This new version is a bit more experimental, with a included file to reverse the most radical change, factory slaves, if you want to retain more vanilla balance.
Major slavery overhaul, different government types can enslave different pops now in different "styles" of slavery, the 3 being Racial, Political, and Debt slavery.
Added in the United Kingdom of Portugal and Brazil, which is a slaver power, and if slavery is ever abolished, will have a civil war, and if broken, can never be reformed.
There is also now an additional rule to enable "Splendid Isolation" for Britain, which will cause a event like HFM and GFM have to prevent the UK from forming alliances in the early game with other great powers.
Slavery Overhaul to provide alternative playstyles
There are now 3 types of slavery, though not mutually exclusive, Racial slavery where non-accepted pops are enslaved, Political prisoner forced labor where militant and ideological enemies are enslaved, Debt Slavery where poor pops without life needs can sell themselves into slavery
Slaves can now work in factories
The trans-Atlantic slave trade can now be restarted, though this will make the british angry
Added the "United Kingdom of Portugal and Brazil" as the premier slaver power if formed, which both Portugal and Brazil can form by puppeting the other
Added a civil war for the United Kingdom of Portugal and Brazil if slavery is ever abolished
Any country which has slavery and is disarmed will be forced to abolish it
Added an additional rule for the UK to have Splendid Isolation like in HFM/GFM
Fixed a localization bug with taking capital cb's
localization for many countries to have more historical names based on government type
Wage slavery when
s u s
amogus
To the person who asked about save compatibility, it should work with saves from 1.0, I accidentally deleted your comment while responding on my phone
Hello, first off I really appreciate all the work you've done, I just wanted to suggest one thing: an Africa rework. I was wondering if you could make it so that countries in Africa can have access to the production options (like when a European takes over Nigeria for example, they get the option to spawn oil/rubber/etc.). I find it difficult to play in Africa to begin with, let alone when the really good RGOs will never spawn because you are not a colonizer. Also, if I think African countries should be able to get more cores/the ability to accept more cultures upon westernization; it feels like unless you do Toucouleur or Ethiopia, you're kind of screwed even if you do westernize.
Not a bad idea to let them switch RGO’s once civilized and with some tech. I’ll look into that when I have some time to mod more! About letting them accept more cultures, maybe, who knows, I’d start with allowing them to switch RGO and see how playable that makes them, then look into them accepting more cultures.
Why all the flags gone or did I do something wrong
Delete the flags folder in the documents HPMP folder, or just the whole gfx folder and open the game. That might fix the problem. 4 new flags were added this update for the United Portugal-Brazilian country.
How do you annex Mexico in the Mex-American War? Also, do you think you could ask GFM if you could use their Danubian Federation thing instead of the 'reload endlessly' thing?
You need to occupy 75-80ish percent of Mexico and control Mexico City, while having a party with jingoism as a war policy, so you’d need the reactionary party (southern democrats) to do it in the 1840-50’s.
What do you mean “ reload endlessly”? Is that from a bug or is it because of event RNG? I can look into adding anything tbh.
Regularly in HPM, you have to reload for the RNG to get all the accepted cultures.
In GFM, if you just have your country below 3 militancy and have Social Science, Revolution and Counterrevolution, it accepts all the cultures and there are additional cultures that you can accept.
Also, ah, the annex Mexico is the same in HFM then.
when i put in the mod in the launcher, select it and launch it, its always appearing me as a victoria 2 vanilla, i even selected this mod with the HPM hoping it would work, what do i do?
This mod is a stand-alone branch of HPM, so you’d just install it like any other mod, drop the mod folder and file in the mods folder in your Victoria 2 install location.
Do your other mods work fine? There aren’t any special installation instructions with this one.
where transvaal
It’s like HPM where they appear at the historical date I believe.
I am loving the mod so far and I'm glad someone was able to continue HPM in some way.
I had a couple questions about it though. Firstly, when I start up Victoria 2 I notice Imgur.com (it shows up at the startup launcher as HPMP 1.0 even after downloading the 2.0 version; I've never played before this also.)
Secondly, I'm playing as Japan and have puppetted and sphered Korea. This was around 1860's. I'm now into the 1880's and Korea was still at 30% civilization progress. After saving my game and loading in as Korea I saw that in addition to being bankrupt they were sitting on a large amount of research points and hadn't done any reforms. (they were at the saved research point limit I believe).
I remember that the original HPM author fixed this behavior somehow but I'm unsure how he actually did it. It was in the last version released; the developer version. Github.com
Glad you are enjoying it!
Both versions show up as 1.0 in the launcher, I forgot to update it, and once I had released 2.0 and realized my mistake, I didn’t want to confuse people by messing with the posted download, so I’ll just wait for 3.0 to update it. Just install like most mods, delete the old version (if you had it) in the program files, and the documents folder.
When I have time to sit down and mod for a few days I will take a look at the Japanese problem, if you know of/find the change log specifically mentioning it id appreciate just knowing what the fix was.
Ah okay, I understand why it still said 1.0 now, thank you.
As for the Japanese problem (Korea sitting on its reform points forever) I see in the changelog notes under development version: "Fixed a bug that potentially made unciv AI stuck trying to pick a reform."
Github.com
I'm guessing that must be related to whatever the author implemented to fix it.
amon us
XD
Can any nation employ slaves in factories? I have a non colonial state with slaves but none of the slaves are working
Anyone with slaves in a state that has factories should see them begin working for the factories, however if the factory isn’t subsidized it’s possible more workers making more products decreases the profits, in which case I don’t think the slaves get hired, same way craftsmen work I believe.
Also for anyone who doesn’t know, slaves don’t pay taxes, but their wages go to Aristocrats who do, so you don’t actually get less taxes with them.
Slaves in this mod basically can work as Laborers, farmer, or craftsmen. I did this so places like the southern US or Brazil, which used slaves in some industries historically could use them in game, and it adds a new play style to Vicky 2 which I find fun.
I don’t like how vanilla Vicky 2 has the meta of social democracies always being better than stuff like kings, dictatorships, and slaves automatically being bad, when historically for the ones in charge they worked out great. I wanted there to be alternative play styles like a game like stellaris has, but keep it grounded in Vicky 2 and HPM. So that’s my summary of the mod.