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.
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.
Victoria III, the long-awaited threequel in the series of Victorian-era socio-political simulators from Paradox Interactive, has been given an October release date. It's a bad idea to go into any Paradox title blind, but luckily, there's plenty of warmup material with its predecessor, so here's five mods for Victoria II!
CWE brings Victoria 2 into the Cold War era and beyond. This is the ultimate Cold War mod with a slew of special features such as ideological blocs, dynamic international institutions and decolonisation chains to accurately simulate the Cold War and Post-Cold War world. This is a very interesting deviation from Victoria 2's prior setting, though Victoria 2 modders are often pushing the historical boundaries when creating new experiences for the game!
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.
Man in the High Castle for Victoria II is an early access mod which intends to replicate the scenario that the novel and TV show portray. You will be free to build and shape the world to your liking, be weary however, your rivals intend to surpass your might and prestige. Remember, keep your provinces close, and your rebellions closer; prevent your rivals from taking advantage of any turmoil. Grow your empire, increase your sphere of influence, and go to war if you must; but most importantly, FIND THE FILMS.
Victoria II: Kaiserreich. The mod itself, is inspired by the legendary Kaiserreich for Darkest Hour: A Hearts of Iron Game and seeks to play on that mod, but begin telling the 'alternate history' from 1921 rather than 1936. An extended timeline - running from 1921 to 2000 - provides opportunities for many alternative historical scenarios, like a space race between unique European powers, new resources, and new goals for your prospective empire.
By Vicult Dev
Ultimate is an ambitious mod for Paradox Interactive's outstanding grand strategy game Victoria II, with an expansive feature list with multiple new start dates, from 1604 to 2023. Covering four hundred years of history is no small feat for a standalone game, let alone a mod, but thanks to Victoria's well-designed simulation systems, this modding venture provides ample replayability, with an uncountable number of historical scenarios to explore over centuries of societal development.
Victoria is a series of historical socio-political simulators by Paradox Interactive, who are known for making games like this set in a variety of settings and contexts (like Hearts of Iron, Crusader Kings, and Europa Universalis). Taking place in Victorian times with an emphasis on the exploits of the colonial British Empire, it's up to players to occupy a nation in this time and eke out their own position on the world stage. Now, nine years after the final expansion for Victoria II, a third entry is finally coming soon.
Victoria III gives players control over the political climate
of the world in the century between 1836 and 1936
Victoria III will focus on the same subject matter as its predecessors, set between 1836 and 1936, and aim to double down on the complicated simulation defining much of Paradox's titles. It's aiming for an October 25th release date, and will retail for about $49.99/£41.99/€49.99. If Paradox's other recent titles are anything to go by, modding will likely continue to prosper with new capabilities for a new generation.