View Full Version : Victoria (EU series 1835 - 1920)

02-06-2003, 21:59:38
This game looks pretty cool. Essentially Europa Universalis in the age of imperialism, but some new features that look nice. (like domestic politics)
The era in which the game is set is enough to grab my attention.


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.


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 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 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.

Copyright 2003 Paradox Entertainment AB

03-06-2003, 07:14:47
looks cool to me
the rush to the colonies always grabbed my attention, that should be fun to play

03-06-2003, 21:21:30
Yes this does look cool, sometime I will need to find EUII again in the stores and pick it up.

04-06-2003, 02:08:20
Originally posted by maroule
looks cool to me
the rush to the colonies always grabbed my attention, that should be fun to play

Me too, but the whole industrialisation thing and the rivalries between the nations are equally fascinating to me.

That's why I loved Imperialism so much, even though it simulates the era rather poorly. The EU engine should do a much better job at that.

05-06-2003, 08:12:14
I was wondering... as it sounds a good bit like Imperialism.

Resource Consumer
05-06-2003, 11:03:20
One thing to watch, though, is how the engine translates to different eras. In principle this version does not sound too bad but Hearts of Iron was absolute shite...

06-06-2003, 16:08:27
Originally posted by Resource Consumer
One thing to watch, though, is how the engine translates to different eras. In principle this version does not sound too bad but Hearts of Iron was absolute shite...

What was wrong with HOI?

Resource Consumer
10-06-2003, 14:32:17
I hated it

10-06-2003, 14:41:28
That might be a pro for some people.

10-06-2003, 19:02:00
I'll agree with RC, though I didn't absolutely hate it. It was massively buggy, and I felt some of the concepts were poorly realized, such as naval management/combat and the economic model.

10-06-2003, 20:46:22
How did those function then? (compared to EU)

10-06-2003, 23:33:18
I've never played EU so I don't know how to compare it. The economic model ranged from "Hey look. Sliding bars to adjust everything." to "Why in the fuck do these numbers keep changing and how the hell do I make them change the way I want."

As for naval combat...I never quite figured it out. Everytime I sent ships into a zone with another navy they lost. Never understood why.

11-06-2003, 07:18:29
because you sink

Dyl Ulenspiegel
11-06-2003, 09:06:33
Because Venom played the french navy.

11-06-2003, 09:52:07
still better than the austrian navy

11-06-2003, 10:06:58
I bet the Austrian Navy have lost fewer battles. :D

Dyl Ulenspiegel
11-06-2003, 18:37:42
Our navy never surrenders!

11-06-2003, 19:58:55
our galactic fleet of starship destroyers never surrendered either

13-06-2003, 17:05:04
Imaginary fleets never do.

14-06-2003, 03:48:17
Depends on who does the imagining.