The Victoria 2 Historical Project Mod (HPM) is a one man mod, an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using carefully inspected parts of the mods NNM and PDM as a base, the main aim is to correct the 1836 start date in regard to both countries and pops and to add more historical flavor to the game, while taking into account the plausible historical outcomes and the mod performance. All in all, make the game as realistic as I can.The first release includes a vastly improved 1836 stat date 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. Vanilla bugs were fixed and old assets integrated. Construction of all canals, the Eiffel Tower and the Reconstruction of the Palace of Westminster were made so they take time. 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 1815 start date, as well as missing flavor and historical events.

Right now, the main features are:

-Serf pop: These guys work as laborers and farmers, they are generally more conservative and have an abysmal literacy. They also don't promote and poor pops will demote to Serfdom, so they will eventually eat up millions of potential craftsmen.

-More icons for rebels, CBs, interface, anything that can help and give more flavor.

-New Reforms to try and simulate important questions of the era, improved the old ones: No longer allowing slavery as a communist country, not being able to have the best healthcare system of the planet without even have researched medicine.

-Slavery Growth: In vanilla, slave pops don't grow. Now they grow a random amount per 6 years, and they can even shrink - pop demographics are not a fixed growth per year. And the best part is that the AI clicks the event for you, so you are not interrupted every 6 years just to click an event.

-Optional Elections: Ever got annoyed about having to click the election events? Now you can choose to not get them - but it's an election, so the issues still move, and you are letting go your control over it.

-Improving the AI without forcing it: the AI will use their NFs more intelligently, pick event choices and techs better - but without forcing them always picking the same choices (either in tech or events, especially for techs).

-More events and decisions - Historical events, decisions and plausible alternatives: Ezo Republic, 36" or Fight for the CSA, the Texan Claims, Ottoman flavor, Neuchatel Crisis, among many others.

-Improved 1836 start date: Fixed pop numbers, literacy, slave numbers, claims, cores, borders, generals, all with historical sources. Gypsys, Australians and other pop cultures!

-Improved map (ongoing): Fixed borders, shapes and graphical glitches. Fixed numerous islands being connected to the mainland and shapes not matching historical ambitions. Repurposed useless provinces in the arctic circle to colonies and more.

-Overall improvement of mechanics and restoration of vanilla work: Trust crime, fixed non accepted pops becoming fascist over the country they are not accepted having revanchism, communist countries accepting capitalists and capitalists promoting in communist countries, fixed bugs with plurality checking for ideology and literacy check for issue, among many other fixes for NNM and vanilla, muslims/shinto pops don't have the same ideological inclinations as western pops, choice if you want crisis early on or not etc.

Note: This mod contains historical events, flags, mechanics and names that might be considered controversial by some people. If you are easily offended by history, historical events, historical images of figures or 19th century vocabulary then this mod is not for you and you shouldn't install it. I'm not responsible for your hurt feelings and I will ignore any comments regarding those issues.

Frequently Asked Questions

Q:Is this mod ever adding new RGOs?

Q:Why is China all split up?
A:The split is based on how the provinces were ruled. Every place that had an Amban is a substate, with the exceptions of Mongolia and Tibet, where the Ambans had less power and the locals enjoyed a lot of self rule. Yunnan is a special case. It is a province of China Proper and didn't have an Amban, but the locals enjoyed a lot of self rule thanks to the Tusi system.

Q :Will this mod feature any new pop types?
A:Besides serfs? No.

Q:Why did you remove the Straits of Dover?
A:Half of the time it ends with the UK occupied by France, the strait doesn't make any sense and the UK should have their island advantage even if they become less active in European affairs.

Q:Are there any tags that were removed?
A:A number of tags/countries were removed or are candidates for removal. While I try to account for alternate historical scenarios, there are situations when the scenarios would simply not be possible. Right now, the removed tags are: Iberia (IBR). Babylon. Hindustan (HDU). Maratha (MRT) and Jan Mayen.

Q:What game version does this mod require?
A:A Heart of Darkness patched up to version 3.03.

Q: Can I use X part of HPM in my mod?
A: I don't have anything against people using content from my mod and crediting me. The modding community is based on collaborative work - I will never restrict my work, it's part of that collaboration. It has parts of other mods, and adds on them, so you are free to use it, no need to ask me for it, just remember to credit the author of what you are taking (so you need to credit Naselus and Rylock and everyone who worked on NNM/PDM for the stuff that you take that actually come from these mods, even if they are part of HPM, because I didn't do that, and you should credit me for the parts I did, etc). In short: as long as you are not using the mod for any commercial use or in a product that you are selling and as long as you are crediting everyone, it's all good. Remember: No parts can ever be used for or in commercial products or for someone seeking to gain money and I will never give permission for anyone to do that.

Credits and Thanks:

Naselus and everyone who contributed to the PDM team. The terrain system is taken from that mod, and fixed and adapted for some provinces. Rylock for his excellent NNM. A lot of events and decisions were taken, adapted and localized. Both mods make the base of this mod, and the first release is just that, the skeleton of the mod.
Also thanks for Faulty's for the icons and Thoughtful Punk for his flags, as well as all anons who helped with events. decisions and suggestions.
Thanks for Semper Victor for his Portrait mods, that I'm slowly integrating.

Thanks for AFPG for his masterfully designed flags, as well as all the other anonymous contributions to Persia, Siberia and America.

And thanks to everyone who helped giving opinions and suggestions.

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Real life. It always catches up to us. The past year I've been pretty busy but I worked on the mod whenever I had the time. Update 0.4 is a a culmination of that and it changes quite a few things, especially under the hood.

1. Economy

In the past I tried to balance the economy a bit more to make industrial goods have more demand. This caused a massive shortage in a few key industrial goods, so that was scaled back. Still, that persisted with a few key RGOs. So I went back to get the data. The first problem is how you balance the economy - there's two ways it could be done. Overproduction or underproduction.


If there's a missing good in the market, you can increase its production. Underproduction is very noticeable for the player and can be very frustrating too, so it's tempting to just increase production so there's nothing missing ever. Overproduction has the major downside, however, of creating rampant unemployment. This translates into militancy which in turns ends in rebellion. It's one of the reasons of massive socialist support and massive rebellions happen late game. It also ends with pops travelling all around looking for work - with a massive performance impact if that's widespread enough.


To avoid overproduction goods need to be slightly under-produced. The market fluctuates, of course, so a slight underproduction guarantees that in case of temporary overproduction the market it's not too bad on the pops. Underproduction means someone, somewhere, is going to starve. Some country is not going to get all the resources they need, and can't do everything they want, and that can be the player.

The choice: Slight underproduction

Would you describe that the world works in a way that people are out of jobs because of overproduction? In the end, the most realistic choice is underproduction. Someone, somewhere is going to lack access to goods. That also drives competition and that is good - a big part of colonization was competition for resources and markets to feed an ever growing industrialization. The problem is that it is way more noticeable for the player and if not done properly, it snowballs in a massive underproduction. That's the problem that version 0.3.9 had.
For version 0.4 I made several tests and tweaked and the values. There were problems of severe overproduction of coal and iron in the early game while underproduction of basic food RGOs while late game it was the opposite, for both.
So I did the tests and ran the numbers.

Last 3 economy tests

Last 2 tests as well as the very first test

I'm still testing but I can't possibly cover everything. In that player feedback is really important - to know if there's a big problem. Just remember: some under-supply is expected. For one the economy is highly variable and one of the main influencing factors are wars. In that area everything I do is mostly a snapshot of a particular time - in a few cases I accompanied the economy every ten years, which is something I should do again for the current version.
If you are curious about the full results, you can take a look here: Full test list.
There's 2-3 recent tests that are not included. Usually when a test failed (crash, had to be stopped too soon, etc) it was not accounted for (in the spreadsheet) but the number was "burned off" - that's why you will see missing test numbers. Along the way I also started recording more goods and more data - that also reflects on the data you can see.

Finally, to change things up a bit, I added two events for good and bad years in agriculture. They are rare events but can have some impact. The bad events can temporarily diminish RGOs and diminish production, causing pops to move (a reason to emigrate besides war and politics!). In the future I'd like to do events for strikes, general strikes and other such events, maybe even use the "workplace events" to change things up for specific RGOs.

One of the new events

2. Ideology

Economy was the elephant in the room. With that out of the way, the next under-the hood work was in the ideology department. The first thing is a dynamic Two-Party system, which kicks in for any country with first past the post and either appointed or two-per-state reforms in the Upper House. What it does is suppress radical ideologies and boost conservative and liberal support among the people. It doesn't prevent socialism from rising - and that's a pretty common thing to happen - so it can turn in a 3-party system. It does keep conservatism competitive for longer.

Two Party System

This is how the electoral scenario looks like in the USA in 1911.

The UK, for some reason, keeps dropping from "appointed only" in the upper house. Still didn't manage to pin-point the reason but that doesn't involve popular pressure as that was taken care of - (primary) pops in the UK and the US won't push for an end of the two-party system.

That's not all of it though. There's a fundamental change on how pops "pick" ideology. One example is how pops looked at fulfilled needs and militancy. In vanilla an aristocrat would be more socialist if pops in his provinces were not getting all their needs or if they were more militant - but that doesn't make much sense. The problem - the main problem - was that all pops did that. They all looked at the poor strata to define what ideology they would pick. The result is that they all had similar ideologies. Almost no variety.

Pop ideologies
What does an capitalist, a landowner, a bureaucrat and a labourer have in common?
Almost nothing in the new version

The new version made them much more selfish. Pops look at their own strata and at themselves when defining what kind of ideology they support - sometimes they need a certain amount of consciousness to look the strata as a whole or at other stratas to define what ideology they pick. The result is the image above - a lot more variety than what it is. Pops now have different interests, a lot of times conflicting, and that creates interesting and more realistic scenarios.
Finally, radical ideologies got some love too. Autocracy NV and Totalitarianism have a bigger effect and one crucial effect makes more sense now. In the past, in vanilla, all pops had a -50% (up to -90%) malus for radical ideologies (fascist, communist, reactionary) if they were under 6 militancy. That's a pretty big malus and while that makes sense in, for example, a democracy, that meant that, immediately after succeeding in a revolution, the pops that supported it could drop below 6 militancy and immediately stop supporting the new government they put in place. The new rules make it so the malus won't happen in radical governments as long as they match. So for example fascist ideology doesn't get the -50% under a fascist government, but communists still do and need to get above 6 militancy to lose it.

3. Casus Belli and Colonies

The third and final thing I'd like to talk about are CBs and colonies. CBs have been reworked so you can't really declare (most) wars without having at least 1 military score - and the treaty port CB (Punitive Expedition) needs a country with at least 10 ships, 10 military score, Naval Plans researched, 250k pops and a Naval Base built.
"Demand concession" and the "establish protectorate" CBs also got reworked so they have tech requirements - you can conquer any state as long as you have the right techs. Here's a list of requirements:

  1. *Demand Concession/Establish Protectorate - Reworked the way the CB works for conquering Chinese states - the rules now apply for any non-african uncivs and they impede a nation conquering populous states without certain techs. These are:
  2. **Overseas states with 500k pops or more and less than 1M - Naval Logistics (Raider Group Doctrine + Screw-Propelled Steamers for AI)
  3. **Overseas states with 1M pops or more and less than 2M - Naval Directionism (Steam Turbine Ships for AI)
  4. **Overseas states with 2M pops or more - Naval Integration (Oil Driven Ships for AI)
  5. You will also need certain military techs regardless if the target state is overseas or not. These are:
  6. **States with 1M pops or more and less than 2M - Machine Guns
  7. **States with 2M pops or more and less than 3M - Bolt Action Rifles + Army Risk Management
  8. **States with 3M pops or more - Modern Divisional Structure + Army NCO Training
  9. *Changed how the cheaper Demand Concession and Establish Protectorate CBs work with uncivs. Instead of a hard ban on Iranians, Japanese and Korean countries and any country with over 60% westernization, it now works like this: Any unciv with 60% Westernization progress ("Partially Westernized Nation") or more can only be targeted by the initial Demand Concession and Establish Protectorate CBs. Scramble for Africa CBs are unaffected.

Those are the most important changes for CBs and they are important to keep in mind when colonizing.
Speaking of which, colonizing now woks a bit differently. The free "scramble for africa" CB exists only for colonies in Africa that have no colonizing powers - if say, France owns part of the Ivory Coast, no country can use the Scramble for Africa CB on Ivory Coast territory. France gets a special CB to conquer the place. That means that Lagos give the UK claims on Nigeria - it's not impossible for another country to conquer a state there, but you are going to spend infamy for that. Hopefully, that will help with border gore. It doens't guarantee that, but it helps.

As a final note, there's also a new thing when organizing a colony. You get an event and you have a few options to direct RGO production. This means that colonies are now a source of needed RGOs for you - if you are missing tobacco, you can get a colony to produce that. They are appropriate, mind you, and done with research for climate and modern and past production. That means that you can't conjure coal in a place there are no coal veins. You can't grow tea in Chad. Some colonies will have more options, even mineral goods, some will have less. That can come with a cost, though.

Colonial Production

That's just the tip of the iceberg though. There's much, much more and you can find the details in the changelog - from bug fixes, to tweaks to events and decisions. For a final word, here's some fun with numbers:
The new release has 69 new events and 22 new decisions. The mod currently has 2015 decisions and 2548 events.

There's a lot for the future and not enough time to talk about it. This is already bigger than it should be so see you all a next time!

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Historical Project Mod Version 0.4.1

Historical Project Mod Version 0.4.1

Full Version 16 comments

This is a small hotfix release intended to fix some minor problems some kind anons caught. There's a few additions too. If you want the full 0.4 changelog...

Historical Project Mod Version 0.4

Historical Project Mod Version 0.4

Full Version 9 comments

That was a long interval between releases. Real life took more time from me, and I don't guarantee this will be a better year in regards to that, but...

Historical Project Mod - Version

Historical Project Mod - Version

Full Version 41 comments

Last version there were a few bugs and unexpected behaviors. This release is intended to fix that. It's minor and save-game compatible. Real life occupies...

Historical Project Mod - Version

Historical Project Mod - Version

Full Version 51 comments

Checksum BCBZ. Save Game compatible with version 0.3.9.x. The only change is: -Fixed one wrong target in the Italo-Turkish war that made Italy declare...

Historical Project Mod - Version 0.3.9

Historical Project Mod - Version 0.3.9

Full Version 20 comments

The checksum is RFTO. Don't expect it to be save game compatible. That took some time. There's a lot of fixes, changes and additions. Really a lot, so...

Historical Project Mod - Version

Historical Project Mod - Version

Full Version 29 comments

Another one, this one was my mistake. A few of the assimilation modifiers were grouped and this in turn made pops assimilate when they shouldn't. Here's...

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Hello, I've been a fan of the mod for a while now, and would like to make a few suggestions, but if you think otherwise, that is ok:

1) Could you make Philadelphia a coastal province as they do have a part (And as such have them start with a naval base in the province)?

2) Although never directly controlled by La Plata, could there possibly be decisions added to add cores to the Antofagasta State and the nation of Chile with also the possibility of adding South Andean as an accepted culture also? The second part also is to help with the Bolivian states which are normally included in forming La Plata as they are South Andean.

3) Also non-historical, but could there possibly be a decision chain for the reunification of Portugal Brazil and the Algraves (With possible inclusion of unique Iberian Union decisions to integrate the Brazilian lands similar to Greater Germany if Spain attempts to unify Iberia with this new nation)?

Thank you and keep up the great work!

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How to beat the UK when playing for the Great Mughals? British troops break mine, despite the fact that there is no lag in military technology. Troops form the following scheme: 3 infantry, 3 artillery, 1 dragoon, 1 engineer, 2 guardsmen. There are suspicions that this is due to the military industry and finance. And is it possible to make the Sepoy Rebellion successful (and generally, how does it work in principle)? In one mod (Blood&Iron;), I saw how Britain lost all possessions in India and in their place formed independent principalities. However, unfortunately, in that mod there are no Great Mughals. There is Mogulistan, with the same flag, but solutions and events are not implemented.

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Nice mod :)

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Is There A USA Vs Spain 1898 War.

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Highest Rated (10 agree) 10/10

Playing vanilla was nice. Then I accidentally installed this mod, and now I can't play vanilla without it.


Aug 16 2015 by markutsk279

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