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:
- Gain and spend influence in secondary powers, civilized nations, and uncivilized nations, potentially gaining first-access to the majority their market.
- 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.
- Intervene in wars.
Compared to uncivilized nations, great powers have some advantages:
- +0.05 prestige/month (amounting to 6 prestige pr. decade)
- +1.5 research points/day
- +100% diplomatic points/month
- +2 leadership/month
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.
Initial Great Powers
The following nations are Great Powers at the 1836 start of the game: