• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Victoria - The FAQ

This is a blatant rip-off of Aetius' thread in the CK forum.

I'll collect all available official information on Victoria.

From the official Paradox announcement :

1 8 3 5 - 1 9 2 0

Guide your nation from the era of absolute monarchies of the early 19th century to evolve into a fully industrialized Great Power at the dawn of the 20th century! You must make sure that you stay ahead in wealth and strength, and skillfully manage the democratization process without disintegrating.

Victoria focus on six different aspects, all interconnected, to provide a deep, yet easily accessible game-play; Diplomacy, Warfare, Economy & Industrialisation, Colonisation, Technological Development and Political Simulation.

Diplomacy
Victoria has a full flexible diplomatic system based on the concepts from EU1/2 and HoI, with bilateral alliances, limited colonial wars, claims over provinces, and much tied in to the concept of national prestige as the strength in diplomatic actions. Victoria also introduces a complex peace resolution system where claims can be given up, as well as trade deals and resources.

Warfare
Warfare is similar to the system in HoI with divisions of various types constituting the core of the land forces. Troop types are Militia, Colonial Troops, Regular Infantry, Elite Guards, and Cavalry. Divisions will have home provinces and cultures tied to them. Some sort of tactical decisions depending on the commander of the armies will occur. Each individual ship (frigate, man-o-war, ironclad, and dreadnought) will be named. Combat values are based on the three concepts of firepower, organisation and morale.

Economy - Industrialisation
The large focus in Victoria is on the industrialisation of the nations. Provinces have different amount of resources, and you can build lots of different buildings in different categories, like resource-mines, refineries, goods-manufactories, government buildings and military buildings. Resources can be shipped via convoys and rail, and/or sold to other nations on a world market. The economical development properly simulates the process of industrialisation. Supply and Demand affect prices where monopolies of certain items can lead to great wealth.

Colonisation
Colonisation in Victoria is all about laying claims to the vast lands not controlled by the industrialized nations. Claims can be contested, and will sometimes lead to war. Explorers can be sent to areas to map out the white spots on the map, and will discover new resources for the empire. Colonists are moving from overpopulated countries in the old world, to the most free and prosperous colonies and new nations,

Technological Development
The technology system is completely revolutionary, with its core based around the old concept of technology tree, but with the added concept of historical events giving you advances over time, depending on what you research in the technology trees.

Political Simulation
Victoria includes an advanced system that simulates the decisions and preferences of ideologies and parties of the people in a nation. Preferred ideologies can be tweaked by the player. Democratic nations give better economical development but low political stability, while monarchies lack the economical development but are more stable.
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Quotes from game designers:

Johan:
And no comments about my nice new map-engine :(
;)

Asked who the game is being made by:
Johan:
Its done completely inhouse :)

On the start date of 1835:
Johan:
Several reasons.. Originally the plan was for 1840 to be the start, as its when the 19th century truly started.

But well... I wanted 1835 so I could play Texas!
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Greven regarding urbanisation:
You see the small men in the screeenie? They are called POPs representing up to 100 000 persons in the workforce (thus approximately 1/4 of total population). Each POP has a set of attributs one of them is workforce type...

So your country may start out with 90% of your POPs being farmers as you urbanize your society they will slowly transform into Labourers, craftsmen and clerks etc.

also in the immigration thread:
Population is represented as POPs a unit of 1-100 000 persons (true figure stated) and each will have a number of attributes as; ideology, militancy, (political) consciousness, workforce type, religion, culture etc.

Immigration is in the system.

On government types:
Monarchy, Constitutional Monarchy, Democracy, Presidential Dictatorship, and Proletarian Dictatorship is what you get in Victoria.

Each Form of Government is limited by its options in the following areas; Exective Designation, Party System, National Value etc....

And... I have not yet discussed all the political and social reforms you may or may not do... :D

On communism:
You don't need to worry...You'll see some communists raising the red flag...

On the question of whether ethnicity will be represented in the game:
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Johan on the Russian baltic fleet getting to the Far East:
By the same way they sent it historically I would guess?

The northern waterways are not exactly easily traversed even today.


In response to the completely unwarranted assertion that Victoria will just be an EU "add-on":
huh?

Please give me the add-on you see here, so I don't have to spend a year writing a new game from scratch.


Johan on the presence of Alaska in the game:
Alaska is in together with Yukon. And so is entire New Zealand
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric:
Well, the province size was decided when we discussed the Civil War... It is hard to simulate all the battles with large provinces :)

The map will be divided in the following way:

Countries
Regions
Provinces

The naming is not 100% decided yet but that is the idea anyway. We may still change that as the beta is still a couple of months away.
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Johan:
1) Regions are where you build factories and other things.

2) Provinces are mostly for military movement.

Provinces can be ceded in wars, and can change between countries.


For example, Sweden (without Norway) has three regions in the game, while IIRC there's about 25 provinces.
 

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
According to Patric on Screenshot 4:

In response to "and is that high sea and river boat convoys I see there?"
Clippers and Steamers

In response to "Does having a Steamer give you something different in a convoy than having a clipper?"
Steamers are faster and can carry more.
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric in response to "Are those smoking cups representing coffee production? You might run into Sun problems with the Java logo! (just kidding, icons are cool)":
Yes, that's coffee (and tobacco, fruit etc).

Patric on the appearance of sea zones in the map:
Ok, I see... Well, the sea zones will be pretty primitive in appearance and this is due to memory limitations. The map is approximately 20000 * 9000 pixels in size and it is loaded in RAM so we had to take something away to be able to keep memory req[uirements] down.
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Johan on Chinese provinces:
We are using city names for provinces in China, as we are doing the same everywhere.

We have a dedicated teams of betas with extensive knowledge on China, and they are making sure that the provinces are divided much better and more accurate than in our previous games. (This beta group contains chinese people, which we have not had before.)


And on the game manual:
We are developing the manual differently for this project, as obviously the other methods did not work very well.
 

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric on "population types":
There are 10 different "Population types" in the game. You can see 3 different types in the latest screen.

on the map:
The ports will be much easier to see once we have placed them properly. The other building is the Capital :)
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric on "milestones":
Hmm, next mile-stone?

Well, we have a couple of milestones left. At the moment we are working more or less around the clock to finish the game but as soon as we have feature freeze we'll be able to answer a lot more questions :) That should be at the end of this month.

Patric:
Cultural technology is divided in five groups with five applications in each. There are 4 other groups like this! So, hmmm.... 125 applications in all (and then you have the invention events spawned by the applications)...
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric in response to a question asking whether the event picture will be the same for all events:

Patric on map modes:
you will have 4 modes:

Terrain - The one you have seen
Political
Economic
Supply
 

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric on province defenses:
Provinces will have a fortification level that can be expanded.

On warfare:
Warfare is more like EU2 but with the HoI unit structure. No, formations won't be a part of the game.

On leaders:
There are leaders in the game similar to HoI. No, they can not be captured and ransomed.
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
More from Patric on the map:
Sea zones... There are 2300+ provinces and ca 550 sea zones on the map right now but that ain't the final version so it is subject to change.

On scenarios:
There will most likely be 3 or 4 scenarios!
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric on the new screenshot (with one gratuitous Song of Fire and Ice reference):
What you see here are only the "natural" resources. There is a screen for the factories as well.

A factory can have 5 workers unless expanded (which will add 5 more slots). RGOs work the same way.

Resource Gathering Operation

Unassigned = unemployed...

Others can be soldiers for example... (Or wights from beyond the Wall... Winter is coming)

and
There are RGOs and Factories that need workers.

Factories need resources that you get either from your RGOs or buy from the world market.
 

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
On railroads and supply:
Railroads are abstracted. They increase production efficiency in the province and also raise the movement rate for units of the same nationality.

No river network I'm afraid and only the major canals will have an effect on the game.

The supply system is based on the EU2 system with a maintenance slider in the budget.

and
Same nationality as in French troops get better movement rates in France (when there is a railroad).
 
Last edited:

Dark Knight

Troll-slayer
2 Badges
Jun 8, 2000
9.512
1
  • Victoria: Revolutions
  • 500k Club
Patric on resource use:
RGOs can be expanded. Some resources are not discovered when the game starts.

Cotton or Wool => Fabric Factory => Fabric
Coal => Dye Factory => Dye
Fabric + Dye => Regular Clothes Factory => Regular Clothes

and
There will be only one resource in each province but IIRC that resources may be exchanged via events... Gold rush for example...
 
Status
Not open for further replies.