Difference between revisions of "Great power"

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{{version|Heart of Darkness}}
 
{{version|Heart of Darkness}}
The '''Great Powers''' are the eight most powerful [[nations]] in the [[Victoria 2]] world, as decided from their total prestige, industrial, and military power scores.
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The '''Great Powers''' are the eight most powerful [[nations]] in the [[Victoria 2]] world, as decided from their [[Total score]], the combined [[prestige]], [[industrial score]], and [[military score]]. Uncivilized nations cannot be Great Powers no matter how high their score is, nor can nations with only one state.
  
 
Being a great power offers a nation several benefits. Only great powers are allowed to:
 
Being a great power offers a nation several benefits. Only great powers are allowed to:
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*[[Foreign investment|Invest]] in a lesser nation, gaining first-access to a portion of their market.
 
*[[Foreign investment|Invest]] in a lesser nation, gaining first-access to a portion of their market.
 
*Take part in a [[crisis]], either as a leader of a side or as a participant.
 
*Take part in a [[crisis]], either as a leader of a side or as a participant.
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*Intervene in wars.
  
Great powers also benefit from extra [[prestige]], [[research points]], diplomacy points, and leadership points.
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Compared to uncivilized nations, great powers have some advantages:
  
If another nation usurps a great power's status, that state will have six (6) months to recover its position before losing its [[Sphere of Influence]]. The usurped power is also given a ''[[Casus belli]]'' and the option of starting a war to regain their great power rating. If all these efforts fail, then the usurper will become a Great Power and the former power falls to secondary status.
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*{{green|+0.05}} [[prestige]]/month (amounting to {{green|6}} prestige pr. decade)
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*{{green|+1.5}} [[research points]]/day
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*{{green|+100%}} [[diplomatic points]]/month
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*{{green|+2}} [[leadership]]/month
  
[[Secondary power]]s are the eight next-best nations, which are able to [[Colonization|colonize]] but do not have the ability to form spheres of influence.
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If another nation usurps a great power's status, that state will have one year to recover its position before losing its [[Sphere of Influence]]. If all these efforts fail, then the usurper will become a Great Power and the former power falls to secondary status. A nation can neither lose nor gain Great Power status if it is a current participant in a crisis.
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[[Secondary power]]s are the eight next most powerful nations, who are able to [[Colonization|colonize]] but do not have the ability to form spheres of influence.
  
 
==Initial Great Powers==
 
==Initial Great Powers==
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[[File:Great Powers 1836.jpg|thumb|A Screenshot of the 8 initial great powers]]
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The following nations are Great Powers at the 1836 start of the game:
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*{{flag|United Kingdom}} (ENG)
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*{{flag|France}} (FRA)
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*{{flag|Prussia}} (PRU)
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*{{flag|Russia}} (RUS)
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*{{flag|Austria}} (AUS)
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*{{flag|United States of America}} (USA)
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*{{flag|Ottoman Empire}} (TUR)
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*{{flag|Spain}} (SPA)
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== 1861 Great Powers ==
  
The following nations are Great Powers at the start of the game:
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The following nations are Great Powers in the 1861 (AHD) start:
  
*[[United Kingdom]]
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*{{flag|United Kingdom}} (ENG)
*[[France]]
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*{{flag|France}} (FRA)
*[[Russia]]
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*{{flag|Prussia}} (PRU)
*[[United States]]
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*{{flag|Russia}} (RUS)
*[[Prussia]]
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*{{flag|Austria}} (AUS)
*[[Austria]]
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*{{flag|United States of America}} (USA)
*[[Ottoman Empire]]
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*{{flag|Italy}} (ITA)
*[[Spain]]
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*{{flag|Ottoman Empire}} (TUR)
  
[[Category:Diplomacy]]
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[[Category:Status]]

Latest revision as of 15:07, 11 May 2020

The Great Powers are the eight most powerful nations in the Victoria 2 world, as decided from their Total score, the combined prestige, industrial score, and military score. Uncivilized nations cannot be Great Powers no matter how high their score is, nor can nations with only one state.

Being a great power offers a nation several benefits. Only great powers are allowed to:

Compared to uncivilized nations, great powers have some advantages:

If another nation usurps a great power's status, that state will have one year to recover its position before losing its Sphere of Influence. If all these efforts fail, then the usurper will become a Great Power and the former power falls to secondary status. A nation can neither lose nor gain Great Power status if it is a current participant in a crisis.

Secondary powers are the eight next most powerful nations, who are able to colonize but do not have the ability to form spheres of influence.

Initial Great Powers

A Screenshot of the 8 initial great powers

The following nations are Great Powers at the 1836 start of the game:

1861 Great Powers

The following nations are Great Powers in the 1861 (AHD) start: