Uncivilized nations

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Uncivilized nations are nations that have not westernized. Unlike civilized nations they can't build factories (by normal means), they can't become secondary powers or great powers, and they are ranked below all civilized nations regardless of score. They have to westernize to become a civilized nation.

Country has the following modifiers as long as it's uncivilized:

All nations with their capitals in Asia and Africa, with the exceptions of Oranje and Transvaal, are uncivilized from the beginning of the game. There are no independent uncivilized nations in Europe and South America. If released Crimea is the only uncivilized nation in Europe. Hawaii is the only uncivilized nation in North America. If released from Spain, Philippines is the only civilized nation in Asia.

Technology & research

The reform screen

Uncivilized nations don't research new technologies like civilized nations. The normal technology screen does not allow you to pick new technologies to research. Instead you let your research points cumulate until you have enough to enact one of the reforms in the politics screen. The reform screen does not have the same reforms as for civilized nations(political and social). Instead uncivilized nations have military and economic reforms that you can "buy" with research points as soon as you have enough cumulated. Each reform gives different bonuses and every reform increases your Civilization progress. Your total Civilization progress can be seen at the bottom of the reform screen. Once the progress bar is at 100%, the "Westernize" button will become clickable. Clicking it will make your nation civilized and gives you technologies equal to to the average technologies of the 8 great powers.

An uncivilized nation will be described as a "Primitive Nation" if it has 15% or less civilization progress, an "Uncivilized Nation" proper if it is between 20% and 50% civilized, and as a "Partially Westernized Nation" if it is between 55% and 95% civilized. These labels do not affect gameplay, but serve to indicate how close an AI country is to westernizing.

Uncivilized nations can also earn additional research points by conquest, winning wars and taking over states. Some of the reforms increase the amount of research points you can get this way.

Below you will find all the reforms, their effects and costs. Note that the tables only show the default cost which can be modified by the following things:

  • Literacy bonus: The higher your literacy, the cheaper the reforms are. This bonus is about half your literacy, so if you have 10% literacy, you should get around 5% bonus to reforms. This applies to both military and economic reforms.
  • Conservatives in upper house: The more conservatives you have in the upper house, the cheaper your military reforms will be. If there aren't enough conservatives in the upper house this will turn into a penalty, making military reforms more expensive.
  • Liberals in upper house: The more liberals you have in the upper house, the cheaper your economic reforms will be. If there aren't enough liberals in the upper house this will turn into a penalty, making economic reforms more expensive.
  • Sphere leaders tech school: If you are sphered by a great power, you get the unciv reform bonuses from their tech school.

You can see all your modifiers to both reforms by hovering over the small icons that have green plus/red minus signs on them.

Military Reforms

Training methods

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Local training methods - Pop Militancy: -0.005 - -
Foreign training methods 8000 Land Organisation: +10%
Civilization Progress: +10%
Research points bonus when conquering: +25%
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
800

Foreign weapons

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Local weapons - Pop Militancy: -0.005 - -
Imported weapons 10000 Land unit defense: +10%
Civilization Progress: +10%
Research points bonus when conquering: +25%
Activate technology: Flintlock Rifles
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Military constructions

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Simple constructions - Pop Militancy: -0.005 - -
Advanced constructions 10000 Civilization Progress: +10%
Research points bonus when conquering: +25%
Activate technology: Post-Napoleonic Thought
Fort construction will take place in your capital province
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Officer training

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Local officer training - Pop Militancy: -0.005 - -
Foreign officer training 10000 Leadership Modifier: +10%
Civilization Progress: +10%
Research points bonus when conquering: +25%
Activate technology: Military Staff System
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Army training

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Ad hoc - Pop Militancy: -0.005 - -
Army schools 10000 Land Starting Experience: +10.00
Civilization Progress: +10%
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Foreign naval units

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Locally produced ships - Pop Militancy: -0.005 - -
Imported ships 10000 Naval unit attack: +10%
Naval unit defense: +10%
Civilization Progress: +10%
Activate technology: Post-Nelsonian Thought
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Naval training

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Ad hoc - Pop Militancy: -0.005 - -
Navy schools 10000 Naval Starting Experience: +10.00
Civilization Progress: +10%
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Naval officers

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Local naval officers - Pop Militancy: -0.005 - -
Foreign naval officers 10000 Tariff Efficiency: +20%
Civilization Progress: +10%
Liberals gain 2 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
1000

Economic Reforms

Land reform

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
No land reform - Farm Size: +25%
Mine Size: +25%
Pop Militancy: -0.005
- -
Land reform 8000 Farming Efficiency: +25%
Mining Efficiency: +25%
Civilization Progress: +15%
Liberals gain 0.5 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
533

Administrative reform

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
No administrative reform - Pop Militancy: -0.005 - -
Administrative reform 10000 Administrative Efficiency: +10%
Civilization Progress: +15%
Liberals gain 0.5 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
667

Finance reform

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
No finance reform - Max loan amount: -100%
Pop Militancy: -0.005
- -
Enact financial reform 10000 Tax Efficiency: +10%
Max loan amount: -100%
Civilization Progress: +15%
Liberals gain 0.5 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
667
International debt 15000 Tax Efficiency: +10%
Max loan amount: -20%
Civilization Progress: +35%
Liberals gain 0.5 Militancy
Conservatives gain 0.5 Militancy
Reactionaries gain 2 Militancy
1500 (this replaces the previous reform so you are paying 15000 for only 10% increase)

Education reform

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
No education reform - Pop Militancy: -0.005 - -
Reformed system 10000 Education Efficiency: +15%
Civilization Progress: +15%
Liberals gain 0.5 Militancy
Conservatives gain 1 Militancy
Reactionaries gain 3 Militancy
667

Transportation system

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Not improved - Pop Militancy: -0.005 - -
Improved 10000 Farming Efficiency: +25%
Mining Efficiency: +25%
Civilization Progress: +15%
Activate technology: Experimental Railroad
Railroad construction will take place in your capital state
Liberals gain 1 Militancy
Conservatives gain 2 Militancy
Reactionaries gain 3 Militancy
667

Early industrialisation

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
Stick to the old ways - Pop Militancy: -0.005 - -
Industrial progress 15000 Civilization Progress: +20% Activate technology: Water-wheel Power
Resource cloth.pngFabric Factory construction will take place in your capital
Liberals gain 1 Militancy
Conservatives gain 2 Militancy
Reactionaries gain 3 Militancy
750

Industrial construction

Reform Name Default Cost Reform Effects When Enacted Default Cost / Civilization Progress
No industrial construction - Pop Militancy: -0.005 - -
Industrial construction 17500 Civilization Progress: +25% Resource cement.pngCement Factory construction will take place in your capital
Liberals gain 1 Militancy
Conservatives gain 2 Militancy
Reactionaries gain 3 Militancy
700