/social reforms
* beautiful map, also the one terrain per province rule
* army units tied to soldier POPs system

Things I don't like as much:

* no more "tech interdependencies"
* EU3 combat a little too simplified (leads to exploits/imbalances)
* mobilisation techs and rules need more tweaking to work well in late-game WW1-style
* no difficulty modes (very minor, as I usually play Normal anyway)

Further problems, will never be "fully" fixed:

* balancing problems (economy, emigration/assimilation, wars)
* speed and AI can always use a boost


Long Version:

Victoria 2 is a great, and very polished game. There is loads of fun in the game -- the diplomatic game, the spheres of influence, guiding ones nation to the results one wants to see (be it a beacon of liberty and freedom, or an absolute monarchy or other, worse oppressive government forms), carefully nudging the economy to greatness, colonising, and plenty more.

I would probably need to say something about me as a gamer. I liked V1, it was a good game, as I am particularly interested in the time frame. I am also a little obsessive with my game economies, making V1 a natural game for me. Still, I played it far less than for example EU3, simply because while the game was great, it took ages and ages to play it -- manual POP promotion here being the main culprit.

Paradox managed to take everything that was great in V1, strip away the tedious stuff, change or tweak the rules so that the result (V2) is a smooth experience for the player. I believe that every player with an interest in strategy and a modicum of interest in the era will find this game worth having. A good game is a good game, and Victoria 2 is just that.

The main question everyone is asking is probably "will the game be in a HoI3-esque state at release?". Now, rest assured, it will be not. Again, I probably need to say something more about me to put this into perspective. I like HoI3, it's a good game. Yes, it had many problems at release. Did I enjoy playing HoI3 1.0? Well, sort of. Did I enjoy HoI3 1.4? Yes, certainly. And SF has only improved on that. I would definitely not call HoI3 1.4 "unplayable". Is it a great game? No, not even with SF. Is HoI3 a good game? Yes, definitely, with SF. So, that said, V2 at release will be very polished, and I expect few, if at all, crashes (V2 hasn't crashed for me in that last month of beta testing). Speed will also be very playable. Granted, speed can always be improved, just like the AI, but it's very playable and time flies by if you don't have any wars or other things to keep an eye on. Even on my not-so-great and older laptop, the game runs nice and well, and I never thought that speed issues distracted from the game.

Old V1 players will instantly feel at home in V2. If you think "there is much less to do, I want to play the game, not let the game play itself", rest assured. It may seem so at first glance that you have less direct influence on your country, so the game is "boring". This is true, you no longer have direct influence. The game is about indirect influence. No longer can you instantly turn 300k farmers into factory workers. Now, you need to set up the conditions that 300k farmers want to turn into craftsmen. The better the conditions you set, the earlier, easier, and faster will those farmers promote. The end result is much more rewarding. If you worry that there will be less to do, now that POP splitting and manual promotion is gone, this isn't a problem at all. The sphere of influence system (which is too great for me to be able to give sufficient credit in this review) will keep you occupied for as much as you want.

All in all, if you enjoy a little more "off-hands" approach to gaming, setting the foundations and the roads to a goal and watching your country move in the direction you set up, you'll love this game. If you prefer a more "brute-force" approach, you might be a bit disappointed. Instant change is no longer possible in V2, just like the reality the game tries to depict. Try the game, I'm sure you won't be disappointed. It might not be 100% your cup of tea, but it's a good game nevertheless. And at the end of the day, a good game is still a good game. For me, Victoria 2 is a great game and it will compete with EU3-HttT for the award of "best game installed on my computer".
 

Johan

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I asked the betas for their honest reviews last week, so here is the brutal honesty.
 
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