2.Oil pollution of the sea— Pacific Area – Congresses. 1 map + 1 leaflet. ISBN 0 7.306 0344 X: $2.00 1.Water – Pollutants – Victoria.
Writing this roundup of Victoria II mods is like stepping back in time. It’s off to ye olde ModDB (along with a jaunt or two to the Paradox Forums) for all your Victoria II modding needs. Steam Workshop has spoiled us with it's handy library and easy integration.. but there's no such luck with Victoria II. The game's modding landscape says everything really.
Despite the meme amongst Paradox’s more dedicated fans that every soon-to-be-announced Paradox game is Victoria III, the fact remains that Victoria II has never had the broad following that its younger siblings maintain. And yet, the mods that do exist continue to receive support to this day. Unfortunately – for all the dedication of some, we are still dealing with a game that came out almost nine years ago. A large number of worthy mods (particularly utility mods) are untraceable due to any number of broken links and forgotten websites. What follows is an all in one guide to installing mods, troubleshooting mods as well as a list of some truly stand-out candidates.
You’d think that each and every mod would tell you precisely where the files should go in your Victoria II folder. Turns out, a fair number don’t. The following is the procedure for most mods:
Step One: With the mod downloaded, locate the 'mod' folder within your Victoria II directory. If you don’t have Victoria II on Steam, it will be under something like: C:/Program Files(x86)/Paradox Interactive/Victoria 2
If you use Steam, it should be under something like: C:/Program Files(x86)/Steam/steamapps/common/Victoria 2
Step Two: With the mod folder found, open up the compressed mod file. You should see something like this:
Step Three: Copy both the folder and the “.mod” file directly across into the 'mod' folder.
Step Four: If all is well, you should see a convenient checkbox in your Victoria II launcher. Click on it to activate the mod and then launch the game. You should begin to notice peculiar changes almost immediately. (Note: Activating multiple total conversion mods is not advised)
Now, with that out of the way, let’s look at some mods! Please note that the larger collections and overhauls have survived better and continue to receive updates semi-regularly. Unfortunately, a large number of the smaller utility and graphics mods are simply lost to time. Make sure you read right to the bottom of the article, where we have some top troubleshooting tips for anyone struggling to get their mods working.
'Enhancement' is to put too fine a point on matters. Anyone disappointed by the cancellation of East vs West, the semi-mythical Paradox foray into the Cold War, can find at least some solace in this remarkably detailed conversion of Victoria II to the modern day. Out of all of Paradox’s games, Victoria II probably fits a Cold War mod best – as CWE demonstrates. It’s not all smooth sailing however. The sheer complexity of modern institutions means that a large amount of potential events must be bolted on through event pop ups. These can get annoying after a while. Until we get a proper Cold War game from Paradox, CWE is king. You can grab the mod here.
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Bringing Victoria II into World War II seems a fraught endeavour at the best of times. Yet there is method to such madness. Purists will grumble about how technologies jump straight from “aeronautics” to “subsonic jets”, yet Victoria II is better placed than most to handle how things escalated in the 1920s and 30s. In many ways NEM needs further development. A start date in 1920 and 1936 is appreciated, but it is somewhat off-putting to find a 1920s Germany with something like three hundred thousand men under arms and no Versailles Treaty. It’s the kind of subject which must be handled very carefully. Grab it here.
An ominous title conceals a quite eclectic alternate history mod that does everything at once. What if China had kept on exploring the seas around it? What if Burgundy remained independent? What if Scandinavia remained a unified state? The result is anarchy – which, in the best traditions of Paradox fans, has had quite a bit of thought put into it. Concealed beneath are the various improvements of the Pop Demand Mod covered later.
If you’re truly sick and tired of Prussia and Austria squaring off yet again (and let’s face it, who isn’t?), then DoD might well be worth a look in.
The big one: HPM’s improvements are subtle. The point here is to maintain the fundamentals of Victoria II whilst improving a variety of things under the hood. Probably the most noticeable change are the dramatically increased number of decisions available to players. Victoria II, especially at first glance, can begin to feel sparse after so long being spoiled by Paradox’s other offerings. The most important addition, in this writer’s opinion, is the inclusion of serfs – critical to the experience of some of the big names in Europe. If you’re finding Victoria just needs that little something extra, the Historical Project Mod is a good place to start.
A development of the smaller Pop Demand Mod, where HPM exercises a certain restraint, PDMU pulls out all the stops. Want to form the Roman Empire? Go crazy! Worried about how much funding you’re giving to the arts – now you can feed starving artists to your heart’s content! Coupled with a quite expansive range of production goods (I’ve never been quite so excited to export financial services) and an extra couple of start dates and the stage is set for a quite unique game of Victoria II. Grab it here.
Fittingly, BAI stands out from the pack thanks to the changes it brings to war. Whilst new units are added in the other mods mentioned – BAI adding Stormtroopers to the mix does a better job of reflecting the changes World War I brought than most mods surveyed – where 19th century armies apparently are the beginning and end of things. This is just the tip of the iceberg for a host of new additions that certain total conversion mods covered above might do well to note. War is hardly the only thing BAI covers of course, with a variety of event chains and other additions. I’d consider Blood and Iron a kind of middle ground between the expansiveness of PDMU and the restraint of HPM.
A child of the Historical Project Mod, the HFM’s focus is upon piling as much alternate history as possible into the HPM. Those firing up the mod for the first time will notice that there’s an awful lot more wars going on, along with there being a lot more peculiar little states hanging around the periphery of the big boys that we’re used to.
Another notable addition is the inclusion of several of the more powerful trading companies, the most obvious being the East India Company. Grab it here.
No round up of Victoria II mods would be complete without mention of the quite remarkable potential offered by the Europa Universalis IV to Victoria II save game converter and the Victoria II to Hearts of Iron IV save game converter. I cannot comment upon their quality myself (my Victoria II save games are long gone!) but their united potential, coupled with Crusader Kings II, to play a game spanning more than a millennium is something not to be sneezed at.
In writing this article I encountered no end of trouble getting the mods covered below to work. Thanks to that, I fancy myself Strategy Gamer’s number one expert on Victoria II mod troubleshooting (out of candidate pool of one-ED). Here’s some tips and tricks that I found out along the way.
Make sure that you have the most up-to-date version of the game. If you own Victoria II through Steam, be sure to run: “Verify Integrity of Game Files” on it. If you’re running it outside of Steam then firstly: you’re in trouble and secondly: a quick reinstall might be worth your while.
More on my own adventures with Victoria II updates further below.
If your mod crashes on start-up, the first thing worth doing is to go to My Documents and delete that particular mod’s cache. Admittedly, this advice didn’t work for me, but it appeared often enough that it bears repeating. The majority of the above mods will modify the map in some form, so let’s assume that you’ll be deleting both caches, better safe than sorry.
First of all: you will need to:
Go to the Victoria II folder in the Paradox Interactive folder in My Documents. This should look something like: Documents/Paradox Interactive/Victoria II
Search for and open the folder marked with the acronym of the mod that’s giving you trouble, let’s say it’s the Historical Project Mod, it’ll be the folder marked: “HPM”
Open the map folder and inside it the cache sub-folder – delete its contents. Do the same with the “gfx” folder, in this case deleting everything within its “flags” sub-folder.
Then, when you’ve done all that, go to your main Victoria II folder, following the instructions up top covering installation to reach it. Then:
Maybe, just maybe, this might work for you. Reportedly this is to fix a cheeky bug that can occur even without running mods.
There is more to this business of 'versions' than you might think. If you’re blessed with Steam you probably don’t have this problem. For those of us who thought buying elsewhere would save them time/money, things are tricky.
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My copy of Victoria II was bought from GamersGate. The version you download from their site isn’t the most up-to-date version – nor will the launcher’s updater take you to the right site either. No – instead I had to update from Victoria II version 3.01 to 3.03.
From there I read strict instructions from one particular mod to update to 3.04. That mod worked fine. The rest didn’t. After much angst and delay, I gave up and reinstalled. That took me back to GamersGate’s version 3.01. That ran some different mods, but not others. The final official update with a proper installer took me to 3.03. I tried again. This time all the mods I tried worked – including the one that directed me to upgrade to 3.04.
Nevertheless, the advice time and again I see is to update to 3.04. So - go figure. As ever, in the pre-Steam world where everyone’s game is somehow that tiny bit different, modding remains something of a dark art. I am eager to hear thoughts from others who aren’t so burdened with a “difficult” game version.
So there we have it. If you’ve any other tricks for cracking unyielding mod problems please let me know, along with any others that mightn’t have made the cut!
This article is considered for the current version of the game.United KingdomHM's GovernmentWhig Party (liberal)London (ID 300)31.96 millionBritish43.3%OrderSea power & The Merchant MarineWe are not interested in the possibilities of defeat; they do not exist.Queen Victoria (1837-1901)The United Kingdom, in 1836, begins in a position of utmost envy. It is the foremost industrial, commercial and military power in the world.
It is unrivaled at sea, and can easily maintain this position throughout the game.At the beginning of the game, the UK has a myriad of objectives, which, for any other power, would be daunting.The sprawling British Empire provides it with ample amounts of resources and manpower. The first objective should be to secure and expand these colonial borders.
Contents.Unique and Decisions.DiplomacyThe UK has an enormous capability to fight military conflicts with both its large starting army and navy. The empire is slowed by one major diplomatic concern, that of foreign wars of containment. These wars will be provoked if the UK fights too many wars too quickly. Thus the UK should utilize its Spheres of influence to secure land for future conquests and avoid provoking European intervention. By placing influence points into key nations, like Japan, the UK can intervene and aid these nations should another power attack them.Controlling other nations in this manner also reserves the ability for the UK to seize them at a later date when it feels secure in doing so. Another way to secure a low Infamy, other than slow expansion or sphere use, is to exploit the UK's unique.
The UK can make several unique decisions, such as the ', which enables the UK to reduce its. The London Treaty for example, will give Greece the small unimportant Ionian Isles in return for four less points of infamy. This is half the infamy cost of a colonial concession war that could be used to gain a huge state in Japan, for example.Another option the UK player can use is to exploit the development of and for the benefit of the UK.
Especially in a multiplayer game assisting the formation of Italy and Germany by using the UK's influence points to discredit or ban or from the minors in these regions can benefit the UK. If Italy is allowed to form in will gain core on Austria and can be used by the UK to provide a land enemy to Austria and give Austria something to worry about on their western border. This case is the same with Germany for both Russia and France who will need to keep large land forces near Germany should it form. As the UK anything that keeps European nations focused on Europe and not on gaining foreign colonies makes the UK's game easier.Colonial Policy India, the jewel in the crown. The British Raj in 1836For the British Empire the benefits of securing for the empire are huge. The large and populous provinces of India provide three major benefits for Britain. Firstly the huge amount of cotton and dye that is produced in India enables the UK to build a huge textile industry back in the home isles, and at a low cost because the UK can provide all of the raw materials for itself.
Secondly India can provide the UK with abundant as the population of India is driven out of their RGOs by improved technology and into the British army, which allows for more industrial workers in the home isles. Thirdly the population of India is so great that they can provide a large base of for other colonies such as South Africa and Canada as unemployed POPs move out of India.At the start of the game the Indian minors have two major flaws that the UK can exploit. One is that the Indian nations have far weaker technology than the UK.
If the UK attacks in force it can overwhelm the native Indian armies.At the start of the game the only major opposing native power is, which if the UK attacks quickly and in force while the Panjab has weak tech it can be quickly broken. Additionally, the is available, once Great Britain annexed the of. The second problem facing the Indian minors is that they are almost all within the Sphere of the UK at the start. This allows the UK to intervene should a foreign power attack the minors and allow the UK to slowly remove them from its sphere and annex them.United Kingdom will slowly annex its Indian with the, which is however stopped once the decision is taken.Malaysia. Malaysia and Indonesia in 1836At the start of the game the country of in Malaysia is uncivilized and owns the Singapore state. This state contains several gold provinces and if acquired early will greatly bolster the spending abilities of the UK. If a UK player does not possess the current ability to attack Johore for whatever reason it can be very useful to begin influencing them and adding them to your sphere to prevent foreign gains here.Otherwise and dutch colonies and Sumatra is valuable provinces, that one might consider.South Africa.
British South Africa in 1836There are a series of scripted events that trigger the Boer War, but since they are around 1900, you'll probably get impatient. The uncivilized does unlike and not cost a lot of infamy to annex. They are all worth it though, with these areas full of gold and diamonds. United Kingdom has several smaller colonies in Africa and a large navy, so one can easily colonize all of and and large parts of central AfricaVenezuelais a good target for expansion. It becomes one of the largest producers of oil in the world. Economics 101: Oil = Money.
Venezuela lacks protection from any major power, and has a land border with British Guyana.The Royal NavyIt is vital for the UK to maintain a much larger and more advanced navy than its competitors. The fleet will allow the player to dominate the seas and makes fighting all other countries, even the other, much easier.
The UK already starts out with many naval technologies unlocked, and with the UK's strong economy, it allows the player to build up a technologically advanced but also large navy. Initially, the greatest rival for the UK will most likely be France, but they are still behind at the beginning of the game.Securing the EmpireNow is the time to make some major decisions for how to play the game from here on. When Queen Victoria is crowned (Half of 1837), breaks free. This removes the main foothold on the continent. You should decide whether expansion from here on will be focused on Europe or colonial acquisitions.Taking colonies and destroying uncivilized nations is easier, and the more historical option, but taking European territories will give you more prestige and a higher industrial ranking.If you decide to go colonial, the best option would be to try and keep the balance of power in Europe as equal as possible. If you go for Europe, you will incur lots of infamy, and even the UK can't beat a coalition of, the Ottomans and America.If one plans to take on, it is a good idea to take them on early.
The further along in the game, the stronger America gets. Within 30 years its population goes up by millions. They are very weak during the American Civil War (ACW).