This mod reworks the core gameplay of vanilla Victoria 2 and introduces new mechanics, such as the ability to dynamically target provinces for province events and a national idea system that allows players to choose from a list of bonuses to their country.

The economy has been extensively overhauled as well, with most RGO unemployment and economic crashes being eliminated by the addition of a world bank reserve. The world bank is an unplayable country that has banker POPs which have almost unlimited demand for RGO goods and an almost infinite gold income. These POPs will buy any excess RGO goods that get produced from the rest of the world, thereby eliminating unemployment due to overproduction of goods from the game. The world bank is set to always be last in the rankings, which forces their POPs to buy goods only after every other country has gotten a chance to buy goods.

Mine RGO output is now mostly determined by mine size, with every mine in the world only starting with between 5-30k max RGO size. Mining provinces with high populations won't necessarily output more goods than provinces with small populations anymore and provinces that historically had small populations but high output are now accurately represented.

General attack and defense traits were renamed and color coded so you can quickly see what bonuses a general gives when scrolling through the general selection box.

Many flavor countries and decisions have been imported over from HPM, with the decisions and events being modified to be more impactful in terms of gameplay and faster in terms of game performance.

2 new starting dates have been added: 1913 and 1914. The 1914 scenario starts with the Great War already underway and includes an entire event/decision chain to simulate the end of the war.

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Victoria Universalis v0.50

Victoria Universalis v0.50

Full Version

Checksum BJGE after 2nd startup. Added the ability to bypass the world market and trade goods directly with another player controlled nation. Players...

Victoria Universalis v0.49

Victoria Universalis v0.49

Full Version 1 comment

Checksum DJVH after 2nd startup. Assigned the hotkey "e" to the naval base construction button. You can now build naval bases by clicking on a province...

Victoria Universalis v0.48

Victoria Universalis v0.48

Full Version 2 comments

Checksum NFSR after 2nd startup. Most of 0.47 and 0.48 changes are to combat and the map. It was discovered that the naval invasion penalty only applies...

Victoria Universalis v0.46

Victoria Universalis v0.46

Full Version 8 comments

Checksum ZRXL after 2nd startup. Small tweaks to province selector decisions. Added some railroady events that make it far more likely for AI Prussia...

Victoria Universalis v0.45

Victoria Universalis v0.45

Full Version 9 comments

Checksum IYDG after 2nd startup. Hungary now exists as a puppet of Austria in 1836 with an event to declare independence in 1848. Austria-Hungary can...

Victoria Universalis v0.44

Victoria Universalis v0.44

Full Version 4 comments

Checksum HQIU after 2nd startup. By popular demand, crises were brought back with an event to enable or disable them at the start of a campaign.

Comments  (0 - 10 of 69)
cityofexilius
cityofexilius

"thereby eliminating unemployment due to overproduction of goods from the game."
....why? this was a real issue during victoria 2's timeframe

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Vic1984 Creator
Vic1984

It prevents economic crashes and also leads to more realistic outcome in terms of industrialization. In base game, if you have high pop you will have extremely high industrialization by the time the game ends, even if you have low literacy, as long as you are "civilized" simply because of the demotion mechanic. Demotion is the opposite of promotion and usually occurs when POPs are doing poorly or unemployed. Thing is demotion modifiers are like 10x stronger than promotion modifiers in base game and farmers can demote into craftsmen, even though technically a craftsmen should be a step up from a subsistence farmer.

Also there's a bunch of weird sphere mechanics that you can read about on reddit that cause glitched duplication of goods. These duped goods factor into global unemployment, however only spheremasters and spherelings have access to the duplicate goods and POPs don't get paid when they sell these duped goods. I originally created the world bank to fix THIS issue, but as a byproduct it also prevents unemployment from overproduction of RGO goods.

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cityofexilius
cityofexilius

That "weird sphere mechanic" doesn't exist. I don't trust a sketchy conclusion made from two anecdotal savegames that we don't have access to.

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milesfm
milesfm

This mod is one of the few I know of on ModDB that has built in multiplayer features, so well done on that. It would be nice to see this mod on the Victoria Modding discord but I guess the ModDB comment section will do. I can only speak from a multiplayer stand point but the crowd I'm with prefer this mod over any PUIR mod. The HPM map is a nice change, although I'll have to get used to it in a multiplayer setting. The mod is a bit rough around the edges, for example I was playing as Italy and there were missing cores on parts of Lombardia and Venetia which was a bit strange, and I'm still not sure that I like the grant system, but from the limited time I've played this mod, it has been quite good. I also like the Great War setting, although with a mod like Pierre's Great War mod, it gives three more years of prep. This isn't a review, as I want to play the mod first, but just an observation and I hope you continue working on this mod.

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Guest
Guest

You gain those cores on Venetia via decision after forming Italy, same as in vanilla. Italy is a LOT easier to form in the mod too, there's multiple decision trees that lead you to form Italy and the garibali rebel trick was made easier to pull off because it can be done in Sardinia-Piedmont now.

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FeanorEll
FeanorEll

I like this mod so far but there seems to be some issue with the assimilation rates.
Im playing as Greece/Greek Empire and there seems to be no assimilation happening to any of my pops in Greece or Anatolia, even though the tooltip displays that some +0.1% bonus should be given.

Maybe the tooltip displays the assimilation rate wrong? Currently it shows "no assimilation happening". I don't remember how assimilation is if you play as Greece in vanilla so I can't make a comparison.

Therefore also the national idea "assimilation rate +50%" seems useless, since it doesn't enable assimilation but rather accelerates the one happening. I propose that it would be changed to "+0.X % " increase in the part of the formula that enabled assimilation.

Do you know in which .txt files I can see the assimilation conditions for pop's and what the national ideas do? I could only find the event for selecting the national ideas but I don't know where it draws the numbers and properties from.

Anyhow, great mod! I like the baby booming and change RGO decisions.

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D1003briner
D1003briner

i was playing as portugal but assimilation happened i got some african colonies into states

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FeanorEll
FeanorEll

Ok so I found the files related to it and it seems that culture that are core cultures of a region can never be converted... which in my opinion isn't the best mechanic

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Vic1984 Creator
Vic1984

You can't convert culture core provinces vanilla and all HPM based mods. I actually enabled core culture conversion in previous versions but I had people complain about that so I changed it back to vanilla.

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FeanorEll
FeanorEll

Could you tell me where I can edit that?

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Vic1984 Creator
Vic1984

Sure thing, its in common/pop_types.txt. If you're trying to get culture core assimilation working, you should know that there's hidden penalties to culture core assimilation that's in the source code and unmoddable. The penalty is so severe that I had to increase culture core assimilation rate by 100x that of non culture cored provinces in order to get similar assimilation rates.

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FeanorEll
FeanorEll

I added 1000% and they are still not converting.
Most of the turkish pops have 10 militancy but that is still a very small penalty compared to the 1000% i added.

Do you know where I can change which provinces are culture_cores of a culture?

It's not on pop_types.txt and didn't find it in map folder either...

Thanks!

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Inquerion
Inquerion

Hi, I created a small overhaul of the whole assimilation mechanic for Victoria Universalis, it should allow you now to assimilate small number of Turkish pops as long as they will have high literacy, low militancy and access to luxury goods. Full citizenship will also help :)

Open it with Notepad, copy and replace whole #general assimilation mtth in Victoria Universalis pop_types.txt

Docs.google.com

Let me know if it works for you.

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