The Victoria 2 Historical Project Mod is an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using parts of the mods NNM and PDM as a base, the main aim is to improve the historicity of the game, including countries, map and pops and to add more historical flavor to the game, while taking into account the plausible historical outcomes and the mod performance. The first release includes a vastly improved country composition and a complete rework of the global slave population. Most countries now have slavery and slaves and the historical number of slaves, as well as their pop composition and religion, was used when available. Future releases plans are to include a serf pop type and reforms to represent it, other meaningful reforms for the time era, dynamic soundtrack for countries/governments/regions and a 1816 (or 1815) start date.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Historical Project Mod - Version 0.3.8 (Checksum SQIZ). Not save game compatible. I couldn't include everything I wanted. There's quite a few things fixed or changed, and some stuff (like rebels) were reworked from the ground up, so I had to release it sooner rather than later. There's a few new tags to stop assimilation/represent colonial nations, and there's a few changes to how pops assimilate in accepted cores overseas. There's a new union tag (Antillean Confederation) among other things. Another main thing is the beginning of the segregation rework, whereas colonial/former colonial nations choose how to deal with the africans and native americans. So far only the native americans are done. There's more stuff that I'm probably forgetting but the changes are too much, and a lot of work went into optimizing some old stuff too, so read the changelog if you are curious. Oh, "african minor" doesn't exist anymore.
Changelog:
V0.3.8 - 01/09/2017
-Changed the SSNP religious policy to secularism and citizenship_policy to full citizenship. Changed the Kurdish fascist party to secularized.
-Fixed a bug in event 9406 that would stop it from firing. Thanks anon!
-Corrected being able to build railways in deserts again. That was a mistake.
-Uniting Turkestan shouldn't give cores in Afghanistan anymore.
-Renamed "Liquor" to "Beverages" and "Liquor Distillery" to "Bottling works". The good represents soft and 'hard' drinks. Removed Muslim-countries restrictions on it.
-Made the "Turkish Tea" decision only add tea RGO to the black sea coast.
-Fixed Kamchatka having cores on Buryatia.
-Made sure that Sicily, Sardinia and Romagna lose cores if you use the "Avanti Italia" decision.
-Turkey won't get Azeri as accepted when using the "Greater Turkey" decision. The Fascist party of Turkey now has limited citizenship instead of residency as a policy.
-Changed Sitka's LR to 35 so Alaska can get immigrants.
-Made the initial wars for the UK, Russia and the Ottoman Empire to start with a "Status Quo" CB for the other side.
-Made the events for Alaska, New Zealand, Australia, South Africa and Newfoundland where the countries ask for independence not be exclusive to the UK. It will happen to any country that own these places.
-Made events dealing with New Zealand dynamic, so they don't happen exclusively to the UK but to anyone who owns Auckland. Made localization more generic with variables for possible countries that own the place.
-Added Pontus as a non-releasable vassal to Sinop, Giresun and Trabzon, so greek pops don't assimilate. The tag will be used later in GW dismantlements. Cores go away with population exchanges.
-Added orthodox and protestant equivalent pops in Alaska, so conversion can happen with the lowest chance of bugs.
-Renamed "Cattle" to "Livestock" and "Precious Metal" to "Precious Goods" to be more in line with the stuff it represents in game. Fixed a few localization issues in HPM/Vanilla stuff.
-Jacobins will now check if a country has Free Press, Allowed Meetings, Abolished Slavery and Serfdom, if the borders are closed and if the UH Composition is not "Appointed" or "Ruling Party Only" when deciding not to spawn.
-Jacobins should now open borders and shouldn't roll back the last level of trade unions when they win. They will also change the Upper House Composition to Proportional Representation, except in the US.
-Instead of a country getting 50 War Exhaustion when Rebels win, now a country will get 2.5 WE for each province rebels occupy. Except for Nationalist rebels.
-Socialists won't rise if they have the same reforms the Jacobins need to stop rising PLUS the last two of every social reform and All Trade Unions except Health Care, Education and Penal System. They also demand the abolition of child labor
-Jacobins and Militant socialists will not rise if they are the ruling party and the basic political and/or social reforms they demand are passed. However, if they are not the ruling party and but their demands are met, they will suffer a reduced change to spawn. That means they will try to participate in the democratic process more.
-Fixed a bug with rebels that made them glitch and appear when they shouldn't. Reworked the rebel files so it's more in line with Vanilla than NNM/PDM. Removed Uruguayan-specific rebels and integrated them in the jacobin/reactionary rebels.
-Successful Rebellions should now remove 25% of the loser's prestige (up from the previous 20%) and 30% if it's a nationalist rebellion. They will also remove -25 Plurality from the country (with Jacobins/Socialists removing -10).
-Accepted pops of a non-existing tag will now behave as primary culture pops for rebel purposes. What this means is, they will not join ideological rebels if they can join nationalistic or patriotic/separatist rebels, making independence-seeking rebels much more dangerous.
-Made so Slaves can't join Ideological rebels. They still can join nationalistic rebels though. In the future a new rebel type will be added for slaves, for the abolition of slavery.
-Fixed a bug that would allow infinite prestige by releasing and integrating the Sulu.
-Changed 1162 - Bahrain from Grain to Fruit, 1165 - Doha from Grain to Fish, 1167 - from Grain to Fruit and 2664 - Khasab from grain to Fish. To better represent the RGOs there (fruits being Date). Changed the "Trade City" decision and modifier to "Pearl Hunting", which will change the RGOs from these provinces from their original ones to "Precious Goods" from 3 to 6 months during summer. After that, the RGOs will be reverted. The whole process will be automatic and taken by the AI, so a player will only see the results.
-Changed Dubai from Grain to Fruits.
-"Gateway to a new Land" modifier in Valparaiso will now last 10 years instead of 30.
-Bahrain and Qatar will start in the Ottoman sphere.
-Changed a the decisions for claiming Togo and Namibia so the AI has an easier time doing them. Changed the Congo decision so the Swedes don't always end with the place (there's a much bigger chance of not going to anyone now) and so reading the decision requirements is easier.
-Stopped the Faroe tag from starting with a non existing party in power.
-Removed Prestige of the starting Persian generals.
-Fixed an event having a duplicate ID.
-Added an Equatorial Guinea tag to stop native pops there assimilating. Re-did pops and ownership based on Njas.helsinki.fi The Fang won't start in the island anymore (moved there in the middle from the 20th century onwards), the island will now produce fruit instead of wool (they were big cacao producers) and both the island and the land will start with some igbo pops. The Spanish won't start owning the land and instead will have event/decision to colonize each place separately.
-Changed the way overseas assimilation works: cores in overseas provinces will now stop the assimilation of both accepted and primary cultures of that core.
-The UK shouldn't start with trinket health care anymore.
-Removed the micro "Wayuu" culture from Colombia/Venezuela. They are Amazonian now. Removed Tarascan and Zapotec and they are all grouped together with Nahua, that was renamed to "Mesoamerican Indian".
-Added a Kreol culture for the islands in Africa.
-Fixed the Golden Stool event.
-Moved all "AI Cleanup" events to decisions to improve performance, made them a bit better and fixed a bug in one.
-Added the "Bulgarian Exarchate" decision for the Ottoman Empire. Thanks anon!
-Fixed the rebel icons being misaligned.
-Fixed a few instances of decisions to integrate tags that were being fired by the AI against the player when it shouldn't.
-Fixed the Navy OOB of Greece of be more in line with En.wikipedia.org
-Fixed releasing vassals giving prestige instead of taking it.
-Added a tag for Comoros and the flags for it and Turkmeneli and Equatorial Guinea. Kudos to AFPG for the flags.
-Fixed the rotation of the port in Bristol which was stopping the port from appearing.
-Fixed a bug that was stopping Malaysia from being formed.
-Made the AI prioritize "Revolution and Counterrevolution" more so they can get "The Dark Continent" invention more consistently sooner.
-Fixed the gateway_to_harbor modifier for Tokyo lasting forever (like it was in NNM) with one event option for the "A new Capital in the East?" event.
-Made so the Emigration NF can always be used by Communist/Fascist Dictatorships.
-Armament Inventions of the Light Armament tree are now sequential. Meaning that you can only discover "Breech-loaded Armament" if you discovered "Muzzle-loaded Armament" first.
-Added the option to "Disable Bankruptcy Events" (for the player only, the AI will still get it) in the Options decisions.
-Alaska should become the primary culture of the owner once its sold, as long as the buyer is a new world culture. If Alaska is sold to the British, the culture will be Anglo-Canadian. If it's sold to Japan or if it remains on Russian hands, it will keep on being "Alaskan".
-Removed the "african minor" and "North Caucasian Minor" cultures. The Abkhazians will be represented together with the Circassians but they are Orthodox. See En.wikipedia.org (The term "Circassian" sometimes includes the Abkhaz and Abaza people since they are originally related to the Adyghe)
-You will also need fruits for producing beverages.
-Fixed a few old references to Saito in the files.
-Increased the population of Korea from around 9 million to around 16 million. Based on Korean History in Maps, pp 99. To compensate for that change and reflect Korea's growth, their LR was changed from 35 to 32, except for Pyongyang and Seoul, both which have LR 34. Kudos to anon for this.
-The Netherlands will now lose flemish as accepted when they sign the Treaty of London.
-Reduced the population of the Netherlands proper to around ~2700000 people, based on estimates derived from "European Historical Statistics, 1750-1970 by B. R. Mitchell". The population of Limburg was increased to 317200 (79.3k pops, previously they had 41.5k pops) based on the same source. Kudos to anon for this.
-Changed the Romanian party names based on Pastebin.com
-Fixed the capital of Tanzania so it starts in Dar es Salaam. Fixed a few province names, made a few name changes for when the place is colonized. Fixed accepted pops for it and for all African post-colonial nations, and re-did their parties from something generic (and sometimes outright wrong) to more historical names.
-Re-did the way the "Claim" or "Reorganize" colonies decision work. Now they will try to clean native tags core and add historical cores if you own the land. Added a decision to reorganize Buganda, Botswana, Burkina Faso and Ghana. Those were missing. To organize the Niger now you actually need a province in the Niger river rather than a province in the middle of the desert.
-Added tags for Vanuatu, Papua New Guinea and Samoa. In most cases they extend to more land that they occupy in modern times. They are mostly to stop integration.
-Changed Kyrgyzstan's color so it isn't the same as Kokand.
-Puerto Rico and Dominican Republic shouldn't accept their african diaspora cultures at the start, or spanish, anymore.
-Added a decision to form the Antillean Confederation if you have Puerto Rico, Cuba and the Dominican Republic and have Caribeno as primary culture. An irredentist decision lets the confederation claim the rest of the (non-Spanish) Caribbean.
-Uniting with Greece as Cyprus should no longer give Greece turkish as accepted.
-Removed the naval base from Bahia Blanca in Argentina that was messing with the ability tow upgrade the base in Buenos Aires.
-To avoid the "Endless Crisis" bug introduced by patch 3.04, vassal nations will be immune to tension.
-Rhodesia isn't a releasable country anymore. It's only releasable by decision for the UK. The default colonial tag for the place is Zimbabwe. Transvaal, Oranje and Natalia aren't releasable either, since that would mean natives releasing them as uncivs. But you can play as them as you normally would through events that fire to the UK.
-Trucial States will now start as Sunni.
-Parties with pro_atheism religious policy will now deactivate the "islamic country" modifier, but they won't secularize the society.
-Removed the "native protection act" and integrated it into the new Native Policy system, where one can either accept them, assimilate or try to exterminate them.
-Belize no longer accepts British and Afro-caribbean.
-Yucatan was changed from Mexican to Maya primary. They will now only petition to join the FRCA if the FRCA enacted the Native Protection Act, have at least culture voting rights and have more than 50 relations with them.
-Eastern, Central and South Africa Changes:
-Kenya: Kikuyu culture in Kenya was renamed Kikuyu–Kamba (Kamba and Kikuyu are Bantu from the same family) and it was expanded across the provinces occupied by the Kamba, the Meru and the Embu. The culture represents these people. Oromo in Kenya (representing the Borana Oromo) were changed to Coptic and moved from Garissa to the Ethiopian border. Maasai was renamed to Kalenjin-Maasai and they now extend through all of the Rift Valley Province.
-Added a Nilotic Culture, a Cushitic Culture and a Northeast Bantu Culture (Guthrie J) to represent the people from these areas. "African Minors" in the Cushitic Area (Ethiopia, Somalia and parts of Kenya) were changed to this culture. African Minors in Sudan, Kenya and Uganda were changed to Nilotic.
-Tanzania: Added the Kilombero Culture (Guthrie G). It extends to Comoros, Zanzibar and much of central Tanzania. Reshaped province 2046 - Ujiji and 2045 - Morogoro so their shape follow the existing rivers.
-Mozambique: Reshaped Tete, Sena, Quelimane, Sofala, Inkomati, Manjakazi, Inhambane and Massekisse to follow river borders (and more historical province borders). Added a Nyasa culture (Guthrie N) that goes over Mozambique, Southern Tanzania and Zambia. 3 of 4 Mozambique States were reshaped to accommodate the changes. Changed a good part of the Yao people from Animists to Sunni. Yao was renamed to Yao-Makonde with the Makonde being the animists in the provinces.
-Southern Africa: Added a 'Southern Bantu' culture, correspondent to Guthrie S.
-Angola/Namibia: Moçamades now starts with a Herero majority and a Khoisan minority (https://upload.wikimedia.org/wikipedia/commons/7/71/Angola_Ethnic_map_1970.svg ) Added a Kavango-Kimbundu Culture to Angola, Northern Namibia and Congo that represents Guthrie's Group H, R and K.
-Added a Adamawa-Ubangi Culture to represent the main pops of the Central Africa Republic and surrounding region. Added a few Fulbe there. The culture is also spread to South Sudan, Cameron, the two Congos and Chad.
-Added a Northwest Bantu group (Guthrie's groups A to D) that go over Equatorial Guinea, Gabon, parts of Cameroon and both Congos.
-Added a Central Bantu group (Guthrie's groups L and M) that go over South DRC and Zambia.
-Reshaped Douala province in Cameroon to follow the river border.
-Renamed the small Tiv group to Bantoid, which is a culture that spawns what used to be Tiv in Nigeria and the Bantoid languages of the Cameroonian Plateau, including the Tikar. They will be muslim in Bafoussam to represent the Bamum.
-Renamed the Teda to Toubou. They represent a range of peoples in Chad, Libya, Niger and Sudan (Darfur). They will represent the "african minor" in these places.
-African minor (slaves) in southern Chad are now represented by the Adamawa-branch of the Adamwa-Ubangi culture.
-Renamed Sara to Sara-Baguirmi (seeing as they are from the same family and Baguirmi is almost extinct). The Baguirmi "slot" will now be used for the Maban (Biu–Mandara or Central Chadic), representing the minor and rather separatist cultures such as the Hadjarai, the Ouaddaï and other minors.
Ethiopia: Changed the Harari (that existed in a single province and had 4 mentions) to Habesha, to represent southern semitic-ethiopic cultures (Harari, Gurage, Silt'e, Soddo). Re-did their names. Added some to Harar (since harar didn't start with any Harari, ironically) and added a Shewa core there. Removed the Sidamo (now they are represented as cushitic) and made them animist instead of sunni. Reworked pops so they follow modern distribution better (http://www.languagesgulper.com/eng/Ethmap_files/Ethiopian languages large map.jpg) and re-did states (Gibe state was removed), so Ethiopia is now 5 states of 4 provinces each. Re-did pops in all provinces to represent demographics and distribution better.
Western and Northern Africa:
-Niger: Merged the african minors to the Songhai in the Outer Hausaland State (Songhai representing here the Zarma people). In Kufe they were converted to Fulbe.
-Mauritania: African minors were changed to Wolof, Fulbe and Berber where appropriate.
-Changed the spelling of Toucouleur to Tukulor.
-Mali: The african minor slaves in the sahara part of Mali were replaced by Maghrebi (representing the Hassaniya). Fixed numbers of the Fulbe a bit. African minors are now mostly Mande.
-Nigeria: Added a Kwa group (East and West Congo-Benue Groups) to represent all minor cultures Nigeria and parts of Ghana and Benin.
-Burkina Faso, Ghana, Togo and Benin: Added a "Gur" culture representing all Gur languages, mainly centered in Burkina Faso.They also make the minorities in Northern Togo and Ghana as well as Benin. Spread the Senufo to Burkina and Mali.
-Added Berber to Libya and Tunisia to replace the "african minor" in these places. Berber (Tamazight) is often a spoken or official language.
-Fixed proportion of pops and religion of pops in Guinea, Liberia, Guine-Bissau, Sierra Leone and Ivory Coast. African minors will now be represented by "Western Nigritic" in these places, representing the Atlantic branch of the Atlantic–Congo language group. Changed the Liberian event to occupy the countryside in a decision.
-Cape Verde: Took it out from the "Macaronesia" state and put it together with Guinea-Bissau in a single state. The old "lower guinea" state was used, while the other two provinces of this state (Boffa and Timbo) are now part of the "Guinea" state. Terrain is now mountains.
-Gambia and Senegal: Fixed pops and religion, now the country won't be purely mande/african minor.
-Total 8 more cultures compared to the previous version.
alot of changes, ty for the hard work ^_^
Thanks for the kind words!
Why does Yemen have the same culture as Syrians/Iraqis, when Egypt has a completely separate culture? Hejazi's, Yemenites, and other urbanized Arabian peninsula peoples, should have their own culture, outside of "Bedouin". Already linking "Syrians" with "Iraqis" is a bit tenuous.
That's mostly how vanilla does it. Cultures are usually a catch all group for a common history and values, and they do have that. Iraq and Syria are modern divisions.
The only ones that could possibly have a different culture would be the groups of different religions such as the Shiites and Christians, since their culture and historical links are different from the Sunni ones, but they would still be linked between themselves through their religion.
Iraq and Syria are modern countries, but culturally one cannot say that all the people of Arabia and the Mashriq (Iraq/Syria) identify as one (especially if you have Egyptians as separate). Urbanized people from the Arabian peninsula (Yemen/Hejaz), really should be different culturally from the urbanized populations of Syria/Iraq. This is to say that the Mashriq group really should be broken up between "Bilad al-Sham" and the Arabian peninsula.
As for Shi'ites v. Sunnis, that would be pointless, since these divisions themselves are more modern than anything. Plenty of Sunni's practice what are today "Shi'ite" customs, and vice-versa, the line is very often is not clear, and Shi'ites are not a homogenous group either.
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I'm a bit confused. Is it normal that my people import goods that I can't sell?
Will you be adding any extra perks or drawbacks for certain religions like you did for Islam? I think it might be interesting to have extra modifiers like this:
For Animist Nations:
There's a hidden modifier like for Muslim nations which gives them maybe a -5% or more research drawback as with adding ruling party support and making their pops more reactionary. Unlike Islam, this modifier couldn't be revoked through decision and you'd instead have to change religion through missionaries. This would further incentive nations to ask for missionaries as well.
Speaking of missionaries, I'm not sure if this has been changed since I haven't played as an Animist, Hindu or Buddhist nation since the new update, but Ive never gotten the ability to change religion, which foiled my plans of establishing a Crusader Vietnam ;). I also think it would make more sense for only liberal and conservative governments. If my grievances have already been addressed, however, just forget I asked ;)
I'm also wondering if it would be possible to change the religion of China and Korea from Mahayana to Confucian given that both these countries were ruled by Confucian elite and not Buddhists. Buddhism would still be present, however, obviously. I would also recommend adding animist pops to Korea to present Muism, but I can't seem to find statistics regarding the numbers of adherents. I wonder if adding in Zoroastrianism in Gujarat instead of the animist pops could also be arranged, and add in a decision to convert to Zoroastrianism for Gujarat like how Bhotan can convert to Yazidi (That would have been incredibly unlikely, however). I'm not a programmer, however, so if you don't know how to add in religions, I understand fam.
Thanks for reading, sorry if I'm annoying or have totally outrageous suggestions, I just have a lot of ideas and I figure I may as well pass them by you to see if they'd be realistic. Keep up the great work!
Hi! The mod is great, thanks for the great job you 've done!
Some friends and I have been thinking about playing a multiplayer game with the mod, but we can't get the same checksum. None of us gets the "SQIZ" checksum either. ¿How can we solve this?
I think the Steam checksum of the mod is different from the one I post here because the steam version is slightly different. As long as you all have the same checksum and as long *** everyone's vanilla checksum is WNVU, it should be alright.
You really are the best!! Thank you so much for all of your hard work. It means so much <3
Thanks for the kind words.
Why does Alaska's culture remain as "Alaskan" if it is sold to Japan? Surely this would mean that if Japan releases Alaska at some point, the pops there would start integrating from being Japanese to being "Alaskan"? It is a little ambiguous as to what this would mean if the "Alaskan" culture is also being used for Russian pops. Speaking of which, how would Russian migrations to Alaska work now? Do the pops automatically become "Alaskan"? And what would happen if a Russian immigrated to Alaska while it is a Japanese client state? Would "Alaskan" refer to both Japanese and Russian pops there?
Perhaps I am misunderstanding this. Could you please explain?
"the pops there would start integrating from being Japanese to being "Alaskan"?"
Precisely the point. New world cultures are separated from old world cultures to avoid several headaches that happen with old world cultures as primary culture in the new world.
"Do the pops automatically become "Alaskan"?"
No, only if the country is free. If it becomes free, then they will become Alaskan.
"Would "Alaskan" refer to both Japanese and Russian pops there?"
Yes. It could even refer to british culture. Since it's a place that's sparsely colonized, it is "easy" to change their main culture. Less people, lack of a cemented tradition/history. Alaskan represents the culture of the colonizer in the new world nation, be it british, russian or japanese.
Ah, so it's meant to be a sort of melting pot culture? I think I understand... Thank you!
could you add aromanians to the game?
Explained in another comment:
Aromanian is an ethnicity. Culturally, they adopted the host nation's culture. "So much did they become identified with the host nations that Balkan national historiographies portray the Aromanians as the "best Albanians", "best Greeks" and "best Bulgarians", leading to researchers calling them the "chameleons of the Balkans"
So their culture is the same as the host nation.
you're speaking with an aromanian right now.
Wikipedia is not a good source to get your information from to begin with. Aromanian is much more than an ethnicity, and it should be represented in the game. Of course we have our albano-greek similarities due to our hundreds of years of repression ( even now, we're not allowed to speak aromanian in greece! ), but we were mostly very isolated people, living on the mountains, so we were hard to interact with and to be integrated. We have our own "national" food, along with our own dances and customs. Our language has a big chunk of greek words in it, but even a romanian could understand it.
By the way, we once nearly formed our own country! Too bad the ottomans destroyed our dream ...
I have alot to tell you , and i could do a pastebin with some changes which i may mod myself. Just lemme know.
@[arkhometha](members:arkhometha:673053) I don't agree with that. They are still a part of the Romanian culture. If you add them you should add them to the Pan Romanian culture in the game. I hope you can check my comment at version 0.3.8.3.
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