Victoria II: Heart of Darkness is the second expansion for the grand strategy and political simulator Victoria II. This expansion focuses on the Scramble for Africa. Compete with other colonial powers and experience international crises which require Great Power mediation if the world is to avoid war in this experience crafted by Paradox Development Studio.

Key Features

  • Experience a brand new colonization system: Use your navy to expand your empire, compete against other colonial powers and struggle to maintain your overseas control. Colonial conflicts can spiral out of control and become international crises. They will have to be decided by diplomatic negotiations or risk costly wars
  • Battle your enemies in the new naval combat system: Together with the new colonization system, your navies are more important than ever. A new system of gun ranges brings more depth and strategy to warfare on the high seas. Powerful new battleships also join the other classes of ships to bridge the gap to Dreadnoughts
  • Prepare for International Crises: Around the world international crises continually call on the Great Powers to mediate and compromise, with war always being the last resort. As one of the lesser powers, use your influence to stir up local flash points so you can use fleet footed diplomacy to get the Great Powers to right the wrongs that have been committed against your nation!
  • Follow the global events with the new newspaper system: Attain a greater sense of immersion by receiving local and global reports on world events. Over 60 newspapers, both historic and otherwise, periodically present you with the latest news reports of war, major events, royal gossip and other matters of interest
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ORBIS REGNUM

The Global Kingdom

Pre-alpha progress: 40%


Hey guys, this time I won’t be posting a detailed article about one of the mod’s conceptual changes. Instead I’ll be talking a bit about the work I’ve done these last three weeks (somewhat vaguely, to save most of it for upcoming posts) and keeping score of the current progress so far. When the counter in the spoiler section reaches 100% I'll move the dev stage of the mod to alpha, and way closer to the beta I want to release around in a few months (most surely August).

I've talked with some friends who will be testing the alpha in around June (or a bit later if necessary). If you're interested in joining this group, write me at libertinox4Y@proton.me, or in twitter / reddit. Also, I've made a discord server but I don't use discord that much, so any patience / help in there is appreciated, as this is the reason I haven't made it public yet, sorry. If you want an invite, join the group or simple collaborate, feel free to send a message. I'll finish the details and probably make it public by next weekend.

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An old screenshot from a way earlier stage. Support for the Sprites Pack DLCs will be added in case you've bought them, and will also be extended to more nations so earlier warring can feel more epic. (Beware the assets won't be distributed to avoid violating PDX policies, so make sure to get them on one of the Steam sales)


Anyway, let’s start with last week's work and talk about the map and the provinces, as I’ve been adding a bunch of new provinces into the mod to be able to simulate modern-day economies based on services, and these are the ‘urban areas’, the administrative core of the metropolitan areas. Put simply: the cities themselves, surrounded by the greater areas (current vanilla provinces) where pop's live and produce industrial or agricultural goods, etc. I’ve thought some may see this as a perhaps conflictive addition to the mod, thus I've preferred to announce it as subtle as possible, as I really don’t want to scare anyone who might consider it ‘ugly’, ‘out-of-place’, or whatever. Fugly, short and simple.

However, I really like it, and considered it very much necessary for a proper simulation of how geopolitics works in an urban/interconnected world, and how life these days can be so radically different in urban metropolitan places as it is in rural ones (how this affects politics too) and so, I had to make it work one way or the other, and obviously, the most important reason was to construct parallel main core for the whole service economy concept of which I'll tell more in its own article, but anyway, lots of the world’s largest cities are already in the map, with all requirements like climate or continents added, trade goods (services), regions, etc:

modlog1 cities1

They are absolutely playable since quite a while, with related crashes reduced to zero now, during the first week of the addition. I did come up with an interface glitch, some nightmarishly game-killer stuff, just a few days ago, but solved immediately thanks to good-almighty-constant organisation. If it ever happens to you while modding provinces: check your duplicates in map files.

As for general modding progress, this weekend’s count would be 312 cities already up and running (unpopulated, as I haven’t do pops yet), and I still need to do at least around a hundred more to cover the capitals of all nations (the remaining) as well other necessary cities depending on specific economy sizes. There are a bit more new provinces as I also tweaked and play to create some new borders, but left it for later:

(List of largest cities, Urban area, Population, Metropolitan area, World's largest urban areas in 2020, and more)

Again, I’ll talk more about cities later on, but if you like the concept, rest assured it’s going very well so far with a lot of work done already. I’ve also added some flags, including Russia and modern Germany, as seen in one of the latest screenshots. I did Andorra because I had to do the province and anyway, one of you guys in here asked about it and I thought it’d be cool:

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The Vatican has also been worked a bit this week. There was some slight localisation adjustments, but nothing too fancy to tell. Also, I worked on my excel files to calculate pops distribution of the map now that I’m getting closer to finishing essential new provinces. Along this, I think I may finally have the first branch of the defence ministry tech tree designed and listed. We’ll see.

Anyway, I think that’s it for this weekend. I’ll be sharing a bigger post anytime soon. Take care, and thanks for staying in touch. Lib, out.

---

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A small pic of Northern Africa borders at the beginning of the bookmark of 1908, the initial one. Protectorates and colonial nations will be playable as substates of the colonial empires to make the starting phase of the game (and the eventual decolonisation) more interesting, adding its own challenges and development/identity path to each real-life or alt-history independence movement.


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Zorro_Ladron
Zorro_Ladron - - 8 comments

There are many revolutions and the revolutionaries have more morals than the army itself [= ^ · <· ^ =] but the mod was very fun, I still don't know English, maybe it was because of some decisions I made without understanding it well.

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