The Historical Plausibility Project is a mod for Hearts of Iron 3 and its expansions with the goal of helping the game reach its full potential as a half-historical / half-sandbox game.  The mod features a vastly improved AI, historical OOBs for every nation, complex internal politics, a reworked leadership system, HOI2-style doctrines, capital ship modernizations, over 6,000 unique unit pictures, and much more.  The HPP has complete versions compatible with HOI3, Semper Fi, and For the Motherland.  The initial Their Finest Hour version is currently available for download as an unfinished beta.  The mod will remain in the beta state until the mod team decides to stop working on it or a new expansion comes out, so don't let the term beta fool you.  All versions of the mod are working, and the TFH version is currently in the bug-fix and new-feature-adding stage.

The HPP is the result of the efforts of the HPP team's five members of Slan, TheBromgrev, TZoli, SSmith, and Nephandus from the ParadoxPlaza forum, and its main forum is its official ParadoxPlaza forum, which Paradox requires proof of game ownership to enter.  The HPP's forum contains the mod's FAQ, Submod downloads, country guides, and small hotfixes.  In addition, part of the mod's previous work to the East Asia part of the map is now in the Their Finest Hour base game for everyone to enjoy.

The mod's download files are split into two parts:  the mod's core files and an optional graphics pack.  The mod uses HOI3's built-in mod folder, so it will not work with JSGME or any other generic mod enabler, and the mod cannot be copied over the base game files.  The mod folder must be used.  Detailed install instructions are found in the downloads for each version of the mod.

Several submods exist for the HPP.  Among them are alternative counters, an Austria-Hungary mod, and an AI adjustment submod.  Since not all of the submods were created by the HPP team, for now they can only be downloaded from the HPP's forum.  Also, the following link will take you to the HOI3 Wiki's list of HPP Let's Plays:  Paradoxian.org

Note that while the mod's TFH version is currently in an early beta release, you can still play the mod's FTM version if you have the TFH expansion.  Older releases for previous HOI3 expansions are available here as downloads as well, but are not supported (aka we won't fix any bugs).  The FtM download has install instructions that explain how to install the mod if you have either FtM or TFH.

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0 comments by thebromgrev on Mar 3rd, 2014

A new version of the mod is now available from the downloads section. The focus of this version was to fix bugs, adjust the Trade AI, add a Gurkha unit for the UK and Nepal, adjust naval firing ranges, and add a decision for Japan to deal with the surrender of the UK. We've been able to get to 1946 without crashes in our hands-off tests, so the mod is now in an unfinished beta state. Full changelog is in the download.

HPP TFH version 3.2.7 (09 July, 2013)

The main new features are Gurkhas and some naval rebalance.  Gurkhas can only be recruited by nations that either own a Nepalese core or are Nepal's puppet master.  This means that the UK and Nepal can recruit these jungle/mountain troop units right away, but other nations can do so as well if they conquer or puppet Nepal.  Naval firing distances have been lowered to more historical values, air defense and attack has been improved for ships, and destroyers are slightly less effective at finding submarines.

Also included are trade AI improvements based on player feedback.  Nations are more likely to trade with land-locked neighbors, and the major raw material exporters are more likely to sell rares.

If you have 4GB of RAM or more, have a 64-bit OS, and are getting CTDs, then you need to download Podcat's LAA .exe from the official Paradox Tech Support Forum or apply a 4GB patch!  The game as-is can only use 2 GB of RAM, so the CTDs you're seeing come from the game running out of memory!

The mod is now in a beta state and we expect there to be some bugs, but no crashes.  If you follow the install instructions to the letter then it will start up without any problems; I'm testing with the exact same download you guys will get and I follow the instructions I wrote down in the download section and can start up the mod with no problems, so if you're getting startup issues then go double-check the install instructions.  Once the game starts though, there may be buggy AI behavior due to TFH changes to the AI system from the FTM expansion.  If you get a crash or see the AI fall asleep or build/research something silly then please comment here, in the ModDB forum for the HPP (check out the forum link to the upper-right, next to images), or the mod's main forum (official page in the mod's profile to the right) telling us what happened.  The more detail you can provide the faster we can fix the bug or crash.

For trade, diplomacy, and production AI-related bugs, it would help tremendously if after you quit the game you would go to the folder Documents\Paradox Interactive\Hearts of Iron III\HPP\logs, open the file system.log in notepad or some other editor, and check the bottom of the file for errors.  This file is deleted every time you start the game, so please look at it and report any errors at the bottom before you start the game up again if you saw the AI fall asleep.  If you do see any errors please report them, because the errors will point us to the files we need to fix.

Also, please keep in mind that generating the map cache can take a long time and hog up a bunch of memory.  If you have an older computer, you may want to go to Documents\Paradox Interactive\Hearts of Iron III\map and copy your vanilla cache folder to Documents\Paradox Interactive\Hearts of Iron III\HPP\map (make this folder if it doesn't exist).  This will bypass the map cache generation.  You'll lose out on the visual region changes (the thick black borders on the map), but nothing else.

Known issues:
*Game will crash if you try to view strategic resources in the statistics screen.
*unit-limiting strategic resources not implemented
*lend-lease, licensed builds, and the new spy system aren't fully implemented yet. SSmith can correct me if I'm wrong
*When the UK surrenders, not all nations will stop being at war.  The outcome is fairly random, which makes it hard to figure out why some countries that get kicked out of the Allies end their war with the Axis and some don't, and the nations that get kicked out vary even if you save and reload.  We're looking into a solution.

NOT bugs:
*Anything you also see in the base game is obviously a base game problem.  I'm talking about stuff like the music stops playing, the interface disappears, supply system is stupid, allied nations do nothing, etc.  Things like missing cores, AI not researching infantry techs, and events not working are mod-related bugs.  Basically, if you see an issue related to the interface not looking right, music/sounds not playing correctly, or what the AI does on the map, it has nothing to do with the mod since those areas are hard-coded.
*If pictures are missing or wrong, then you didn't install the graphics pack from the addons section.
*If the mod doesn't start up, then you didn't follow the install instruction
*France has been coded to declare war on Germany once Germany's threat gets too high.  This can happen as early as 1938 if Germany is too aggressive or allows spies to raise its threat.

Downloads RSS Feed Latest Downloads
HPP TFH version 3.3.3 (08 April, 2014)

HPP TFH version 3.3.3 (08 April, 2014)

Apr 16, 2013 Full Version 147 comments

Latest full version of the mod, compatible with Their Finest Hour 4.02. The forum hosted on ModDB has a list of known bugs and issues. When you start...

HPP V2.0 Manual

HPP V2.0 Manual

Dec 2, 2012 Other 0 comments

This is the manual for the final Hearts of Iron 3: Semper Fi v2.04 version of the mod, and is only accurate for that version. Separate manuals are available...

HPP V1.0 Manual

HPP V1.0 Manual

Dec 2, 2012 Other 0 comments

This is the manual for the final Hearts of Iron 3 v1.4 version of the mod, and is only accurate for that version. Separate manuals are available for the...

HPP HOI3 Final Version V1.0

HPP HOI3 Final Version V1.0

Jul 9, 2012 Full Version 0 comments

This version of the mod is the final HOI3 1.4-compatible version. It is not compatible with any of the expansions. A pdf manual that summarizes the major...

HPP Semper Fi Final Version V2.0

HPP Semper Fi Final Version V2.0

Jul 9, 2012 Full Version 0 comments

This version of the mod is the final Semper Fi-compatible version. It is not compatible with HOI3 1.4 or HOI3:FtM 3.0 or later. A pdf manual that summarizes...

HPP FtM Version V3.0.0 (17 March 2013)

HPP FtM Version V3.0.0 (17 March 2013)

Jul 9, 2012 Full Version 34 comments

Latest full version of the mod, compatible with For the Motherland 3.05 or 3.06 only (if you have TFH, you can still play this mod, but you won't see...

Post comment Comments  (0 - 10 of 176)
Karl_XII
Karl_XII Jul 20 2014, 5:30pm says:

I was wondering if you guys have given any thought to forcing more historical corps/army organization? 5 subordinate divisions/corps is ~ double real organization. Same-same for the crazy number of divisions countries are able to field.

+1 vote     reply to comment
thebromgrev
thebromgrev Jul 23 2014, 8:15pm replied:

We're limited to using what the base game offers in this regard, and we CANNOT mod the military AI in any way, shape, or form, so the AI would ignore anything we would do if it were possible to do in the first place.

tl;dr - we can't change it and even if we could, the AI would ignore the change. HOI4 right now looks like it will be far more flexible in this regard.

+1 vote     reply to comment
Karl_XII
Karl_XII Jul 13 2014, 9:44am says:

The new Free French rules are interesting. A couple of notes.

1) Belgian units who went to the French on the fall of Belgium should probably go to the UK instead for ease of future book keeping. Regardless, upon the fall of France they should probably go over to the UK.

2) Kinda bizarre having a CV go over to Britain, yet the CAG went Vichy. CAGs should probably automatically go to the nation who receives the CV. If not, at the very least the CAG should leave the CV. I now have a CV with a CAG I cannot give orders to, cannot destroy and will not receive supplies (organization is 0).

+1 vote     reply to comment
thebromgrev
thebromgrev Jul 16 2014, 12:38am replied:

Both of the problems you noted are caused by two base-game problems:

1) The split_troops command works on the entire military, and is the only command available to give all or part of a nation's troops to someone else.

2) The only possible workaround is to explicitly define every unit that gets switched over, which cannot account for starting units that were killed or new units that were built.

Option #2 is fine for mods or people that like to railroad, the conditions on the ground be damned. This is a mod about plausibility, so the only option I can use is #1 and deal with the random nature of it.

+1 vote     reply to comment
Karl_XII
Karl_XII Jul 6 2014, 8:53pm says:

Getting to the point where the handling of the British Empire is a real deal-breaker. Making all these imperial dependencies puppets instead of occupied territory makes operating within the Empire problematic to the point of impossibility. Cannot build bases or infrastructure. Supply lines cannot be maintained. For the love of whatever you deem holy, Alexandria NOT in UK control? It's bad enough one can't build in allied territory. Staging air power in the UK as the US is a friggin' nightmare. The AI doesn't build additional airbases and a player can't do it for them. But now a UK player can't built bases in huge swathes of the British Empire. Also, it seems the choices were made arbitrarily. I mean, are you going to make a serious case that Malaya had more autonomy than Newfoundland?

+1 vote     reply to comment
Bob12344
Bob12344 Jul 6 2014, 8:04pm says:

Excellent mod, fixes allot of the problems with the stock game.

One of the things I've noticed is that units in general seem to reinforce much too fast at the front line relative to what they should. Using the Eastern front as an example, as the war went on most German units were severely under their authorised strength in both men and equipment, 1941 the Germans had 136 divisions manned by a total of 3.8 million men, by 1943 there were 179 divisions but they were manned by only 2.7 million men. On the Russian side, before the battle of Berlin many Russian formations were only at 80% of their authorised strength.

Heavy casualties were a real problem and could cause offensives to stall etc. There were quite a few cases where whole divisions had to be withdrawn from fighting to be reconstituted due to casualties from continuous fighting.

But in game even in the hardest and most attritional campaign nearly every unit is at full or very close to full strength nearly all the time, attrition of men and material at the front has never slowed my advance in any of the games I’ve played, and the recovery time needed after a major campaign is very short.

I was wondering is there a way to slow down and in general make it much more difficult to reinforce land units, especially those in fighting in foreign territory?

+1 vote     reply to comment
thebromgrev
thebromgrev Jul 16 2014, 12:41am replied:

I'm not aware of a way to slow down reinforcement rate. What we did instead was dramatically increase the IC cost of reinforcing a unit. Easy to miss if you use automated production sliders, but if you play as Japan or Germany, then you should definitely be noticing that your IC is being largely consumed by reinforcements after going to war against China or the USSR.

+1 vote     reply to comment
Karl_XII
Karl_XII Jul 4 2014, 10:25pm replied:

OK, happened again. I'm thinking it has to do with effects springing from dissent? If so, I never saw this while playing the US. Losing base IC permanently is pretty friggin' extreme, if so. Particularly when it results from a random event.

+1 vote     reply to comment
Karl_XII
Karl_XII Jul 5 2014, 5:26pm replied:

Parsed this one. Seems the effects are temporary - mostly. For some reason the UK starts with 111 IC, and quickly goes down to 110 without recovering that 1 IC.

Why do events like the Anschluss, the Munich Treaty, etc., not impact UK neutrality?

+1 vote     reply to comment
thebromgrev
thebromgrev Jul 16 2014, 12:42am replied:

It's probably dissent. I can't think of anything in the files that would cause such a drop.

The next release will contain the remaining main content I plan to add, and all releases afterward will be bug and balance fixes.

+1 vote     reply to comment
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HPP Mod Team
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Released Jun 1, 2010
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