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.

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RSS Articles

A hotfix for update 0.4.5 is coming out soon. Meanwhile, work on the GitHub wiki goes on.

Documentation

That's a problem that, as HPM grows, becomes more and more jarring: where to find information on things. To remedy that there's a GitHub wiki that I've been slowly filling. It's still pretty empty, but the minimods section is almost complete, with the Cosmetic Minimods and the Flavour Minimods in already.

This update is just about that. I will fill it with more stuff and when it's more or less complete, I will post something about here. Here are a few of the things I need to write about and that I'd like to leave it clear for players.

  • Two-Party System
  • Casus Belli Changes
  • New Dismantlement
  • Debt System
  • Directive No 1
  • Starting Options
  • Crisis Locks

They are the stuff that I will add next to the wiki, together with common fixes to not having the right checksum. Hopefully it will make everything clearer for everyone. Until then, remember this:

  • Most CBs need at least 1 MIL score to be justified. Without an army, you can't declare war or justify CBs.
  • To declare a war against someone overseas, you need at least 5 ships.
  • Punitive expedition CB needs 10 ships and at least Naval Plans researched.

More information to come, but hopefully this helps some people.

Absolute Power

Absolute Power

News 9 comments

Not long ago I released update 0.4.4. It came with a serious bug in Suez-canal building that the next release is fixing. I took the time to add a few...

Update 0.4.4 Highlights

Update 0.4.4 Highlights

News 9 comments

This post is to highlight a few of the recent changes and explain the reasons behind them. Understanding what is going on is important if you ever asked...

Version 0.4 Highlights

Version 0.4 Highlights

News 4 comments

This update took long, it took even longer for me to write one of these. Since the changelog is pretty big, and since not everyone reads it, this post...

Economy and Event Spam

Economy and Event Spam

News 14 comments

Well, I know it's been a while. Had to move around countries a lot these last months so that took a good amount of time. The nature of the update - an...

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HPM 0.4.6.3

HPM 0.4.6.3

Full Version 3 comments

Not much of a hotfix as much as a minor patch. Changes state borders and fixes minor things. A lot of the work was done by @thiagodesacosta and especially...

HPM 0.4.6.2

HPM 0.4.6.2

Full Version 8 comments

Checksum (Steam):DOMS. Second hotfix. It seems the game can't deal with removing more than 2 million from a nation's treasury, which was causing a bug...

HPM 0.4.6.1

HPM 0.4.6.1

Full Version 2 comments

It wouldn't be a complete release without finding a few bugs that need immediate fixing right after I release, would it? The changelog is small, the main...

HPM 0.4.6

HPM 0.4.6

Full Version

Checksum (Steam): UPWJ - Compatible with older saves: ❌ The eternal struggle to catch up with commentaries here go on. 0.4.6 is a huge patch, changing...

Historical Project Mod Version 0.4.5 Hotfix 2

Historical Project Mod Version 0.4.5 Hotfix 2

Full Version 58 comments

A quick tweak for the ghost cleanup system: it makes the AI see ghost units in the player's country, so the player doesn't need to wait years for the...

Historical Project Mod Version 0.4.5 Hotfix

Historical Project Mod Version 0.4.5 Hotfix

Full Version 1 comment

Quick update, addressing a few small bugs the 0.4.5 release had. It should be save game compatible. The checksum for this release is ZJGO and full changelog...

Comments  (0 - 10 of 581)
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MAVSAD
MAVSAD

Where can i download the full mod ? do i have to download the update files one by one ?

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LucasBr2000
LucasBr2000

Moddb.com
I found a mod that has a map almost true to history, look at it
He lacks the part of eastern missions that were from Argentina and Bolivia has the entire territories when looking at it in the game, well in the game it is a Spanish colony but it has its territories

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eragon432
eragon432

Hello, I just started playing the mod and had a question about the Ottomans. Is there any way to prevent Britain from straight up taking Aden? I've tried to work through the event files but I'm a bit lost. I've tried sphering them, but that doesn't seem to stop Britain from just taking them.Should I just leave it and come back to it later maybe, or did something go wrong?

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DatBoiwat
DatBoiwat

Hi, big fan of the mod, I'm wondering why the decisions for getting a CB and cores on Uruguay aren't appearing for Brazil, even though I made Brazil a GP. My government is still Constitutional Monarchy, so I would like to know why the decision isn't appearing. Thank you

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commandodude
commandodude

So can someone explain to me why/how Sardinia Piedmont immediately inherits all of northern italy if it becomes a GP?

All of the rest of the country is in my sphere and the other northern italian states are my vassals, but SP gets them without me even getting a fight for it.

Seems ridiculous. Is there some event in the mod that I can disable?

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Guest
Guest

Please change the greek communist flag back to the vanilla one. It is totally not historical

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laius
laius

It's a reconstruction of the flag used by the Greek Democratic Army "https://fotw.info/flags/gr^dse.html"

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Guest
Guest

May I suggest changing the way Capitalists choose projects? Its random is it not?
That makes no sense. Real life business men and women go through a lot of effort to make the right investments and run a business. They don't make random clipper, cloth and cement factories which make no money.

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Brendissimo35
Brendissimo35

This is more a problem with the base game than HPM. Idk if the mod can do anything about it but I agree with you.

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Highest Rated (11 agree) 10/10

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

Thanks.

Aug 16 2015 by markutsk279

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