Victoria II Review

Introduction:

Specialist management games the thickest, Paradox Interactive is
returned a year after the release of Hearts of Iron III with a game that
was very nearly never see the day. Even in the world of high strategy,
there is actually more gender-holders and others – in 2003 – the
relative commercial failure of the first game had seriously jeopardized
the chances of this suite. Under pressure from the development team, the
studio opted for such a project and we can already say that fans will not regret it!

Cautiously direct your nation from the age of complete monarchies in
near the beginning of 19th century, all the way through expansion and
migration, to finally turn out to be a truly huge power by the dawn of
the 20th century.

About the Game:

Victoria 2 is an impressive strategy video game played throughout the
colonial era of the 19th century, somewhere the performer organizes a
country, directing it through industrialization, political reforms,
military take-over and colonization. Experience a fully political
imitation where each action you take will have a variety of penalty over
the entire planet. The inhabitants will act in response to your
decisions based on their political consciousness, social class, in
addition to their willingness to believe or revolt aligned with their
government.


 


Features:

  • Bottomless engrossing political replication with dozens of dissimilar governments.
  • Comprehensive economy with over 50 unlike types of goods and a variety of construction factories.
  • Superior Technological system with thousands of creations to discover.
  • Enhanced graphics and edges, in addition to multiplayer support.
  • A smooth interface makes the game accessible with no trouble.
  • Mechanization of different tasks counting, trade and inhabitants promotion.
  • Higher spheres of power system, where the huge powers clash over the control of the planet.
  • Cottage creation simulating pre-industrial economies.
  • Gunboat Diplomacy, no need for negotiating as a fleet outer a port may be a supplementary influential argument.
  • Historical and Dynamic proceedings guiding your nation through the history.
  • Over 200 dissimilar states can be played, throughout the era stretching from 1835 to the onset of WWII.


To submit or resign:

In the same way they had based the concept of Hearts of Iron III on its
predecessor, the developers of Paradox did not in the originality with
Victoria II: the principle of the game, his conduct and duties of
players are identical to what was possible in Victoria’s first name. So,
it is still taking in hand any nation in the world in 1835 and leads it
into the twentieth century to now reach the dawn of the Second World
War. Note that "any nation" is not a figure of speech, and Victoria II
allows you to play the master of the world (United Kingdom), power in
the making (Brazil) Tom Thumb or away from the West (Bali).

In fact, Victoria II is classified as gaming management / strategy the
thickest. A true hallmark of Swedish Paradox, gender is clearly not
intended for all players and it takes patience to master all the tools
at our disposal. From managing military to support the economy and to
the monitoring of all the social elements of the nation, we must keep an
eye on everything, but where things may confuse more than a neophyte,
is that we cannot control everything paradoxically.

Victoria II – more than the first – puts us in the skin of the head of
the nation. However, according to the dominant ideology in the country,
the political regime and the ruling party, we will not share the same
latitude. It is sometimes interesting and shakes up people’s democratic
impulses in order to have more leeway. The less scrupulous among us will
even heart to borrow more dictatorial ways to feel less constrained by
Parliament. Depending on the part of scientific and literary, but also
of our decisions, it will be possible to opt for a communist, fascist or
conservative with a lot of nuances.

Of course, this policy stems from the social reforms that can be
undertaken so that they have a direct influence on the moral / desires
of the people’s revolution. Similarly, the regime of the nation has a
direct impact on the economy. Thus, although a planned economy can build
the plants that you want or to organize the development of the railway,
a system focused on the "laissez faire" is counting on investors to
take on the task: it no cost to the State, making it less manageable for
the player, but in return, we did not necessarily munitions plant that
would allow us to make war.

Following the races:

The just war – we are talking about the tumultuous nineteenth century,
let us not forget – is the motor of the game Depending on which country
you chose, the targets are obviously not the same, but at their level,
almost all nations will resort to force to impose their views. No way to
take the side of a war game Hearts of Iron, or to pull a real-time
strategy game: the battles of Victoria II is a purpose and not a real
element of gameplay and the battles are decided according to the
technology implemented, the power of armies, terrain and general that it
has placed at the head of the troops.

Nothing too exciting for enthusiasts of action but few surprises for the
master tactician who has calculated his chances of victory in terms of
what he has learned from his opponent. On the merits, Victoria II does
not change the masses of its predecessor released in 2003. It is
actually in the form and the "small" changes that Paradox has managed to
make a difference. First is the graphics engine revolution: Designed
for Hearts of Iron III, it is now much better controlled by developers
more at ease. The set does not crash, the loads are much faster and the
overall fluidity (imperfect) is much more enjoyable.

Other major developer’s attention: Victoria II makes it more accessible.
It must be said that even among fans of management / strategy the first
game had caused many headaches. This time, things begin under excellent
auspices with a nine-part tutorial that illustrates perfectly the
essential handbook. A manual is also much lighter and used to marvel
greatly consolidated interface. In general, icons are clearer, more
functional menus and the player loses more time to access the different
tools that are entrusted to: time he can spend to better understand the
mechanisms.

Since we are talking about mechanisms, it is important to note that this
accessibility will also be found at this level. Beware; there is
absolutely no question of simplifying the title, but to focus the
attention of the player on the important things. Thus, the
micro-management of the population is over the menu and the distribution
among farmers, craftsmen, workers … is left to the discretion of
artificial intelligence and, even if she’s still possible to have all
the necessary information to influence immigration policy or industrial
policy to guide such a region.

Accepting the idea of defeat is to be defeated:

In the same kind of idea – and again, 19th century forces – the issue of
colonization has been completely redesigned to be no longer necessary
to select each of the regions concerned, to launch the construction of a
fort or a mission and finally validate the settlement. In Victoria II,
it passes through the "great national cause". The player simply decides a
target area while still keeping an eye on possible armed rivals. These
national causes can also be used to influence the industrial ambitions
of private investors and thereby foster the development of the timber
industry or weapons for example.

It’s the same with the management of trade, which by default is left to
artificial intelligence. However, the more adventurous can disable these
audiences while others will decide to handle the most sensitive
commodity to be sure to always have the steel for the manufacture of
guns. The new interface provides much more understanding the concepts of
supply and the global market system with a preponderance of the nation
ranked in prestige, the need to monitor the basic needs of every
population and, of course, changes productions that could create real
shortages.

 


 

Regarding the course of the game, it is important to note that the card
is both more readable and more attractive. This may not seem like much,
but in a game where one spends most of its time waiting for the impact a
particular decision eyes riveted on the map … must it be nice! The
many tooltips present throughout accentuate the appearance of all
readable, so that multiple events are more or less historical there to
break the monotony that can be established on … especially when you
try to make Korea a so-called civilized nation: a long breath.

To conclude this article which is not far from becoming a saga, we still
talk about the diplomatic side of things. Here, Paradox has completely
changed things and the first eight nations of the world acquire the
status of great power, which allows them to influence other countries.
These spheres of influence available to support its economy secure
markets and find allies, but not only, have they also guaranteed a kind
of stability / coherence to the parties. Indeed, the holder of a sphere
of influence must also ensure the defense of the coup, the nation’s
second-least suddenly become giants.

The AI also reacts much better to the players’ actions, is an ally a bit
more accurate (even if dirty tricks are of course always possible) and
the system of casus belli with the objectives of war makes the battles
more balanced. It is no longer systematically question total wars and
attacked another nation to limit its spread, requiring repairs, extend
its sphere of influence, stemming its colonial expansion … One the
other and to simpler terms, the Victoria II renews the concept
considerably from his grandfather, while life is still astronomical …
provided of course want to check out the manual!

Conclusion:

Let us be clear, despite the efforts made by Paradox Interactive at this
level, Victoria II remains a difficult title to discuss. It is
obviously not the kind of gifts that we did for eight years nephew and
he will spend several hours of his time to truly enjoy the richness of
the concept. That being said and even more than the first game, the
hours spent to understand the mechanisms involved are not wasted.
Victoria II actually allows many fantasies for those who like to revisit
history. The richness of situations is matched only by the
opportunities for players, so that gives us control of any nation in the
world, developers provide a lifetime of hallucinatory title. Far from
the action of the last thunderous FPS fashion, Victoria II is a rare
moment in the game world. A must for the amateur management.

 

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