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** China. It (and its substates in the expansion) starts out with an absolutely enormous population and huge armies to draw on. Yet, when actually engaged in battle, folds over like a paper tiger. But in hands of a human player, China is beyond the scale of game-breaking powerful.
*** In ''III'', the Qing dynasty can become a LethalJokeCharacter in player hands as the Opium War can be totally avoided[[note]]The price for allowing opium to flow freely is a debuff which only lasts for 5 years. While fighting the War removes the opium Obsession of Han pops, you have to do so while the debuff is in effect...[[/note]]. Without the Opium War's disruption, the player can slowly modernize the dynasty.

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** China. It (and its substates in the expansion) starts out with an absolutely enormous population and huge armies to draw on. Yet, when actually engaged in battle, folds over like a paper tiger. But in hands of a human player, China is beyond the scale of game-breaking powerful.
*** In ''III'',
powerful, essentially being the Qing dynasty can become a series' LethalJokeCharacter in player hands as - there are myriads of ways to reform the Opium War can be totally avoided[[note]]The price for allowing opium stagnant country or to flow freely is simply prevent its free fall descent into a debuff which only lasts for 5 years. While fighting the War removes the opium Obsession rump state, with various levels of Han pops, you have difficulty to do so while the debuff is in effect...[[/note]]. Without the Opium War's disruption, the player can slowly modernize the dynasty.pull it off.
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** China, provided it does particularly badly, may shatter and descend into the Warlord Era, with around a dozen military cliques rising up and seizing rule over parts of China from the central government. It can ''also'' descend into a stalemate between the Qing Empire and [[ChurchMilitant the Taiping rebellion]], with Mongolia, Sichuan and East Turkestan splitting off in the process - and ''then'' Qing still splitting into warlord cliques. At the very least, China will lose Mongolia in 9 out of 10 games in all three ''Victorias''

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** China, provided it does particularly badly, may shatter and descend into [[UsefulNotes/NoMoreEmperors the Warlord Era, Era]], with around a dozen military cliques rising up and seizing rule over parts of China from the central government. It can ''also'' descend into a stalemate between the Qing Empire and [[ChurchMilitant the Taiping rebellion]], with Mongolia, Sichuan and East Turkestan splitting off in the process - and ''then'' Qing still splitting into warlord cliques. At the very least, China will lose Mongolia in 9 out of 10 games in all three ''Victorias''
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** China, provided it does particularly badly, may shatter and descend into the Warlord Era, with around a dozen military cliques rising up and seizing rule over parts of China from the central government.

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** China, provided it does particularly badly, may shatter and descend into the Warlord Era, with around a dozen military cliques rising up and seizing rule over parts of China from the central government. It can ''also'' descend into a stalemate between the Qing Empire and [[ChurchMilitant the Taiping rebellion]], with Mongolia, Sichuan and East Turkestan splitting off in the process - and ''then'' Qing still splitting into warlord cliques. At the very least, China will lose Mongolia in 9 out of 10 games in all three ''Victorias''
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** China, provided it does particularly badly, may shatter and descend into the Warlord Era, with around a dozen military cliques rising up and seizing rule over parts of China from the central government.
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* TakeAThirdOption: A part of the ''Colossus of the South'' DLC for ''3'' is a complex journal entry named ''Magnanimous Monarch'', which focuses on the life of Pedro II and the fate of the Brazilian monarchy. It generally takes decades to complete (as one of the conditions for its completion is Pedro II's passing, and Pedro is a child in 1836), and at its end, it either rewards the player with the Empire's survival, a buff to Pedro's heir and to intelligentsia and with IG propensity toward choosing progressive leaders or ends with the historical outcome, that is a landowner-military republican coup which brings about a very conservative republic with landed voting. There is however an event called "The Republican Proposal", which gives the player the option to pass a presidential republic while Pedro II lives (which makes him the leader of the intelligentsia and the country's first president). If the player passes the republic this way, Brazil loses its chance of reaping the ''Magnanimous Monarch'' bonuses, but on the other hand, it prevents the historical coup from happening.

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* TakeAThirdOption: A part of the ''Colossus of the South'' DLC for ''3'' is a complex journal entry named ''Magnanimous Monarch'', "Magnanimous Monarch", which focuses on the life of Pedro II and the fate of the Brazilian monarchy. It generally takes decades to complete (as one of the conditions for its completion is Pedro II's passing, and Pedro is a child in 1836), and at its end, it either rewards the player with the Empire's survival, a buff to Pedro's heir and to intelligentsia and with IG propensity toward choosing progressive leaders or ends with the historical outcome, that is a landowner-military republican coup which brings about a very conservative republic with landed voting. There is however an event called "The Republican Proposal", which gives the player the option to pass a presidential republic while Pedro II lives (which makes him the leader of the intelligentsia and the country's first president). If the player passes the republic this way, Brazil loses its chance of reaping the ''Magnanimous Monarch'' "Magnanimous Monarch" bonuses, but on the other hand, it prevents the historical coup from happening.
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* TakeAThirdOption: A part of the ''Colossus of the South'' DLC for ''3'' is a complex journal entry named ''Magnanimous Monarch'', which focuses on the life of Pedro II and the fate of the Brazilian monarchy. It generally takes decades to complete (as one of the conditions for its completion is Pedro II's passing, and Pedro is a child in 1836), and at its end, it either rewards the player with the Empire's survival, a buff to Pedro's heir and to intelligentsia and with IG propensity toward choosing progressive leaders or ends with the historical outcome, that is a landowner-military republican coup which brings about a very conservative republic with landed voting. There is however an event called "The Republican Proposal", which gives the player the option to pass a presidential republic while Pedro II lives (which makes him the leader of the intelligentsia and the country's first president). If the player passes the republic this way, Brazil loses its chance of reaping the ''Magnanimous Monarch'' bonuses, but on the other hand, it prevents the historical coup from happening.
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** The Luddite ideology in ''3'' falls into the common pop culture trap of portraying luddites as anti-technology and in favor of banning industry, as opposed to the reality of the movement being about protesting the rapid loss of jobs that automation presented.

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** The Luddite ideology in ''3'' falls into the common pop culture trap of portraying luddites as anti-technology and in favor of banning industry, heavy industry entirely, as opposed to the reality of the movement being about protesting the rapid loss of jobs and centralization of workplace power that automation presented.
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*CrazyEnoughToWork: ''3'' offers one such way to complete Italian unification. After the ''Risorgimento'' journal entry is active, create radicals in owned Italian homelands. This can be done via conquering other Italian nations, or simply changing governmenent composition. The first event after enough radicals have been created is to change the government to a republican one. The second time? Another Italian nation will annex the player's country, but the player can continue playing as the other nation.
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**This was partially addressed by implementing impassable terrain at various parts of the world, including deserts (e.g. large parts of the Sahara and the Rub' al Khali, and mountain ranges (e.g. the Himalayas).
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** North German Federation is based on North German Confederation. The federation is an unitary state that simply merges all members, their states, economies and population under single entity. The real Confederation was simply a military alliance of Prussia and other countries. Meanwhile Zollverein, an economic union of ''all'' Germanic states that was of the utmost importance for unification processes, is completely glossed over.

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** North German Federation is based on North German Confederation. The federation is an unitary state that simply merges all members, their states, economies and population under single entity. The real Confederation was simply a military alliance of Prussia and other countries. Meanwhile Zollverein, the ''Zollverein'', an economic union of ''all'' Germanic states that was of the utmost importance for unification processes, is completely glossed over.over. In ''3'', Prussia starts with most of the German minors in its customs union and can add Hanover and others after the Hanoverian Succession.

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**''III'' introduces a puppet state for any Great Power who has the required number of German states (either directly held or as subjects): [[https://en.wikipedia.org/wiki/Confederation_of_the_Rhine the Confederation of the Rhine]]. Once formed, no other power may form Germany. As such, any Great Power who intends to muddle the waters in continental Europe will seek to create this puppet, while Prussia and Austria has a vested interest in destroying it should it exists.



* TheRightOfASuperiorSpecies: In ''III'', decentralized nations don't have any rights that a centralized nation is required to respect; just colonize the place and take over. Then there's the difference between "recognized" and "unrecognized" powers. Unrecognized powers have much fewer rights on the world stage and can be conquered for much less infamy than recognized ones, so a major goal of an unrecognized power is to force the nations of Europe to recognize them as a peer.

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* TheRightOfASuperiorSpecies: In ''III'', decentralized nations don't have any rights that a centralized nation is required to respect; just colonize the place and take over. Then there's the difference between "recognized" and "unrecognized" powers. Unrecognized powers have much fewer rights on the world stage and can be conquered for much less infamy than recognized ones, so a major goal of an unrecognized power is to force the nations of Europe (any Great Power) to recognize them as a peer.
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**''III'' has a similar mechanic for Italian unifcation: if the percentage of radicals in any Italian nation is too high, they first adopt a republican government. If the situation doesn't improve, they are then annexed by another Italian nation.
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*BribingYourWayToVictory: Played with for ''Voice of the People''. While the trope is played straight for France [[note]]as they are able to activate ''France's Natural Borders'', giving them claims on Belgian (Flanders and Wallonia), Prussian (North Rhine and Rhineland) and Piedmontese (Savoy) states. If the journal is completed, Wallonian becomes a French primary culture, allowing France to form the humongous Central Europe.[[/note]], the trope is naturally inverted for France's neighbours who are threatened by the French claims on their lands.
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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022. The first [=DLC=] affecting mechanics, ''Voice of the People'', was released in May 2023 alongside patch 1.3. It adds more agitators (essentially opinion leaders who can help sway the populace to push through laws) and allows appointing them as leaders of interest groups and letting them command troops. It also adds flavour when playing as UsefulNotes/{{France}}. The second such [=DLC=], ''Colossus of the South'', adds flavour when playing as certain South American countires, including UsefulNotes/{{Brazil}}. ''Colossus'' was released in November 2023, alongside patch 1.57.

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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022. The first [=DLC=] affecting mechanics, ''Voice of the People'', was released in May 2023 alongside patch 1.3. It adds more agitators (essentially opinion leaders who can help sway the populace to push through laws) and allows appointing them as leaders of interest groups and letting them command troops. It also adds flavour when playing as UsefulNotes/{{France}}. The second such mechanics [=DLC=], ''Colossus of the South'', adds flavour when playing as certain South American countires, countries, including UsefulNotes/{{Brazil}}. ''Colossus'' was released in November 2023, alongside patch 1.57.
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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022.

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Development on ''Victoria 2'' ceased with patch 3.04 in January 2016, without the release of a proper expansion pack covering the Great War in more detail. The reputation of ''Victoria'' for being the most complicated and least accessible series produced by a developer generally known for complex and inaccessible games kept the announcement of a third game in the series at bay for several years, but in May 2021 ''Victoria 3'' was formally announced at [=PDXCon=] Remixed with Martin Anward, previously the lead developer of ''VideoGame/{{Stellaris}}''[[note]]who added several gameplay elements ''very'' conspicuously reminiscent of ''Victoria'' to that game and who made a great show of departing to head a personal dream project which many fans (correctly) suspected to be this[[/note]], leading development. ''Victoria 3'' was released on October 25, 2022.
2022. The first [=DLC=] affecting mechanics, ''Voice of the People'', was released in May 2023 alongside patch 1.3. It adds more agitators (essentially opinion leaders who can help sway the populace to push through laws) and allows appointing them as leaders of interest groups and letting them command troops. It also adds flavour when playing as UsefulNotes/{{France}}. The second such [=DLC=], ''Colossus of the South'', adds flavour when playing as certain South American countires, including UsefulNotes/{{Brazil}}. ''Colossus'' was released in November 2023, alongside patch 1.57.
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* NoProductSafetyStandards: The default state of your industry in all parts of the series. Depending on specifics, it can trigger various nasty events or even ''directly increase mortality'' of employed pops, and it takes various political reforms to alleviate the situation - ''if'' one is willing to face the resulting increase in running costs, that is.
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* TutorialFailure: The first two games infamously lacked ''any'' tutorial whatsoever, despite being some of the more complex games from Paradox, requiring players to either rely on TrialAndErrorGameplay or read the fan-maintained wikias (which had to be first filled with the results of said trial-and-error). Meanwhile ''III'' is a more traditional example of the trope, as its tutorial does a very poor job at explaining the gameplay mechanics beyond the bare basics and a tour through the UI.
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* NormalFishInATinyPond:
** Throughout the series, the USA is hardly a great power at the game start, with a laughable military force, and while it is the most developed country in ''both Americas'', with the largest and highest educated population, its actual capacity is hardly impressive by global standards. However, the only countries that can really contest against the US are on the other side of the Atlantic, and the majority of them have no means to even ''get'' to the Americas. All of this offers players behind the American wheel the opportunity to shape the continent as they please, as nobody is really capable of opposing them.
** Having an engineer as a ruler of your country in ''III'' offers a unique bonus of +5 construction, equal to the default value of any country without any buildings in the construction sector. It is ''nothing'' even for a middling regional power, but for a single-state country, or any kind of city-state? That's twice their capacity for construction, free of any charge. When you can't even think about getting construction resources, doubling your pool for building things is massive.
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** An event revealed in [[https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-98-open-beta-hotfix-update-1-5-achievements-and-additions.1602736/?utm_source=twitter&utm_medium=social&utm_campaign=DD98 Development Diary 98]] concerning the birth of Tsarevich Alexei Nikolaevich is captioned "[[VideoGame/TheNewOrderLastDaysOfEurope Alexei lives!]]"

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** An event revealed in [[https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-98-open-beta-hotfix-update-1-5-achievements-and-additions.1602736/?utm_source=twitter&utm_medium=social&utm_campaign=DD98 Development Diary 98]] concerning the birth of Tsarevich Alexei Nikolaevich is captioned captioned, "[[VideoGame/TheNewOrderLastDaysOfEurope Alexei lives!]]"
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** An event revealed in [[https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-98-open-beta-hotfix-update-1-5-achievements-and-additions.1602736/?utm_source=twitter&utm_medium=social&utm_campaign=DD98 Development Diary 98]] concerning the birth of Tsarevich Alexei Nikolaevich is captioned "[[VideoGame/TheNewOrderLastDaysOfEurope Alexei lives!]]"
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* EarlyGameHell: Due to the changes in how the market works, playing as a land-locked nation in ''3'' imposes very strict limitations as to with whom your country can trade, especially when outside of a sphere or custom unions. Depending on your exact location, you can end up with no real trade partners and no access to most basic resources, effectively locking your economic growth, unless conquering a path to a border with a new country and[=/=]or port, which in turn might become nigh-impossible, too, due to your army being woefully under-equipped.
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I get it that the original is 20 yo, but come on


* BackFromTheBrink: What the player will have to deal with if they choose to play as either Texas or Tripoli in Victoria II. Both start the game in the middle of a war for survival against Mexico and the Ottomans respectively, where defeat means instant annihilation. This is especially true for Tripoli, as they are utterly doomed if AI-controlled and only stands the slightest sliver of a chance under the guidance of an experienced player.

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* BackFromTheBrink: What the player will have to deal with if they choose to play as either Texas or Tripoli in Victoria II.the first two games. Both start the game in the middle of a war for survival against Mexico and the Ottomans respectively, where defeat means instant annihilation. This is especially true for Tripoli, as they are utterly doomed if AI-controlled and only stands the slightest sliver of a chance under the guidance of an experienced player.



* HardCodedHostility: Rebels in the second game. Although they always rise up in opposition to one specific country, any army from any country that happens to run into them will be forced into a battle. It doesn't matter whether the owner of said army is allied to the government being rebelled against, neutral, or even if they and the rebels have common interests and might reasonably rather join forces than fight each other. On the flip side, one rebel faction will never be hostile to another rebel faction, even if they have completely incompatible goals (for example, Communist and Anarcho-Liberal rebels will happily help each other overthrow the government, despite having wildly different ideological aims).

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* HardCodedHostility: Rebels in the second game.Rebels. Although they always rise up in opposition to one specific country, any army from any country that happens to run into them will be forced into a battle. It doesn't matter whether the owner of said army is allied to the government being rebelled against, neutral, or even if they and the rebels have common interests and might reasonably rather join forces than fight each other. On the flip side, one rebel faction will never be hostile to another rebel faction, even if they have completely incompatible goals (for example, Communist and Anarcho-Liberal rebels will happily help each other overthrow the government, despite having wildly different ideological aims).



** There are a few minor examples of this in the second game: Owned provinces have significantly higher supply limit for the owner's armies compared to hostile or neutral provinces. Provinces that are cores of the army's nation but not owned by them offer a slightly smaller but still significant bonus as well. Then there are forts, that offer defensive bonuses to the fort owner's armies if a battle takes place in a fortified province, provided the fort owner is also in control of the province. If a hostile army occupies the province then the fort owner loses these bonuses, but the occupying army won't benefit from them either; you have to both own ''and'' control a fort to gain any bonuses from it.

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** There are a few minor examples of this in the second game: first two games: Owned provinces have significantly higher supply limit for the owner's armies compared to hostile or neutral provinces. Provinces that are cores of the army's nation but not owned by them offer a slightly smaller but still significant bonus as well. Then there are forts, that offer defensive bonuses to the fort owner's armies if a battle takes place in a fortified province, provided the fort owner is also in control of the province. If a hostile army occupies the province then the fort owner loses these bonuses, but the occupying army won't benefit from them either; you have to both own ''and'' control a fort to gain any bonuses from it. Meanwhile, whoever controls the province in the first game, receives a tiny bonus from local railroad, if one is build there (but has no ability to build or expand them as a mere occupier).



* InexplicablyIdenticalIndividuals: As a result of the limited number of available portraits for generals and admirals in ''Victoria II'', identical ones are bound to start showing up once you've recruited enough of them. Some of them might even get assigned the exact same names, since the naming pool is also limited.
* InformedEquipment: In Victoria II, armies are represented on the map as individual soldiers or vehicles depending on the most significant component of that army (i.e a cavalry-heavy army will be represented by a soldier on horseback, a tank-heavy army will be represented by a tank, etc). As a result, neither variation in the types of regiments present in an army, nor the quantity of said regiments, are reflected in the on-map sprite. In practice most armies will simply be represented as a single infantryman, since those tend to make up the bulk of all regiments.

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* InexplicablyIdenticalIndividuals: As a result of the limited number of available portraits for generals and admirals in ''Victoria II'', ''I'' and ''II'', identical ones are bound to start showing up once you've recruited enough of them. Some of them might even get assigned the exact same names, since the naming pool is also limited.
* InformedEquipment: In Victoria II, first two games, armies are represented on the map as individual soldiers or vehicles (in ''II'') depending on the most significant component of that army (i.e a cavalry-heavy army will be represented by a soldier on horseback, a tank-heavy army will be represented by a tank, etc). As a result, neither variation in the types of regiments present in an army, nor the quantity of said regiments, are reflected in the on-map sprite. In practice most armies will simply be represented as a single infantryman, since those tend to make up the bulk of all regiments.



* InstantMilitia: Mobilization in ''Victoria II'' works like this. Your regular armies are always made up of professional soldier pops, while your economy is driven by the work done by Farmers, Laborers and Craftsmen. When you declare mobilization you temporarily convert a portion of your working class citizens into infantry regiments that can be used alongside your regular armies. This can be very useful for quickly inflating your military during big wars, but comes with an immediate hit to your nation's productivity and may also have long-term negative effects if too many workers perish while mobilized. Mobilized units also reinforce more slowly than regulars and will always serve as infantry, meaning you'll still need to rely on professional soldiers for specialized regiments such as artillery or cavalry.

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* InstantMilitia: Mobilization in ''Victoria II'' the original and ''II'' works like this. Your regular armies are always made up of professional soldier pops, while your economy is driven by the work done by Farmers, Laborers and Craftsmen. When you declare mobilization you temporarily convert a portion of your working class citizens (or your current mobilization pool) into infantry regiments that can be used alongside your regular armies. This can be very useful for quickly inflating your military during big wars, but comes with an immediate hit to your nation's productivity and may also have long-term negative effects if too many workers perish while mobilized. Mobilized units also reinforce more slowly than regulars and will always serve as infantry, meaning you'll still need to rely on professional soldiers for specialized regiments such as artillery or cavalry.



* VeteranUnit: In Victoria II, individual regiments can gain experience from fighting in battles (and also from certain technologies). The higher the experience, the less damage the regiment takes in combat.

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* VeteranUnit: In Victoria II, ''I'' and ''II'', individual regiments can gain experience from fighting in battles (and also from certain technologies). The higher the experience, the less damage the regiment takes in combat.



* VideoGameDelegationPenalty: On paper inverted, but in practice often played straight, when it comes to economic policies in the second game. These go all the way from Planned Economy, where the player has complete control over their country's industry, to Laissez-Faire, where capitalists run everything and the player is relegated to funding the capitalists' projects, at most. In theory, Laissez-Faire has every advantage as the government does not have to spend anything on industrial buildup if they don't want to and factories are actually cheaper for capitalists to build compared to the player. In practice though, the capitalist AI is typically not very good at long-term thinking and their interests aren't necessarily aligned with that of the government (for example, the player will usually be far more keen on military industries than the capitalists). As such, letting the capitalists handle your industries for you can easily spell trouble, especially early on before you have a solid industrial foundation.

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* VideoGameDelegationPenalty: On paper inverted, but in practice often played straight, when it comes to economic policies in the ''Revolutions'' expansion and in the second game. These go all the way from Planned Economy, where the player has complete control over their country's industry, to Laissez-Faire, where capitalists run everything and the player is relegated to funding the capitalists' projects, at most. In theory, Laissez-Faire has every advantage as the government does not have to spend anything on industrial buildup if they don't want to and factories are actually cheaper for capitalists to build compared to the player. In practice though, the capitalist AI is typically not very good at long-term thinking and their interests aren't necessarily aligned with that of the government (for example, the player will usually be far more keen on military or basic resources industries than the capitalists). As such, letting the capitalists handle your industries for you can easily spell trouble, especially early on before you have a solid industrial foundation. And the fact that majority of civilised countries in ''II'' start with either Laissez-Faire or Interventionism parties as their only choice for the government causes all kinds and sorts of trouble to get that foundation started.
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* InstantMilitia: Mobilization in ''Victoria II'' works like this. Your regular armies are always made up of professional soldier pops, while your economy is driven by the work done by Farmers, Laborers and Craftsmen. When you declare mobilization you temporarily convert a portion of your working class citizens into infantry regiments that can be used alongside your regular armies. This can be very useful for quickly inflating your military during big wars, but comes with an immediate hit to your nation's productivity and may also have long-term negative effects if too many workers perish while mobilized. Mobilized units also reinforce more slowly than regulars and will always serve as infantry, meaning you'll still need to rely on professional soldiers for specialized regiments such as artillery or cavalry.
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* HoldTheLine: In both the second and third game, any defensive war over territory may turn into this due to the system of ticking warscore. If an attacker lays claim to a piece of your land as one of their war goals, they must make sure to occupy said land within a reasonable time frame or else they will gradually lose warscore (in ''II'') or war support (in ''III''). If this goes on for long enough they will eventually be forced to surrender, no matter how strong their military and economy is relative to yours. As such, in these types of wars the best strategy is often to just hang back and defend your territory from enemy attacks rather than going on the offensive yourself, especially if you're weaker than your opponent.
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* HardCodedHostility: Rebels in the second game. Although they always rise up in opposition to one specific country, any army from any country that happens to run into them will be forced into a battle. It doesn't matter whether the owner of said army is allied to the government being rebelled against, neutral, or even if they and the rebels have common interests and might reasonably rather join forces than fight each other. On the flip side, one rebel faction will never be hostile to another rebel faction, even if they have completely incompatible goals (for example, Communist and Anarcho-Liberal rebels will happily help each other overthrow the government, despite having wildly different ideological aims).
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* AntiStructure: Engineers, and to a lesser extent Tanks, in the second game. They have a stat called Siege which reduces the effectiveness of enemy forts, both the penalty to occupation speed that they incur on hostile armies as well as the defensive bonuses they provide to friendly armies during combat. This becomes more and more important the later into the game you get, as trying to occupy or fight in a province with a high-level fort without any siege support is an absolute slog.
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* UnitsNotToScale: Every game of the series is full of these. Considering that the primary view is a world map where entire countries or even continents are meant to visible all at once, anything smaller than a medium-sized lake wouldn't be possible to render at all if everything was kept to scale. As such, you end up with individual factories as large as whole cities, ships as wide as islands, and soldiers as tall as mountains.
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* InexplicablyIdenticalIndividuals: As a result of the limited number of available portraits for generals and admirals in ''Victoria II'', identical ones are bound to start showing up once you've recruited enough of them. Some of them might even get assigned the exact same names, since the naming pool is also limited.
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* RealTimeWithPause: As is the standard for grand strategy games developed by ''Creator/ParadoxInteractive'', all three games in the ''Victoria'' franchise use this kind of system.

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Expanded on the Character Portrait entry for Victoria II and added info for Victoria III as well.


* CharacterPortrait: Generals and admirals have unique portraits.

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* CharacterPortrait: Generals CharacterPortrait:
** In ''Victoria II'', each general
and admirals have admiral has a portrait next to their name when they appear attached to an army or in lists in the military tab. There are no unique portraits however; each general is randomly assigned a portrait from a limited set, meaning there will be lots of duplicates going around. Even scripted historical leaders that start in the employ of certain countries will be assigned a random portrait that changes with every new campaign.
** ''Victoria III'' massively expanded the use of character portraits, taking advantage of the system for fully 3D models borrowed from VideoGame/CrusaderKingsIII to give every ruler, politician, general, admiral and political agitator their own unique appearance. Historical figures have predefined models based on their real life appearance while randomly generated characters get randomly generated
portraits.

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