This spritepack will give you 12 historically authentic modelled units for the American Civil War Era with new animations, for a more realistic and more beautiful game atmosphere. Units are equipped with muskets, sabres, kepis, hardee hats and much more.
The first expansion to Victoria II focuses on American Civil War era and enhances the political and economical aspects of the game. Carefully guide your nation from the era of absolute monarchies in the early 19th century, through expansion and colonization, to finally become a truly great power by the dawn of the 20th century.
Additionally, the rest of the Victoria catalog is 66% off today as part of the Daily Deal! Offer expires February 3rd at 10AM Pacific time.
Each of the Sprite packs introduce unique uniforms for your units. The Old Vic pack improves the interface graphics of Victoria II, adding an overall depth and feel inspired by classic Victorian offices.
Updates to Victoria II have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Difficulty is back, with lots of different effects.
Added a sphere overview to the outliner
Added flags in zoomed out mode to represent armies and navies on the map.
When releaseing a nation you are now able to select that you want to continue playing as them. (singleplayer only, but will not make them a satellite.)
Added Israel, South Rhodesia, Congo Free State & Iceland as releasable countries.
You can now form the Byzantine Empire if you play as a greek state and achieve a few goals.
Playable Babylon added as a free DLC integrated in the patch.
AI Improvements * Diplomacy AI
AI will now try to influence and remove other GPs influence from countries it wants to attack
AI is more likely to cancel alliances with those that occupy their territory.
Countries which has cores in other countries no longer want to ally with them
AI less keen on expelling advisors
Fixed a bug which made the GP AI misjudge the influence gain of other GPs
AI now less likely to sphere unciv neighbors with low production output
AI now a bit more stubborn when feeling superior to another country when determining peace chance
AI should now be able to intervene in wars
AI now takes possible intervention into account when evaluating wars
Made sphere leaders slightly more friendly towards spherees
AI doesn't really like to intervene and help out countries with high badboy
AI now dislikes provinces it cannot reach even if has lots of goodie factorys and gold RGOs
AI now likes countries which can get canals built through them
Fixed a serious bug that made the AI overconfident when going to war
AI now considers neighbors more of a threat when evaluating enemies allies, and allies close to war target is considered slightly better
AI will no longer count countries in their own sphere as allies when evaluating if another country should be allied with.
Great powers will now consider allying with people outside their sphere.
AI is now less likely to break alliances.
AI can now cancel alliances because of CB against allied
There's now a small distance penalty when evaluating non-neighboring states as target of wargoals
* Economic AI
Fixed an issue with AI budget minister assuming it could take loans when it couldn't
Fixed an issue with AI budget minister not always taking the cost of the national stockpile into account
AI now tries to lower taxes for rich strata to make them invest more in projects
AI should now build and upgrade naval bases in decent positions
AI no longer tries to upgrade factories that are already being upgraded
AI should now promote more craftmen/clerks
AI will now save some more money in the budget
AI is now better at promoting Capitalists to kickstart the economy.
* Military AI
A country that has heavily occupied core territory will now mobilize
Army AI: Splits off siege forces when dealing with rebel occupied provinces
Army AI: now properly considers areas with rebels "war zones"
AI now considers Military Tactics a bit stronger when calculating troop strength
* Tech AI
tech ai should now be more resonable
AI should be a little bit better at keeping up in naval tech research.
more ai evaluation to watch out for nasty gas
Clean coal tech is now also desired by iron producers.
Electricity is now more desirable by great powers.
The AI will now focus on national focus techs if a greaterpower or having a big population.
Gamebalance Changes * Great Powers
GP intervention now requires the country to have a "Friendly" opinion of the GP
Once a GP has formed its union tag it no longer gets the free assert hegemnoy CB vs other nations with the union tag.
Assert Hegemony wargoal changed into removing the all nations within the same culture group from being either in the sphere or being vassals. It also sets the relation back to neutral.
Changed warscore for Hegemony to 6 for each sphere member or vassal
Military and industrial score now have higher theoretical maximum
Halfed impact from leaders on military score.
In order to intervene in a war, a nation targeted by a wargoal need to have at least cordial opinion of the nation wanting to intervene
Removing a country from a sphere now incurs an influence drop as well
Relation now has slightly less effect on suppressing wars if countries have valid CBs
It's no longer possible to call your sphereleader again and again into a war as a spheree
Lowered influence cost of discredit, upped the effect(-50% -> -75%)
You can no longer influence any country you have a truce with.
Its no longer possible to release satellites when at war.
Relations now have slightly more effect on military access chance
It's no longer possible to add wargoals to a side that has a Status Quo wargoal added to it
The first nation that intervenes in a war will always become warleader, subsequent joins will never become warleader
Called allies never become warleader in Status Quo has been added to that side
It's no longer possible to negotiate with minors if you have added non-annex wargoals and the other side has added status quo
All states that are annexed by a minor in a war are now added as "Free people" wargoals(up to 150 warscore worth)
Status Quo wargoal is now removed if someone annexes a minor(since it will be replaced with Free People wargoals)
No longer possible to call allies into civil war
Rebel territory is now disregarded when occupation percentage is compared.
Releasing nations now reduce infamy and prestige
Capitalists are no longer restricted to building factories/railroads in the state they live in.
Capitalists now select a couple of states to invest in rather than distribute money over the entire nation
Capitalist build selection now less random, are nowmuch more likeley to listen to national focus.
Capitalist projects now responds to economic policy changes
Capitalists should now invest some of their money in projects before buying luxuaries
Capitalist should now consider available inputs when determining projects
Capitalists now better at investing in projects before their needs
Capitalists will now focus fully on creating new factories when they have none and slow down their investment to support their life needs
* Pop Migration
POPs are even less likely to move to desert or arctic provinces.
POPs are slightly more likely to move to coastal provinces
Migrating pops now understands that unemployment is not an ideal dream.
Factory workers won't move to colonies anymore.
Pops now understand that migrating where unemployment exists is bad.
Pops getting luxury goods are no longer keen on migrating.
Soldiers will not migrate to provinces where farmers and labourers are heavily unemployed.
* Pop Promotion
Pops will no longer promote away from what a national focus desires.
Fixed a few problems which caused pops to demote when they shouldn't.
Pops promoting gets consciousness to 0 now.
Pops are less likely to promote to capitalists where there is low amount of beurucrats or if they have low literacy.
Artisans will not consider becoming capitalists if the capitalists are not well off.
Capitalists are now less likely to be promoted in low pop areas or if they are non-accepted culture.
Pops are less likely to become bureaucrats if the admin slider is low.
Low literacy is now a proper penalty on beuruecrat promotion.
Rebalanced crime slider impact on bureaucrat promotion.
Pops will not promote to aristocrats if aristocrats can't get all luxury goods.
Pops promoting to bureuacrats of accepted culture will not auto-assimilate into non-accepted.
Pops will no longer want to become aristocrats if there is already 2% in a province.
Clergy will not promote to beuruecrats if there is more spending on clergy than on beurues.
Clergy will not promote to artistocrats if you fully fund clergy.
Clergy and Literacy now impact researchspeed more and country status less.
Clergy is no longer desired to promote to when the optimal is reached.
Made a small increase in promotion for farmers and labourers to craftsmen if there is work for them.
Pops will not promote to soldiers if there is lots of soldier pops not recruited.
Pops are less likely to become soldiers if payment is bad.
Craftsmen doing well is now far more likely to promote to clerks.
Pops will not promote to officers if already at optimal cap percentage unless a national focus is there.
Conservatives now properly allow social reforms at scaled militancy.
Fixed a consistency with militancy to support reform calculation.
There is now less of a militancy decrease when enacting a reform.
You can now only change ruling party once a year.
Ideology changing on pops from events is no longer divided by 100.
You can now release union tag countries if nobody with this tag exists (crush krakow->release poland->victory)
Ruling party is now set to one of the same ideology you had, after a tag change.
Free peoples now work on union tag countries that already exists
Pops of the primary culture will never assimilate now.
Rebels of union tags can now spawn if no country with culture exist
Reliability is now applied correctly.
Rebels now have a bit better organisation, and will be more likely to form in bigger armies.
Inventions are now inherited when a country is formed.
When a rebellion ends in any way, all pops who symphatized with that rebelfaction lose militancy.
Pan-nationalists are now limited in spawning, not in enforcing
Rebelfactions grow stronger a little faster now.
Provinces seceding from events will now get militancy&consciousness reset.
Government change is now updated when rebels enforce their demands, thust nationalists rising under one fog wont change the country they broke free from when they do so, should that country had changed during their insurection.
All alliances, SoIs and influence cleared by revolutions
Rebels are now far less likely to rise on their own.
General risings will now set the organisation of a faction to 0.
Rebel organisation gains are now colored correctly.
Soldiers now only revolt when the rest of the faction is close to ready to rise.
Getting a revolution succeeding in your country now reduces 10% of your current prestige instead of -5.
Naturalbornleader trait is now good.
Experience for already recruited troops are now affected from tech discoveries the next time they get some r&r.
Units forced to retreat now cancel previous movement before doing so.
Gas is now a bit less awesome, also the modifier is exported in defines for tweaking
Artillery added to combat after first day is now more likely to avoid frontline duties.
Pops now take higher casualties when a unit takes damage.
Battles at endgame now gets bloodier, and attack value is only for attacker and defend value for defender, with each value giving +10% extra damage dealt.
Discipline now reduces morale damage taken only.
Units in exile status will not attempt to siege which they weren't allowed to in the first case.
If you have access to a countries territory, you also have access through its vassals.
Fleets now check hull value instead of number of ships for "overrun".
Ships now costs about 20x as much to upkeep.
Canals are now blocked if the controller is hostile.
Each level of navalbase now gives a little less range.
Admirals should no longer get traits and backgrounds that affect reliability.
Mobilised troops will not transfer over automatically when a province is taken.
Only accepted and primary cultures can be mobilized now.
Literacy gain doubled.
Made a large overhaul of how often inventions spawn and which spawn for each country and when.
Plurality is now far worse for tech research.
Reworked a few inventions that reduced plurality to instead modify other aspects.
Education efficiency inventions are now far better.
Aesthetic techs now increase prestige impacts by a bigger margin than before.
Philosophy techs now increase research speed instead of prestige.
Psychology techs now affect reinforcement rate and experience of regulars.
Social Thought techs are now both colonisation and education efficiency.
Market functionality techs are now affecting great power influence.
Organisation techs now affects output.
Reduced factory out effect from power techs, front loaded the RGO tech effects so the total bonus are same but your receive more earlier.
Reduced effect of pop-growth inventions.
Gas-attack and defend is now triggered from a later tech, and gas-defend is only possible to get from fighting with countries that have gas-attack.
Rebalanced effects from some naval inventions. Steamer Transports are now far worse, while Dreadnoughts and Cruisers got a nice buff.
Added more pre-reqs to the formations of canals.
Factory output are now affected by your economic policy. LF is by far the best.
Rebalanced goods demands for pops.
Added demand for fuel at various places.
Pop projects are now re-evaluated if they building a new/expanding factory and factories are added to state, either conquered or player-built, but only if there aren't enough workers
Under Lassiez Faire, each state can now have 1 closed factory(2 if they are the only factories in the state)
Factories can now be upgraded to far higher levels than just 5, if needed.
Maintenance goods are now only consumed if they make a difference to the output
check if countries can take loans in budget ai now also checks bankruptcy
fixed an overflow issue when calculating potential project profits
Only cultured bureaucrats now contributes to tax efficiency
Factories no longer skip buying input if the input good is also needed for maintanace.
Pop demands in non-colonial territories is now increased by plurality.
Pension costs now properly calculated
Fixed calculation issue with amount of sold goods from factories
Convoy needs now always bought independent of stockpile slider to stop market fluctuations
Oversea costs now deducted earlier to stop problems with army using more than they should
Selling big stockpiles internally should no longer nuke world price
Factories are now updated in different order depending on day, which means same prio factories have an equal chance of getting clerks/craftmen for instance
Banks now limit the loans they give based off the creditors tax base
Interest payment now much more costly
* War exhaustion.
Removed war exhaustion for just being at war
Increased all other warexhaustion gains.
Exported base combat war exhaustion gain
Warexhaustion now declines a bit quicker at peace.
You can no longer make conquered provinces in europe into slave states.
Making a state into a slave state or not, now have repercussions.
Its no longer possible to make a colony into a state when at war.
Prevented the USA from abolishing slavery early if during the slavery debate.
Database Changes * Balance
Prussia, Austria and Russia have somewhat better relations at start.
Disease events now more expensive
Increased weight for nationalist_rebels
Added MTTH modifiers to delay the ACW
Britain now enjoys cordial relations with Johore
Increased the military spending penalty from signing the Geneva Convention.