
Victoria II contains a deep political simulation reflected in 8 different types of governments, 7 ideologies and a new sphere of influence system, gunboat diplomacy, and a new election system with coalition governments and legislatures. The game also has a cottage production system simulating pre-industrial economies. All resources can be collected or produced by industry. 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. Other materials, like iron, are consumed primarily by industry, but are still tradeable. Some resources, such as wheat, are demanded principally by the population. Every province in the game produces a resource in resource gathering operations (RGOs). The economic system in Victoria II attempts to simulate the flow of resources in a world market. Additionally, the functioning of ideology in the game was tweaked such that population groups are more sensitive to changes in their country's situation, as well as inclined to agitate for specific levels of political and social reforms. Education and literacy's importance is reflected in the vast technology system that contains thousands of inventions. 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. Automation of various tasks has been added, including trade and population promotion. The interface was streamlined when compared to the original game, which was described by producer Johan Andersson as, "the interface God forgot". Victoria II contains a number of changes and improvements from its predecessor. These events and decisions can lead to the creation or disintegration of nation states. There are thousands of historical events and decisions as well. 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 several different population groups (or "pops"), such as aristocrats, army officers, clergy, soldiers, labourers, slaves, bureaucrats and others. Nations' populations are divided into cultures, religions, classes and occupations. 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. 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. Like its predecessor, Victoria II focuses on internal management, covering the industrialization and social/political changes in a country with 8 different government types. Victoria II spans the globe from 1836 with over 200 playable nations. For more guidance, see Wikipedia:Translation.Ī preview image of Victoria II showing the political map mode, interfaces, and Northern Italy in 1836.You should also add the template to the talk page.A model attribution edit summary Content in this edit is translated from the existing Russian Wikipedia article at ] see its history for attribution. You must provide copyright attribution in the edit summary accompanying your translation by providing an interlanguage link to the source of your translation.If possible, verify the text with references provided in the foreign-language article. Do not translate text that appears unreliable or low-quality.Consider adding a topic to this template: there are already 2,217 articles in the main category, and specifying |topic= will aid in categorization.Machine translation like DeepL or Google Translate is a useful starting point for translations, but translators must revise errors as necessary and confirm that the translation is accurate, rather than simply copy-pasting machine-translated text into the English Wikipedia.
