Blood and Iron is a major overhaul mod for Victoria 2: Heart of Darkness. The mod uses NNM as a base, with various reworked elements from other abandoned or finished mods or minimods such as Vickymod, PDM etc. The aim of the mod is to make the game more historical and realistic, while at the same time making sure it won't become too railroaded, as it also focuses on what-if scenarios and alternate outcomes if the player decides to follow a different path. Long term goals include revolutions, crisises and other major and important historical events neglected by the game developers to make the game more interesting, such as chances for World War 1 or the Russian Revolution to happen. It also heavily focuses on cultural and flavor events in an attempt to educate the player about the culture and history of certain countries and ethnic groups.

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This is basically half of what I wanted for this update, the next part shouldn't take that long. After that I will start working on the 1.0 version. Anyway, here are some of the changes and new additions:

To represent the Swiss cultural identity without the culture itself, I added 2 new rebel types for Switzerland. Primary or accepted cultures of the country will always fight for independence. Violating the Swiss neutrality and taking a province now starts a guerilla warfare, which will last for a few decades. I added a few more events about the Sonderbund War too. I don't believe representing civil wars in smaller countries with different tags is a good solution, so just like in the Chilean Civil War event you are choosing the outcome of the conflict.

Sonderbund War


Uruguay was lacking any flavor outside of the Uruguayan War events, so I made an introduction event to set up the ongoing civil war. To represent the 'Guerra Grande', I added an event chain similar to the Uruguayan War events for Argentina and Uruguay. As for Argentina, I improved the NNM Platine War events and added the war with the State of Buenos Aires. There is a peaceful option to reunite the country too if you can manage to get high enough relations.

Uruguay Civil War


There are a couple of new additions for the Balkans, like the Cretan Revolt of 1866 or a decision for Post-Berlin Congress Bulgaria to annex Eastern Rumelia if the region has high enough militancy. But the most important one is the First Balkan War event chain. It wasn't easy to make, I had to add a new CB and make the Ottomans the attacker, because the AI is more likely to honor the alliance in a defensive war. It's really hard to represent this conflict in this game, but I've seen the Balkan League winning the war plenty of times.

First Balkan War


One of the main features of this release are the industrial slaves. First I just wanted to allow slaves to work in factories, but the problem is slaves always become farmers when you abolish slavery. So I added this new poptype, and a middle option for the slavery reform. After passing it an event pops up in a few days, turning all industrial slaves to craftsmen and abolishing slavery. It would have been great to promote regular slaves to factory workers or demote them if there aren't any jobs or factories available, but it seems like Paradox hardcoded everything about slavery, so right now it only works with province events, which definitely need some balances in the future, so this addition is rather experimental at the moment.

Industrial Slaves


But the biggest feature of this release is the new rebel type, the partisans. They only spawn in occupied provinces. Pops with the same ideology as your ruling party will get a bonus, while pops with radical ideologies won't join if the occupier has the same ruling party ideology as them and you don't. Even though I can influence the rebels to where they would want to go, I can't stop them from occupying provinces you control if there are no other options, so after they successfully siege a province you get a province event that gives the province control back to you, removes 1 WE and reduces militancy, leading to the rebels from the province disappearing. To reduce the chance of the AI attacking its own partisans, they can't spawn near frontlines. If the war ends during the revolt or there aren't any occupied core provinces left they enforce their demands, which is just a small WE effect. Making this work was really tricky and it needed some province events, but they shouldn't be that spammy.

Partisan rebels


And there are some new options for a Jewish state. Some of them almost happened, some were most likely just conspiracy theories, but they are still fun options if you want Israel somewhere else other than just Palestine.

More options for Israel


For a full list of changes, visit the Changes and plans article or the download page.

Beta v3

Beta v3

News 3 comments

Here are some of the new changes and additions for this beta version.

Changes and plans

Changes and plans

News

Some basic info, changelog, future plans and notes.

Submarines

Submarines

News 1 comment

Introducing a new naval unit from the next beta version.

The base of the mod and beta

The base of the mod and beta

News

I talk about the mods I used and the upcoming beta version.

RSS Files
Blood and Iron Beta v4 for 3.04

Blood and Iron Beta v4 for 3.04

Full Version

This is just the 1/3 of what I wanted for this update, but I feel like there are some interesting new contents that (as far as I know) no other mods added...

Blood and Iron Beta v4 for 3.03

Blood and Iron Beta v4 for 3.03

Full Version 1 comment

This is just the 1/3 of what I wanted for this update, but I feel like there are some interesting new contents that (as far as I know) no other mods added...

Comments  (0 - 10 of 52)
lucascesar029
lucascesar029

The religion icons in the pop menu are wrong positioned for most religions

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Guest

I have a bug, whenever i try to go to the decisions or rebels tab, the game just crashes, am i doing something wrong?

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antonius117 Creator
antonius117

Sounds like a wrong version and patch combo.

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jakovperkovic13
jakovperkovic13

I have problem, when i try too add wargoal i cant proceed (botton is greyed out),
its no jingoism thing and its in all wars.

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antonius117 Creator
antonius117

It is jingoism. It's greyed out because you've already added a wargoal that's always active or justified but you don't have enough for more.

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Guest
Guest

very good mod

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jakovperkovic13
jakovperkovic13

In my game as china went to war with UK and I have 16 war scoreand peace offer requires 4 but Britain doesnt want to accept any peace offers why? I occupied whole British Indo-China.

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antonius117 Creator
antonius117

That's just how the AI works, they don't really care if their colonies are occupied, especially when an unciv occupies them. Add some wargoals to get more warscore.

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jakovperkovic13
jakovperkovic13

Im civilised greath power.

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antonius117 Creator
antonius117

The AI determines whether to peace out or not based on a lot of different factors: size of the army, total army size of the enemies, value of the occupied provinces, war exhaustion, major battles etc. And as I said, they couldn't care less about colonies. Chances are, there are still a lot of brigades in Britain, and the AI thinks it can turn the war around. You need a lot more warscore than that.

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