Score and Ratings Calculations

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The ranking system in Victoria is based on "points", but how these points are calculated is complicated. This article will hopefully prove some enlightenment.

Overall score

To win a game of Victoria you need to have the most Victory Points. Victory Points are shown when you press F1; it’s also displayed on the Victory screen when you exit from a game.

Victory Points are a combination of three things: Prestige Points (PP), Industrial Points (IP), and Military Points (MP). Each is displayed (along with your current ranking) on the Country Information panel beneath your country’s name.

Prestige Points are an abstract representation of how other nations view your achievements. You gain PP through a variety of sources — cultural inventions, and winning wars to name just two. We’ll cover all of them in this guide.

Industrial Points are based on the production from your nation’s factories and RGOs. Many things affect the value of your nation’s production: the number of railroads, the number of POPs in your factories, etc.

Military Points are awarded based on the strength of your military. MPs are based on such things as the number of divisions and ships you have, the number of attachments, the size of your mobilization pool, etc. Winning and losing wars has no effect on you MPs.

Most new players can quickly understand MPs and IPs although it’s not always clear as to what affects either one. Many players struggle with Prestige, if for no other reason than all the factors that affect it. Prestige touches an astonishing number of Victoria’s features: you can gain Prestige for winning a war but you can also lose Prestige by declaring war, to site one example.

Understanding Prestige - understanding what affects it, how to get it and how not to lose it - goes a long way towards mastering Victoria.

Victoria can be loads of fun without paying the slightest attention to score or Victory Points. In fact, it may be more challenging to transform a single-province country into a Great Power than it is to win with, say, Great Britain. Also many players set their own goals and don't pay a big attention to score. But even if you are role-playing, it certainly helps to understand the game’s fundamental concepts. Some game features, like availability of goods from the World Market, depend on the ranking. As you can see you cannot completely ignore the concept of Victory Points.


The formula for calculating the overall score (the one displayed when pressing F1) seems to be:

{Victory Points} = {Prestige Points} + {Industry Points} + {Military Points}

Prestige rating

{Prestige Points} = Prestige / 2

Prestige Points cannot be negative so when Prestige is negative PP = 0.

Industrial rating

The formula for calculating IP score (originally posted by oxmonsta and confirmed by Johan here) is:

{Industry Points} = [1+SeaEfficiency]*[(100*(average railroad level) + (number of factory POPs) + 2.5*(average RGO output)] + (number of techs) - 100*(loan_factor)

(N.B. I have rearranged the formula shown above slightly as compared to that posted by Johan, for ease of comprehension.)

SeaEfficiency equals the current number of convoys running divided by the number of convoys needed. These values can be found on the Territory Management screen (the button to the left of the crown on the top left of the main screen). Note: where convoys needed is zero (eg for a landlocked country) the SeaEfficiency value = 1.

Average railroad level equals the sum of all of your railroads (where experimental railroad = 1, early railroad = 2, iron railroad = 3, steel railroad = 4 and integral railroad = 5), divided by the total number of provinces. The ONLY provinces that count in this calculation are those that are on the same continent as your capital (regardless of whether they are in a state or a colony).

Number of factory POPs equals the total number of clerks and craftsmen that are currently working in all of your factories (regardless of where in the world those factories are located – they CAN be on a different continent to your capital). Unemployed clerks and craftsmen do not count in this calculation.

Average RGO output equals the sum of the outputs from each of your RGOs, divided by the total number of provinces. Again, the ONLY provinces that count in this calculation are those that are on the same continent as your capital (regardless of whether they are in a state or a colony).

Number of techs equals the total number of techs your nation currently possesses.

Loan_factor equals the number of loans divided by MAX(daily income, loan_size), according to the post by Johan in this thread. However, looking at actual results generated in-game, it appears that loan factor = loan size/(total daily income*360), where total daily income equals the sum of all income from taxes, state bonds and tariffs (each of which are listed in the budget screen).

Note: the industrial score is always rounded down (ie truncated) by the game engine.

Example Calculation: Switzerland in Oct 1899

I have taken this example calculation directly from one of my old save games. In it, (AI played) Switzerland has its usual 9 provinces, all of which are on the same continent (Europe) as its capital Bern. It has zero debt and no requirement for convoys (ie convoy efficiency is 100%). Switzerland currently possesses 20 Army techs, 23 Navy techs, 20 Commerce techs, 22 Culture techs and 23 Industrial techs, for a combined total of 108 techs. Switzerland has the following railroads and RGOs:

Neuchatel – Steel RR, RGO producing 1.06 coal per day
Basel – Steel RR, RGO producing 1.11 fruit per day
Zurich – Experimental RR, RGO producing 1.13 cattle per day
Luzern – Steel RR, RGO producing 0.81 timber per day
Bern – Steel RR, RGO producing 0.31 iron per day
Geneve – Early RR, RGO producing 0.78 grain per day
Sitten – Steel RR, RGO producing 1.06 coal per day
Bellinzona – Experimental RR, RGO producing 1.51 wool per day
Chur – No RR, RGO producing 0.82 cattle per day

Total RR level = 5 x Steel (ie level 4) RR + 1 x Early (ie level 2) RR + 2 x Experimental (ie level 1) RR = 5*4 + 1*2 + 2*1 = 24 total RR level.

Total RGO output = 1.06 + 1.11 + 1.13 + 0.81 + 0.31 + 0.78 + 1.06 + 1.51 + 0.82 = 8.59

Switzerland has the following factories with the following workforce:

1 x level 1 Steel factory, employing 1 clerk and 4 craftsmen
1 x level 1 Lumber factory, employing 5 craftsmen
1 x level 1 Fabric factory, employing 1 clerk and 4 craftsmen

Total number of factory POPs = 5 + 5 + 5 = 15

NB Switzerland also has 19 unemployed clerks and 45 unemployed craftsmen, but these do not count towards industrial score (if only the Swiss AI would build some factories for them!!!).

So, Ind Score = [1 + 100%]*[100*(24/9) + (15) + 2.5*(8.59/9)] + (108) – 100*(0)
= [2]*[266.67 + 15 + 2.39] + 108 – 0
= 676.12
= 676

Example Calculation: Argentina in Jul 1878

I have taken this example calculation directly from another of my old save games. In it, (AI played) Argentina has 57 provinces, all of which are on the same continent (America) as its capital Buenos Aires. It has 1 convoy needed and 1 convoy running, giving it a convoy efficiency of 100%. Argentina’s current rail network consists of 21 provinces with experimental rail, giving it a total railroad level of 21. It has zero POPs working in factories, and a total RGO output of 67.27. Argentina currently possesses 63 techs.

Argentina currently has loans totalling £37910, and is currently earning per day: £5.4 from poor taxes, £8.5 from middle class taxes, £11.6 from rich taxes, £3.9 from state bonds, and £3.1 from tariffs, for a total daily income of £5.4 + £8.5 + £11.6 + £3.9 + £3.1 = £32.5.

So, Ind Score = [1 + 100%]*[100*(21/57) + (0) + 2.5*(67.27/57)] + (63) – 100*(37910/(32.5*360))
= [2]*[36.84 + 0 + 2.95] + 63 – 100*(3.2402)
= 142.58 - 324.02
= -181.44
= -181

(N.B. The parts of the calculation above that relate specifically to debt are in italics.)

Important Points Regarding Industrial Score in 1.04

  1. Since it is only provinces on the same continent as your capital that count in the railroad and RGO parts of the calculation, building railroads on other continents (even if you have states with factories on other continents) will do nothing to improve your industrial score. This is especially important to note for the following countries in particular:
    • Russia, whose capital is in Europe whilst many of its provinces (those east of the Urals) are in Asia.
    • The Ottoman Empire, whose capital is in Europe whilst many of its provinces are in Asia (all of Asia Minor, Mesopotamia) and Africa (Tripolitania and Cyrenaica). So as the OE, build your rail in the Balkans first.
    • The UK, with its capital in Europe, may have many states like Ontario, West Indies, New South Wales etc on other continents which therefore don’t figure in the calculation even though they are states rather than colonies. However, it’s also important to remember that the UK has Gibraltar and Malta which are in Europe and do figure in the calculations.
    • The US, Argentina, Canada and Australia often have colonies (that can be converted to states, but have not yet been) on their home continent. It is important to remember to build rail in these colonies as well as your states.
  2. Railroads are clearly the dominant part of the calculation in 1.04: nothing will do as much to boost your industrial score in 1.04 as building more railroads (as long as they are in provinces on the same continent as your capital). However, the highest industrial score that can be gained from railroads alone is 1000 points (once you have built integral railroads in all relevant provinces), so to boost your industrial score beyond this the next best thing to do is to get lots of POPs working in factories. Getting more techs or boosting your RGO production usually has only a relatively minor effect in boosting your industrial score.
  3. Unlike in previous patches, factory output and factory level have absolutely no impact whatsoever on industrial score in 1.04. So whilst there’s no point to artificially overexpanding your factories (as there was in previous patches), there is no incentive in terms of industrial score in 1.04 to maximising their output either. Just pump the clerks and craftsmen into the factories.
  4. In certain circumstances, taking POPs out of high output RGOs, converting them to clerks or craftsmen and putting them into factories may actually reduce your industrial score. This is particularly the case for large POPs working in the high efficiency RGOs (especially wool, cattle, fish and fruit) with high RGO value (eg 5.0) in countries with a small number of provinces on the same continent as their capital. For example: as Denmark I have a 35k POP in a value 5.0 cattle RGO in Viborg producing 6.00 cattle per day. Denmark currently has 7 provinces that are in Europe, and all necessary convoys. The current contribution to the industrial score from this POP working in the RGO is [1 + 100%]*[2.5*6.00/7] = 4.28. If I convert this POP to a craftsman or clerk and put it to work in a factory I lose the RGO output of 6.00 cattle per day and hence lose the 4.28 points from my industrial score, but only get 2 points back for having one extra factory POP. As a result, my industrial score drops by 2.28 points in this case.
  5. The three things that directly reduce your industrial score are (from least to most detrimental) war exhaustion, lack of convoys, and debt, as follows:
    • War exhaustion lowers the productivity of your working POPs and therefore reduces your total RGO output, which consequently lowers your industrial score. Since RGO output generally only makes up a small portion of your industrial score, war exhaustion usually will only cause a small drop in your industrial score (often only a few points).
    • Lack of convoys is more serious than war exhaustion, since in the worst case scenario – leaving debt aside, where you have zero convoys and zero techs - it will halve your industrial score. Even being short only a few convoys will usually have a noticeably detrimental affect on your industrial score.
    • Debt has the greatest negative impact on industrial score because the negative impact of debt on industrial score is unlimited. If your debt is high enough your industrial score can go a very long way below zero.
  6. You can minimise the detrimental effect of debt on your industrial score in the short term by maintaining as high a total daily income as possible. This entails setting high tax and tariff rates. In fact, any changes in your tax and / or tariff settings whilst you are in debt will directly change your industrial score: raising taxes / tariffs whilst in debt will increase your industrial score, whereas reducing taxes / tariffs whilst in debt will reduce your industrial score. The greater your debt is the more noticeable the effect of changes in your tax and tariff settings will be. In the long term paying off your debt is the best way to maximise your industrial score.

Military rating

Every division or ship that you currently have adds to your Military Points score as follows:

Naval

(Victoria patch 1.04)

  • Transports: 0
  • Frigate: 0.1
  • Commerce Raider: 0.1
  • Submarine: 0.1
  • Cruiser: 0.15
  • Modern Cruiser: 0.25
  • Monitor: 0.25
  • Manowar: 1
  • Ironclad: 1.1
  • Battleship: 2
  • Dreadnaught: 3

Attachments

  • Corvette: +0.25
  • Torpedo Boat: +0.3
  • Destroyer: +0.5

Army

(Victoria patch 1.04)

  • Irregular: 0.2
  • Infantry: 1
  • Dragoon: 1.25
  • Cavalry: 1.5

Attachments

  • Regulars: +0.25
  • Guard: +0.5
  • Engineer: +0.5
  • Artillery: +1
  • Headquarters: +1
  • Tank: +2
  • Cuirassier: +0.5
  • Hussar: +0.5

Type

  • Native: x0.1
  • Colonial: x0.3
  • Reserve (deployed): x0.8
  • Reserve (unmobilized): x0.9
  • Partisans: Depends on type. Can be colonial, reserve, or regular
  • Expeditionary Forces: Count towards your score. Depends on the type

Military rating (Revolutions)

Keep in mind uncivilized nations can only make native type units.

Every division or ship that you currently have adds to your Military Points score as follows:

Naval

(Victoria Revolutions 2.01)

  • Transports 0
  • Frigate 0.1
  • Commerce Raider 0.1
  • Submarine 0.1
  • Protected Cruiser (cruiser) 0.25
  • Light Cruiser (modern_cruiser) 0.25
  • Advanced Cruiser (early_cruiser) 0.35
  • Modern Cruiser (late_cruiser) 0.35
  • Monitor 0.25
  • Man-o-War (manowar) 1
  • Ironclad 1.1
  • Battlecruiser (early_battlecruiser) 1.5
  • Advanced Battlecruiser (late_battlecruiser) 1.5
  • Pre-Dreadnought Battleship (battleship) 2
  • Dreadnought 3
  • Advanced Battleship (early_battleship) 4
  • Modern Battleship (late_battleship) 5
  • Experimental Carrier (greatwar_carrier) 6
  • Converted-Hulk Carrier (early_carrier) 5
  • Purpose-Built Carrier (late_carrier) 4

Attachments

  • Corvette: +0.25
  • Torpedo Boat: +0.3
  • Destroyer: +0.5

Army

(Victoria Revolutions 2.01)

  • Irregular: 0.2
  • Infantry: 1
  • Dragoon: 1.25
  • Cavalry: 1.5

Attachments

  • Regulars: +0.25
  • Guard: +0.5
  • Engineer: +0.5
  • Artillery: +1
  • Headquarters: +1
  • Tank: +2
  • Cuirassier: +0.5
  • Hussar: +0.5
  • Fighter: +1.2
  • Bomber: +1.2

Type

  • Native: x0.1
  • Colonial: x0.3
  • Reserve (deployed): x0.8
  • Reserve (unmobilized): x0.9
  • Partisans: Depends on type. Can be colonial, reserve, or regular
  • Expeditionary Forces: Count towards your score. Depends on the type