Victoria II

Victoria II

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Parties, Policies, and Government in Vicky 2
By Colorjuice14
How to understand the politics tab.
   
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Intro

Many a year ago, I wanted a good explanation for the parties, policies, and government types in Vicky 2. After the original drafting, I treated this page like my colonial races in Africa and forgot it existed. But alas, I have returned to vanquish the TBD sections.

Suggestions are welcome.

Much of what is here is derived from the wiki.

https://vic2.paradoxwikis.com/Victoria_2_Wiki

R.I.P. old wiki: http://www.victoria2wiki.com/Victoria_2_Wiki
Party Issues (Policies)
Policies are the different stances held by the different parties in Victoria 2. There are 5 main issues for policies, and there are a couple of different ways the parties will deal with them.

These are:

Trade Policy
Economic Policy
Religious Policy
Citizenship Policy
War Policy
Trade policies

Trade policy is the party's position on how free inter-country trade should be. This just affects tariffs (taxes on imports). Higher tariffs = higher taxes = mo' money. Of course, this is not without downsides. If you keep tariffs too high for too long, you may find that your pops cannot afford to get their needs fulfilled. While this seems bad at face value, you may use any resulting militancy to your advantage by passing reforms. You can also consider using a negative tariff for the opposite effect, where you will be paying to have goods imported into your country, thereby making access to pop needs more affordable. However this is usually cost prohibitive and pop needs shouldn't be to much of a problem in normal play.

Here's my unbiased breakdown of the two trade policies in the game:

Protectionism

+ Get that money.
+ Faster reforms
+ Ross Perot will approve of you.

Min. Tariff -25%
Max. Tariff +100%

Free Trade

- Not really good unless you need your people to get goods.
- Harder to tax imports too!
- may create a giant sucking sound

Min. Tariff +100%
Max. Tariff -25%


Another thing is trade nodes... Oh wrong game.
Economic Policy

Economic policy determines how much you want to control your economy. This includes taxes, and factories. I would put down all of the different yeses/nos to what you and capitalists can do, but by jove, that's too much for me at the moment.

The breakdown of the economic policies, in order of control you will have:

Laissez-Faire

From the French "to let do". This can either be great or terrible, depending on what kind of player you are. This can be good for newer players who don't want to micromanage. Or for lazy players This can also be bad for players who know what they're doing. If puts you about on the same level of the AI countries in terms of factory construction and operation.

Min. Tax: 0%
Max. Tax: 50%
Factory Owner Cost: 30%
Factory Output: +5%
Factory Throughput: +0%

Interventionism

This is sorta in the middle. It is mostly like laissez-faire but there is still some room for you to 'intervene' in the economy if something needs attention. You can subsidize factories to keep pops employed if you want to keep your industrial score from plummeting.

Min Tax: 0%
Max Tax: 100%
Factory Owner Cost: 50%
Factory Output: +0%
Factory Throughput: +0%

State Capitalism

You will have most of the control over the economy. Capitalists have little power, and they mostly just handle petty stuff that doesn't need much attention. If you are a monarchy, it may be beneficial to get a state capitalist party in power so you can build factories and jump-start your industry. Do note however that it will take some time (and money) before they get profitable.

Min Tax: 25%
Max Tax: 100%
Factory Owner Cost: 60%
Factory Output: +0%
Factory Throughput: +0%

Planned Economy

You have all control over the means of production. Capitalist and Aristocrat pops have no power here. While role-playing the Soviet Union may sound fun in theory, in practice you may likely be overwhelmed by the amount of micro you have to do.

Min Tax: 50%
Max Tax: 100%
Factory Owner Cost: What owner?
Factory Output: +0%
Factory Throughput: +5%
Religious Policy
Religion has very impact on the game, but I'm still putting it here. Apparently it does have an effect when considering certain events.

Atheism

God is dead and we have killed him. Has no effect on anything.

Secularized

"The lord may or may not be real. Who is to say that god exists." - Eric Andre, American Philosopher. The government does not have a stance on religion. Has no effect on anything.

Pluralism

The government says people have the right to whatever religion they want. Has no effect on anything.

Moralism

One religion is promoted above others. If the ruling party supports this then pops who are not the promoted religion have more consciousness.
Citizenship Policy
Citizenship policy determines the rights of minorities in your country, and who can vote. In governments where voting is not allowed, this policy only affects assimilation and events/decisions regarding the policy. You may be able to do some shenanigans with differing ideologies among cultures, but usually the disparity is not that big.

Residency

Primary Culture Voting
Other cultures get halved votes

Limited Citizenship

Primary & Accepted Culture Voting
Other cultures get halved votes
10% Global Assimilation Rate

Full Citizenship

All Voting
All cultures have same vote value
25% Global Assimilation Rate
War Policy

*sniff* Mmm, gunpowder

War policy is how the military and war are viewed. These affect things like military budget, CB generation speed, etc.

Jingoism

For people who like expansionism and want to destroy everyone else.

Max Military Spending 100%
Supply Consumption (Increase)10%
War Exhaustion Effect 50%
CB Generation Speed modifier 30%
Mobilization Impact 400%
Organization Regain 50%
Reinforce Speed 50%
Also has special Jingoism flag, which can lead to (sorta) special events.

Pro Military

For people who aren't as expansionist.

Max Military Spending 100%
Supply Consumption (Increase) 0%
War Exhaustion Effect 70%
CB Generation Speed modifier 20%
Mobilization Impact 300%
Organization Regain 25%
Reinforce Speed 25%

Anti Military

For people who are more focused on the economy.

Max Military Spending 75%
Supply Consumption (Increase)-25%
War Exhaustion Effect 120%
CB Generation Speed modifier -20%
Mobilization Impact 200%
Organization Regain -25%
Reinforce Speed -25%

Pacifism

For people who aren't good want to play this like a government sim. That's a nice supply consumption decrease, but if you are really strapped for cash, I recommend looking into "shadow funding" armies.

Max Military Spending 50 %
Supply Consumption (Increase) -50%
War Exhaustion Effect 150%
CB Generation Speed modifier -40%
Mobilization Impact 100%
Organization Regain -50%
Reinforce Speed -50%
Government types
You don't see that everyday, eh?

desc tbd

er

Prob going to give these things their own section i dont really know right now

Absolute Monarchy

Parties allowed: Liberal, Conservative, Reactionary
Can appoint ruling party: Yes
Elections: No
Political reforms: Depends on the Upper House
Social reforms: Depends on the Upper House
Rebels forcing this government: Reactionaries when a type of monarchy, or pres. dictatorship

Prussian Constitutionalism

Parties allowed: Liberal, Conservative, Reactionary, Socialist
Can appoint ruling party: Yes
Elections: Yes
Political reforms: Depends on the Upper House
Social reforms: Depends on the Upper House
Rebels forcing this government: None

HM's Government

Parties allowed: All
Can appoint ruling party: Yes
Elections: Yes
Political reforms: Depends on the Upper House
Social reforms: Depends on the Upper House
Rebels forcing this government: Jacobins when another type of monarchy

Democracy

Parties allowed: All
Can appoint ruling party: No
Elections: Yes
Political reforms: Depends on the Upper House
Social reforms: Depends on the Upper House
Rebels forcing this government: Jacobins when HM's government or pres. dictatorship

Presidential Dictatorship

Parties allowed: Reactionary
Can appoint ruling party: Yes
Elections: No
Political reforms: Revoked
Social reforms: Revoked
Rebels forcing this government: Reactionaries

Proletariat Dictatorship

You get a special CB to install Communist governments.

Parties allowed: Communist
Can appoint ruling party: Yes
Elections: No
Political reforms: Revoked
Social reforms: Enact
Rebels forcing this government: Communists

Bourgeois Dictatorship

Parties allowed: Anarcho-Liberal
Can appoint ruling party: Yes
Elections: No
Political reforms: No change
Social reforms: Revoked
Rebels forcing this government: Anarcho-liberals

Fascist Dictatorship

You get a special CB to install Fascist governments.
You'll also sometimes get an event giving you a conquest CB on a nearby country.

Parties allowed: Fascist
Can appoint ruling party: Yes
Elections: No
Political reforms: Depends on how generous you are feeling
Social reforms: Depends on how generous you are feeling
Rebels forcing this government: Fascists
Political Parties
partying joke tbd


other stuff tbd

don't go for the arachno-liberians.
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Have a suggestion for a guide or a general Vicky 2 question? Leave a comment. I may or may not see it. It's anyone's guess really.

My other guide(s):

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=629765987

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=638683132
5 Comments
Eyalonsky 5 Sep, 2022 @ 9:28am 
ahh i did testing and führer is not german spesific
any fascist dictatorship get their ruler titled führer
likewise communist nations get their ruler titled chairman
presidential dictatorships and bourgeois dictatorships get their ruler titled president
and any monarchy get their ruler titled king
but germany will change their color to black when fascist
and russia will change their color to red if communist
Colorjuice14  [author] 5 Sep, 2022 @ 8:56am 
I'll make sure to add that in.
Eyalonsky 4 Sep, 2022 @ 5:23pm 
fascist dictatorship also get events that give free cbs
and for germany specifically the title given to the ruler is führer
Belgian Problem 20 May, 2017 @ 5:03pm 
You might want to add tips on each policy. EG High tarrifs means pops will buy more from the internal market, meaning your capitalists/factories/artistans will make more money.

Or that Laissez-Faire, Interventionism, State Capitalism, have different roles and timeframes. EG State Capitalism early game to build factories, Interventionism for mid game to keep factories running, and Laissez-Faire late game so that capitalists go lazy. Laissez-Faire early game is terrible, since artisans are better than factories and capitalists don't have enough money to get factories up and running.
Duan 18 Mar, 2017 @ 6:26am 
Very good, thank you very much, I don't think that new tutorial also won't have no idea:steammocking: