
Paradox games, by and large, arrive at their subject matter with a theory of the history behind them and that theory is then expressed in interesting ways through the game mechanics. This week, we’re going to be looking in particular at how Victoria II treats what is arguably its central game system: economics and the industrial revolution.Īs before, the reason I chose Paradox’s series of titles is not to subject them to withering critique, but because I think they are a particularly rich area to discuss precisely because they are somewhat more historically aware than many similar games. Readers will find a number of references here to our previous discussion of one of Paradox’s other games, Europa Universalis IV, but I think this discussion will be mostly readable without having to rush back and read (or reread) the previous posts that said much of what we discuss here will, I suspect, be more interesting if one has read the previous entries. A huge amount of additional mods are available to expand the game further, adding more events, decisions and mission trees for a multitude of nations.This is the first post in a three-part series that will be examining the historical assumption of Paradox Interactive’s grand strategy computer game set in the 19th and early 20th century, Victoria II.

A massive number of new start dates with accompanying nations, both starting ones, releasable ones, formable nations and ones spawned from events.An incredibly long possible gametime spanning from 2 CE to 9999 CE.You can do all of this and so much more with this mod today. Claim rule over ancient Rome and try to maintain it, beat back the Mongol invasion of Europe, take part in the crusades or the 3 kingdoms war in China, or go all the way to the modern era. With this mod, you can do so from the start of our era to a thousand years into the future. The fun of EU4, like many Paradox Interactive games, comes from being able to explore and change history. Europa Universalis 4 AI Timelapse - Extended Timeline Mod 58-2018
