Victoria 2 - Pop Demand Mod Wiki
Advertisement

PDM completely changes the National Values system of Victoria 2.

Before, there were only 3 National Values (NVs); Order, Liberty and Equality, which each country was stuck with for the entire game. In PDM there are now 17 NVs; the 3 standard NVs, Order, Liberty and Equality have been joined by; Tradition, Enlightenment, Progress, Loyalty, Independence, Might, Freedom, Fraternity, Unity, Supremacy, Prosperity, Productivity, Glory and Dominion.

PDM has introduced a system wherein countries can change their NV (this is especially important for Unciv countries) into more advanced forms, based on certain criteria.

Changing National Values[]

NV New-2

A chart showing the progression of National Values from uncivilized to advanced.

All uncivilized countries start the game with either the Tradition or Enlightenment NV. It's possible to switch between the two (details below), but chances are small... and it's much more likely for an Enlightenment country to move to Tradition if it's been overthrown by rebels.

Once the unciv reaches the "half-way" point to westernization (more or less) they can switch to an advanced NV: either Progress, Loyalty or Independence. Doing so gains them the National Confusion modifier for 10 years (preventing them from westernizing before it's gone) and can be reverted by a successful rebellion. Once an unciv becomes westernized, it receives an event allowing it to pick one of two possible civilized NV's.

All civilized countries start the game with either the Order, Liberty, Equality or Might NV. Advancement requires a minimum of 100 Prestige and the Revolution & Counterrevolution technology (not to mention other requirements based on the individual NV).

A player can "revert" back to a non-advanced NV, but AI countries can't. The player can go back the same way he advanced, choosing between the two "parent" values of his advanced value, thus allowing him to change National Values lateraly, as long as the requirements are met. For example : Equality -> Prosperity -> Liberty -> Glory -> Might

Uncivilized National Values[]

Enlightenment[]

Effects:

  • +5% Research modifier
  • +0.01 consciousness in core provinces

Events:

  • Rejecting Westernization: If the country has gained the "Uncivilized Isolationism" modifier, there is a chance of this event firing and allowing the unciv to switch to the Tradition NV. Refusing increases militancy in reactionaries, while agreeing increases militancy in liberals. This event occurs much more quickly if the country as been overthrown by Angry Rioters.
  • Clash of Ideals: If consciousness rises above 3, this event can fire and increases both the liberal ideology in all pops within the state capital as well as increasing militancy by 2.
  • New Ideas: Offers the option of either accepting the "new ideas" brought forward by liberals, providing research points and angering aristocrats (increasing their militancy and reactionary ideology), or rejecting them and reducing research but reducing all militancy by 2.

Tradition[]

Effects:

  • -5% Research modifier
  • -0.01 militancy in core provinces

Events:

  • Embracing Westernization: If the country has gained the "Western Influences" modifier, there is a chance of this event firing and allowing the unciv to switch to the Enlightenment NV. Refusing increases militancy in liberals, while agreeing increases militancy in reactionaries.
  • Annals of the Past: If militancy rises above 3, this event can fire and reduces both militancy and consciousness (-2/-4 in primary & accepted POPs, -1/-2 in all others).
  • Celebration in Capital: Offers the option of either increasing Prestige by 6 or increasing Prestige by 2 and reducing militancy by 2.

Progress[]

Requirements:

  • Prestige 20
  • Either 10% Liberal ideology OR ruling party is Liberal
  • Enlightenment Thought
  • Country does not have the National Confusion modifier

Effects:

  • +20% Research modifier
  • +0.02 consciousness in core provinces
  • Everyday needs for all POPs increased by 10%

Events:

  • Annals of the Past: If militancy rises above 3, this event can fire and reduces both militancy and consciousness (-2/-4 in primary & accepted POPs, -1/-2 in all others).
  • Celebration in Capital: Offers the option of either increasing Prestige by 6 or increasing Prestige by 2 and reducing militancy by 2.
  • A Return to Western Influence?: If the country has gained the "Uncivilized Isolationism" modifier, this event will fire within five years and offer the chance to regain the "Western Influences" modifier (and also increasing reactionary sentiment and militancy) or rejecting the idea (increasing consciousness but reducing militancy by 2).

Loyalty[]

Requirements:

  • Prestige 20
  • Military Score 20
  • Enlightenment Thought
  • Country does not have the National Confusion modifier

Effects:

  • -0.02 militancy in core provinces
  • +0.01 consciousness in core provinces
  • +5% RGO output

Events:

  • Clash of Ideals: If consciousness rises above 3, this event can fire and increases both the liberal ideology in all pops within the state capital as well as increasing militancy by 2.
  • New Ideas: Offers the option of either accepting the "new ideas" brought forward by liberals, providing research points and angering aristocrats (increasing their militancy and reactionary ideology), or rejecting them and reducing research but reducing all militancy by 2.
  • Annals of the Past: If militancy rises above 3, this event can fire and reduces both militancy and consciousness (-2/-4 in primary & accepted POPs, -1/-2 in all others).
  • Celebration in Capital: Offers the option of either increasing Prestige by 6 or increasing Prestige by 2 and reducing militancy by 2.

Independence[]

Requirements:

  • Military Score 20
  • Either 20% Reactionary ideology OR ruling party is Reactionary OR any national core is owned by a civilized nation.
  • Enlightenment Thought
  • Country does not have the National Confusion modifier

Effects:

  • -10% Research modifier
  • -0.01 militancy in core provinces
  • +0.5 unit starting experience
  • +0.2 leadership modifier
  • -0.01 war exhaustion modifier
  • increased soldier promotion

Events:

  • Annals of the Past: If militancy rises above 3, this event can fire and reduces both militancy and consciousness (-2/-4 in primary & accepted POPs, -1/-2 in all others).
  • Celebration in Capital: Offers the option of either increasing Prestige by 6 or increasing Prestige by 2 and reducing militancy by 2.
  • Rejecting the West?: If the country has gained the "Western Influences" modifier, this event will fire within five years and offer the chance to regain the "Uncivilized Isolationism" modifier (reducing militancy by 3 but reducing relations with all GP's by 40) or leaving the borders open (increasing militancy in the capital state by 5% but also increasing militancy among reactionaries).

Civilized National Values[]

Equality[]

Effects:

  • -0.01 militancy in core provinces
  • -0.02% population growth
  • +1% social reform desire
  • +10% assimilation rate
  • increased attraction to Socialism/Communism, Full Citizenship, Secularized and Pacifism

Events:

  • Work and Progress: Offers the option of either reducing militancy by 1 and increasing prestige by 5 or adding +0.2 year's worth of research.
  • The (Country) Way: This will increase Socialist ideology in a random state by 10% among all POPs as well as reduce their militancy by 3. If Socialism has not yet been activated, it reduces consciousness and militancy among all POPs in a random state.
  • Bread and Peace: If the country is at war and war exhaustion is over 4, this event can fire. It has the option of either increasing pacifism among all POPs by 10% and war exhaustion by a small amount or it increased war exhaustion by a larger amount and pacifism among all POPs by 5%.

Liberty[]

Effects:

  • +50% immigrant attraction
  • +5% Research modifier
  • +0.02 militancy in non-accepted POPs
  • Everyday needs for all POPs increased by 10%
  • Increased attraction to Liberal/Anarcho-Liberal, Free Press, Laissez-Faire and Pluralism

Events:

  • Country Ingenuity: Offers the option of either increasing research points (+0.4 year's worth) or increasing research by a smaller amount (+0.2 year's worth) as well as gaining 5 Prestige.
  • The (Country) Way: This will increase Liberal ideology in a random state by 10% among all pops as well as reduce their militancy by 3.
  • The Price of Freedom: If the country is a dictatorship of any kind, this event can fire. It has the option of either putting down the demonstrations (increasing consciousness in all POPs by 1 and reducing Prestige by 5) or allowing the demonstrations to continue (increasing militancy in a random state by 2 among primary/accepted POPs and 4 among all others).

Might[]

Effects:

  • -0.02 war exhaustion modifier
  • +0.2 leadership modifier
  • +0.2 starting unit experience
  • -10% assimilation rate
  • increased soldier promotion
  • increased attraction of primary culture POPs to Fascism, Socialist POPs to Communism, Conservative POPs to Reactionary and Liberal POPs to Anarcho-Liberal
  • increased attraction to Jingoism, State Press and State Capitalism

Events:

  • Military Parade: Offers the option of either increasing Prestige by 8 (but reducing relations with all neighbors by 20) or increasing Prestige by 3 (and increasing militancy of all POPs by 1 but lowing their consciousness by 1).
  • The (Country) Way: This will increase jingoism support in a random state by 10% among all POPs as well as reduce their consciousness by 3. It also reduces relations with a random neighbor by 20.
  • Blood and Roses: If the country is at war and war exhaustion is not yet over 20 (and the country is not yet occupied), this even will fire within the year. It either increases jingoism support by 10% among all POPs or increases it by 5% but also reducing war exhaustion by 5.

Order[]

Effects:

  • -0.01 consciousness in core provinces
  • +5% RGO output
  • -10% factory owner cost
  • increased attraction to Fascism and Reactionary, as well as Conservative ideology
  • increased attraction to Residency, Moralism and Protectionism

Events:

  • Send in the Troops: If militancy rises above 3 but no provinces are currently rebel-controlled, this event may fire. It allows the option of sending in the army (reducing Prestige by 3 but also reducing militancy by 2 and increasing consciousness by 1) or letting the demonstration continue (increasing Prestige by 3).
  • The (Country) Way: This will increase Conservative ideology support in a random state by 10% among all POPs as well as reduce their consciousness by 3.
  • Parade in the Capital: So long as militancy is not above 3, this event may fire. It allows either Prestige to be increased by 5 or the consciousness of all POPs reduced by 2.

Advanced National Values[]

Unity[]

Requirements:

  • Order or Equality NV
  • Prestige 100
  • Revolution & Counterrevolution
  • For an Equality nation, the ruling party must either be Reactionary or Conservative OR 40% of the population is Conservative.
  • For an Order nation, the ruling party must either be Socialist or Communist OR 40% of the population is Socialist.
  • Country does not have the National Confusion modifier

Effects:

  • -0.02 militancy in core provinces
  • -0.02 consciousness in core provinces
  • -0.02% population growth
  • -10% factory owner cost
  • +10% social reform desire
  • +10% assimilation rate
  • +5% RGO output
  • increased attraction to Socialism/Communism, Full Citizenship, Secularized and Pacifism
  • increased attraction to Fascism and Reactionary, as well as Conservative ideology
  • increased attraction to Residency, Moralism and Protectionism

Events:

  • Send in the Troops: If militancy rises above 3 but no provinces are currently rebel-controlled, this event may fire. It allows the option of sending in the army (reducing Prestige by 3 but also reducing militancy by 2 and increasing consciousness by 1) or letting the demonstration continue (increasing Prestige by 3).
  • Parade in the Capital: So long as militancy is not above 3, this event may fire. It allows either Prestige to be increased by 5 or the consciousness of all POPs reduced by 2.
  • Work and Progress: Offers the option of either reducing militancy by 1 and increasing prestige by 5 or adding +0.2 year's worth of research.
  • Bread and Peace: If the country is at war and war exhaustion is over 4, this event can fire. It has the option of either increasing pacifism among all POPs by 10% and war exhaustion by a small amount or it increased war exhaustion by a larger amount and pacifism among all POPs by 5%.

Fraternity[]

Requirements:

  • Equality NV
  • Prestige 100
  • Revolution & Counterrevolution
  • Country does not have the National Confusion modifier

Effects:

  • -0.05 militancy in core provinces
  • -0.03% population growth
  • +10% social reform desire
  • +30% assimilation rate
  • +5% bonus to culture tech research
  • increased attraction to Socialism/Communism, Full Citizenship, Secularized and Pacifism

Events:

  • Work and Progress: Offers the option of either reducing militancy by 1 and increasing prestige by 5 or adding +0.2 year's worth of research.
  • Bread and Peace: If the country is at war and war exhaustion is over 4, this event can fire. It has the option of either increasing pacifism among all POPs by 10% and war exhaustion by a small amount or it increased war exhaustion by a larger amount and pacifism among all POPs by 5%.
  • Brotherhood of Man: Increases Prestige by 10 and increases relations with all neighbor countries by 25.

Prosperity[]

Requirements:

  • Liberty or Equality NV
  • Prestige 100
  • Revolution & Counterrevolution
  • For an Equality nation, the ruling party must either be Liberal or Anarcho-Liberal OR 40% of the population is Liberal.
  • For a Liberty nation, the ruling party must either be Socialist or Communist OR 40% of the population is Socialist.
  • Country does not have the National Confusion modifier

Effects:

  • -0.02% population growth
  • -0.02 militancy in core provinces
  • +20% social reform desire
  • +10% assimilation rate
  • +25% immigrant attraction
  • +10% bonus to commerce tech research
  • Everyday needs for all POPs increased by 30%
  • Luxury needs for all POPs increased by 20%
  • increased attraction to Socialism/Communism, Full Citizenship, Secularized and Pacifism
  • Increased attraction to Liberal/Anarcho-Liberal, Free Press, Laissez-Faire and Pluralism

Events:

  • Country Ingenuity: Offers the option of either increasing research points (+0.4 year's worth) or increasing research by a smaller amount (+0.2 year's worth) as well as gaining 5 Prestige.
  • The Price of Freedom: If the country is a dictatorship of any kind, this event can fire. It has the option of either putting down the demonstrations (increasing consciousness in all POPs by 1 and reducing Prestige by 5) or allowing the demonstrations to continue (increasing militancy in a random state by 2 among primary/accepted POPs and 4 among all others).
  • Work and Progress: Offers the option of either reducing militancy by 1 and increasing prestige by 5 or adding +0.2 year's worth of research.
  • Bread and Peace: If the country is at war and war exhaustion is over 4, this event can fire. It has the option of either increasing pacifism among all POPs by 10% and war exhaustion by a small amount or it increased war exhaustion by a larger amount and pacifism among all POPs by 5%.

Freedom[]

Requirements:

  • Liberty NV
  • Prestige 100
  • Revolution & Counterrevolution
  • Country does not have the National Confusion modifier

Effects:

  • +75% immigrant attraction
  • +10% bonus to culture tech research
  • +0.03 militancy among non-accepted POPs
  • Everyday needs among all POPs increased by 20%
  • Luxury needs among all POPs increased by 10%
  • Increased attraction to Liberal/Anarcho-Liberal, Free Press, Laissez-Faire and Pluralism

Events:

  • Country Ingenuity: Offers the option of either increasing research points (+0.4 year's worth) or increasing research by a smaller amount (+0.2 year's worth) as well as gaining 5 Prestige.
  • The Price of Freedom: If the country is a dictatorship of any kind, this event can fire. It has the option of either putting down the demonstrations (increasing consciousness in all POPs by 1 and reducing Prestige by 5) or allowing the demonstrations to continue (increasing militancy in a random state by 2 among primary/accepted POPs and 4 among all others).
  • Liberty Shines: Increases Prestige by 10 and reduces all militancy by 2.

Glory[]

Requirements:

  • Might or Liberty NV
  • Prestige 100
  • Revolution & Counterrevolution
  • For a Might nation, they must either be a dictatorship or have a high jingoism support (15%) and a powerful military (100 military score).
  • For a Liberty nation, the ruling party must either be Liberal or Anarcho-Liberal OR 40% of the population is Liberal.
  • Country does not have the National Confusion modifier

Effects:

  • +5% bonus to army & navy tech research
  • +0.02 militancy to non-accepted POPs
  • Everyday needs for all POPs increased by 20%
  • -0.01 war exhaustion modifier
  • +0.1 leadership modifier
  • +0.2 starting unit experience
  • -10% assimilation rate
  • Increased attraction to Liberal/Anarcho-Liberal, Free Press, Laissez-Faire and Pluralism
  • increased soldier promotion
  • increased attraction of primary culture POPs to Fascism, Socialist POPs to Communism, Conservative POPs to Reactionary and Liberal POPs to Anarcho-Liberal
  • increased attraction to Jingoism, State Press and State Capitalism

Events:

  • Country Ingenuity: Offers the option of either increasing research points (+0.4 year's worth) or increasing research by a smaller amount (+0.2 year's worth) as well as gaining 5 Prestige.
  • The Price of Freedom: If the country is a dictatorship of any kind, this event can fire. It has the option of either putting down the demonstrations (increasing consciousness in all POPs by 1 and reducing Prestige by 5) or allowing the demonstrations to continue (increasing militancy in a random state by 2 among primary/accepted POPs and 4 among all others).
  • Military Parade: Offers the option of either increasing Prestige by 8 (but reducing relations with all neighbors by 20) or increasing Prestige by 3 (and increasing militancy of all POPs by 1 but lowing their consciousness by 1).
  • Blood and Roses: If the country is at war and war exhaustion is not yet over 20 (and the country is not yet occupied), this even will fire within the year. It either increases jingoism support by 10% among all POPs or increases it by 5% but also reducing war exhaustion by 5.

Supremacy[]

Requirements:

  • Might NV
  • Prestige 100
  • Revolution & Counterrevolution
  • Country does not have the National Confusion modifier

Effects:

  • -0.05 militancy in core provinces
  • -0.1 war exhaustion modifier
  • +0.3 leadership modifier
  • +0.5 starting unit experience
  • -10% unit supply consumption
  • -10% assimilation rate
  • -100% immigrant attraction
  • +10% bonus to army tech research
  • -10% reduction to culture tech research
  • increased soldier promotion
  • increased attraction of primary culture POPs to Fascism, Socialist POPs to Communism, Conservative POPs to Reactionary and Liberal POPs to Anarcho-Liberal
  • increased attraction to Jingoism, State Press and State Capitalism

Events:

  • Military Parade: Offers the option of either increasing Prestige by 8 (but reducing relations with all neighbors by 20) or increasing Prestige by 3 (and increasing militancy of all POPs by 1 but lowing their consciousness by 1).
  • Blood and Roses: If the country is at war and war exhaustion is not yet over 20 (and the country is not yet occupied), this even will fire within the year. It either increases jingoism support by 10% among all POPs or increases it by 5% but also reducing war exhaustion by 5.
  • The (Country) Destiny: Increases Prestige by 5 and reduces consciousness in all POPs by 2, but also reduces relations with a random non-allied neighbor by 75 (while also providing a Humilate CB to be used against them).

Dominion[]

Requirements:

  • Might or Order NV
  • Prestige 100
  • Revolution & Counterrevolution
  • For a Might nation, they must either be a dictatorship or have a high jingoism support (15%) and a powerful military (100 military score).
  • For an Order nation, the ruling party must either be Conservative or Reactionary OR 40% of the population is Conservative.
  • Country does not have the National Confusion modifier

Effects:

  • -0.02 war exhaustion modifier
  • +0.2 leadership modifier
  • +0.2 starting unit experience
  • -10% assimilation rate
  • -10% factory owner cost
  • -5% unit supply consumption
  • -0.02 consciousness in core provinces
  • +5% RGO output
  • increased soldier promotion
  • increased attraction of primary culture POPs to Fascism, Socialist POPs to Communism, Conservative POPs to Reactionary and Liberal POPs to Anarcho-Liberal
  • increased attraction to Jingoism, State Press and State Capitalism
  • increased attraction to Reactionary and Conservative ideology
  • increased attraction to Residency, Moralism and Protectionism

Events:

  • Send in the Troops: If militancy rises above 3 but no provinces are currently rebel-controlled, this event may fire. It allows the option of sending in the army (reducing Prestige by 3 but also reducing militancy by 2 and increasing consciousness by 1) or letting the demonstration continue (increasing Prestige by 3).
  • Parade in the Capital: So long as militancy is not above 3, this event may fire. It allows either Prestige to be increased by 5 or the consciousness of all POPs reduced by 2.
  • Military Parade: Offers the option of either increasing Prestige by 8 (but reducing relations with all neighbors by 20) or increasing Prestige by 3 (and increasing militancy of all POPs by 1 but lowing their consciousness by 1).
  • Blood and Roses: If the country is at war and war exhaustion is not yet over 20 (and the country is not yet occupied), this even will fire within the year. It either increases jingoism support by 10% among all POPs or increases it by 5% but also reducing war exhaustion by 5.

Productivity[]

Requirements:

  • Order NV
  • Prestige 100
  • Revolution & Counterrevolution
  • Country does not have the National Confusion modifier

Effects:

  • -0.05 consciousness in core provinces
  • +10% RGO output
  • +10% factory throughput
  • -20% factory owner cost
  • Everyday needs for all POPs reduced by 10%
  • -5% Research modifier
  • +10% bonus to industry tech research
  • -20% social reform desire
  • increased attraction to Fascism and Reactionary, as well as Conservative ideology
  • increased attraction to Residency, Moralism and Protectionism

Events:

  • Send in the Troops: If militancy rises above 3 but no provinces are currently rebel-controlled, this event may fire. It allows the option of sending in the army (reducing Prestige by 3 but also reducing militancy by 2 and increasing consciousness by 1) or letting the demonstration continue (increasing Prestige by 3).
  • Parade in the Capital: So long as militancy is not above 3, this event may fire. It allows either Prestige to be increased by 5 or the consciousness of all POPs reduced by 2.
  • Onward to Tomorrow: Increases research (adding +0.4 year's worth of RP's) and increases the ideology of the ruling party in a random state by 10%.
Advertisement