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.

Report RSS Next Update - Some Info

While I try to recover my data from my broken laptop, I'm working on what I need for the implementation of serfs. I've adapted the reform windows and made the graphics for most of what I wanted to put in. Hopefully, the reforms will add some flexibility for the countries in Victoria 2.

Posted by on

While I try to recover my data from my broken laptop, I'm working on what I need for the implementation of serfs. I've adapted the reform windows and made the graphics for most of what I wanted to put in. Hopefully, the reforms will add some flexibility for the countries in Victoria 2.
Some of them, like the conscription one, will allow for some better historical outcomes, as Prussia will start with a mandatory conscription and France will start with something way lower. This, combined with their NV, will allow Prussia to mobilize 25% of their poor strata into soldiers.
In any case, most of the graphics are done, now I need to balance the reforms values and implement the moviment support for the new reforms.

The changes that I'm not comfortable with is the patent reform, the name of the minorities reforms, who control what cultures are allowed to vote, and the open border policy which has some historical complications.
Aside from that, I rebalanced the supply/terrain system to vanilla values, though the different environments are still harsher for RGOs and the terrain plays a big role on movimentation, attrition and defence.
Static modifiers were also rebalanced.
Once I get my data back, I will finish the bugfixing and balancing the mod. After all this, and the new reforms stuff, I need to implement the code part of the serfs, and go through each country file to adjust their reforms. This will probably lead to an adjustment of ALL starting pluralism values, and maybe the redesign of the NV system since I will have to verify each country file anyway.
In any case, this will also not last long, as in one week I will have to travel again.
Slavery now is not only "yes or no". The issue has more options now, and these will dictate a lot of things. Without freedom of Womb, the slave population will increase. With everything allowed, a state that has formally abolished slavery will be able to slowly re implement it, costing a lot of infamy. New slaver states will also get slaves now, so we don't have a slave state with no slaves in it.
Anyway, it will be a time until everything is working, and I want to test the performance of everything as I make the changes.

These reforms draw some clear inspiration from ThunderHawk3's Issues of our age mod and its implementation in PDM. The modifiers, the options, the names, the description and the whole organization and background, as well as the icons, are new, as well the slavery changes. Kudos for ThunderHawk3s and all the PDM team for everything!
ThunderHawk3 is offline

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: