The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World War drew a close, the specter of a third lit up the world in nuclear fire. Decades of low and high intensity warfare, popular revolts, and pandemics had left the world scarred and battered. Now, with signs of the chaos winding down, many nations, both old and young, can see signs of hope in the future. What does the New Millennium have in store for the world?

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Howdy!

Victoria II was underpinned by the Second Industrial Revolution, a time of fast technical progress and its effects in the economy, society, and politics. Victopia starts roughly a hundred years later, at the doorstep of a Third (or Digital) Industrial Revolution, with its whole series of challenges attached to them.

Factories are, once more, the centerpiece of industry. Although entrepreneurial craftsmen (representing small industries) can produce quite a lot by themselves, factories have the upper hand in terms of efficiency and output.

Fossil fuel power, a cornerstone of any industrializing nation.

Fossil fuel power, a cornerstone of any industrializing nation.


Factory composition is different from the base game, though. Although certain trades such as construction and manufacturing still require plenty of blue-collar jobs, the proportion of them is roughly half of the work force of the factory. More specialized manufacturing and tertiary/quaternary sector industries require an even larger proportion of white collar clerks.

Industrialization goes hand-in-hand with technological progress, and just as you can guide your nation's industrial policy, you can also direct its academia, not just by picking which techs to research, but seeking to focus and specialize in certain fields.

Let's be nice this time, and focus on national development instead of the military.

Let's be nice this time, and focus on national development instead of the military.


After some progress down the research trees, you can pick whether to focus your national research goals on the military or economic development, having a small net increase in overall research, although skewing it to favor whichever you picked, e.g. focusing on national development means you have an easier time researching commerce, culture and industry techs, but a harder time in army and naval/aerospace techs.

As time goes on and your research advances, you can focus even more into certain fields. After taking national development, for example, you can focus either of the specific tech branches: commerce, culture, or industry. Eventually you will be able to synergize with other branches (e.g. the Exploration School focusing on Naval/Aerospace and Culture, or the Military-Industrial school, in Army and Industry) to greater fine-tune your research towards your desired goals.

Further developments lead to further research efficiency and specialization.

Further developments lead to further research efficiency and specialization.


While their chief effect is in research policy, these ultimately also affect the nation as a whole through events and opportunities that may be available (or unavailable) for certain schools.

There is another way to grow and develop your nation that has been rather popular throughout history: expand your borders. While traditionally countries get bigger through warfare and colonization, there are peaceful methods to do so as well, especially in modern times, and especially in formerly united nations.

If you become the top dog of your region, there's a good chance you can get your neighbors to join you.

If you become the top dog of your region, there's a good chance you can get your neighbors to join you.


Unification can happen through traditional conquest, judicious use of politics and diplomacy, economic might, or a combination of them. You can even use (or abuse) existing diplomatic tools, such as the American Articles of Dissolution or the Canadian Compacts to expedite the process, even if normally they would restrict your diplomatic and military prowess. Playing nice can pay off!

East Canada isn't big enough for the two of us, mon ami.

East Canada isn't big enough for the two of us, mon ami.


Once you start the process, though, expect some resistance. At best, people are reluctant to join parts of larger unions, and require some convincing or coercing. At worst, they'd refuse to join a clearly belligerent power.

This is an offer we can refuse, actually.

This is an offer we can refuse, actually.


Do note that, as of right now, you can only unify Canada, and the peaceful annexation process isn't fully implemented yet. The US and Mexico are for a future update.


Version 0.09 is out! It was a big one, with changes to provinces, new countries, buildings, decisions, events, inventions, and more!

Perhaps the coolest addition was a working dynamic music system that changes the music depending on in-game situations e.g. having high militancy, being at war, being a great power. etc. These new synthwave / ambient electronic tracks are from Kai Engel, Timecrawler 82 and The Present Sound. Absolutely amazing musicians worth checking out! :)

Last but not least, a preview on the current political situation in the American Southwest, including four new starting nations:

An image of the American Southwest by version 0.09


Thank you!

Dev Diary 7 - Bugfixing + Space Exploration II + Version 0.08

Dev Diary 7 - Bugfixing + Space Exploration II + Version 0.08

News

Dev diary talking about bug-fixing and additional content, particularly in space exploration.

Dev Diary 6 - Space Exploration + Version 0.07

Dev Diary 6 - Space Exploration + Version 0.07

News

Dev diary talking about present and future progress in the mod, focused around pop works and space exploration.

Dev Diary 5 - The Economy Part II + Version 0.06

Dev Diary 5 - The Economy Part II + Version 0.06

News

Dev diary talking a bit more about the economy, and about Version 0.06.

Dev Diary 4 - The Economy + Version 0.05

Dev Diary 4 - The Economy + Version 0.05

News 1 comment

Dev diary talking about the present and future view of the economy for Victopia, as well as comments for version 0.05.

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Victopia - v0.10

Victopia - v0.10

Demo 6 comments

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Victopia - v0.09

Victopia - v0.09

Demo 13 comments

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Victopia - v0.08

Victopia - v0.08

Demo 2 comments

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Victopia - v0.07

Victopia - v0.07

Demo 3 comments

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Victopia - v0.06

Victopia - v0.06

Demo 2 comments

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Victopia - v0.05

Victopia - v0.05

Demo 1 comment

The untimely death of Franklin Delano Roosevelt on December 1944 marked the beginning of a grim chapter in the history of mankind. As the Second World...

Post comment Comments  (0 - 10 of 50)
Guest
Guest - - 688,627 comments

Would it be ok if i use this mod as a base if i give you full credit

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Blaskowicz Creator
Blaskowicz - - 31 comments

Sure! :)

Unless stated otherwise on the attributions doc, all elements of this mod are under Creative Commons BY-NC-SA.

Creativecommons.org

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Guest
Guest - - 688,627 comments

Blaskowicz, great mod and all, but two questions: 1. When will next update be, and 2. please tell me the next update includes factories for everything. At bare minimum there is no Construction material factories which exacerbates the problem of being broke all the time and perpetual civil uprisings or am I just missing something ?

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Blaskowicz Creator
Blaskowicz - - 31 comments

1. I'm not sure, but hopefully soon. Version 0.10 was the last one I could put some work in, but due to life circumstances I couldn't focus on it any more.

I recently got some free time in my hands, and I'm hoping to put a few updates in the coming month or so.

2. Yes, the economy is still very much a work in process, and several resources are still very constrained. It's one of the things I want to ameliorate by the next version.

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Guest
Guest - - 688,627 comments

I don't know if Im doing something wrong but the trade doesnt work. I have to manually buy construction supplies and everything else. Is this a bug or am I doing something wrong?

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Blaskowicz Creator
Blaskowicz - - 31 comments

Economy is still *very* wonky, especially with supply and demand of many goods. As it's still in alpha, do feel free to give yourself resources if needed!

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Guest
Guest - - 688,627 comments

You should join the Vic 2 modding server on discord, big mods like GFM,AoE,DoDHPM etc, are there. You can also find other modders if you want help with the project

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Blaskowicz Creator
Blaskowicz - - 31 comments

Thanks for the heads-up! I joined awhile ago, but I wasn't very active there.

Now that I have a bit more time, I'll revisit it.

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Guest
Guest - - 688,627 comments

Hi! can you share the png filter that you used over the original Technology images?

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Blaskowicz Creator
Blaskowicz - - 31 comments

Is it the scan line effect?

That's just a layer of black pixel lines at 25% transparency over the original pictures. I use paint.net for most of the graphics.

If I'm not mistaken, this is the .dll that I used for it:
Sites.google.com

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Guest
Guest - - 688,627 comments

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