Historical Project Mod Plus (HPMP) is a stand-alone update built on HPM 0.4.6.3, building upon it with both bug fixes, and an Expansion of several HPM mechanics I really liked, but felt underdeveloped.

Discord server is here Discord.gg

Github page is here MarshawnBM/Historical-Project-Mod-Plus--HPMP-

  • Improved AI based off the AI from Crimeamod
  • Added in the 1861 start.
  • Toggle-able Forced AI no subsidies
  • Toggle-able Reduced Infamy mode
  • Toggle-able Subsidies auto subsidies when new factories are built
  • Ability to Send money to other players in multiplayer via Grant decisions
  • Added flavor for Anarcho-Liberals so they should be unique and fun
  • Expanded the HPM totalitarian mechanics to include reactionaries
  • Revamped the seizing of the means of production by communist governments so “Liquidating the upper class” causes all capitalist countries to hate the communist country, and for its fellow communists and socialists to love it.
  • the ability for countries to take others capitals in war
  • modern multiplayer features developed in other mods after HPM stopped development (Grants/loans, State transfers)
  • Added an toggle-able event to hopefully prevent the late game liquidity crisis.
  • Revamped Mexican-American War options for U.S. to annex Mexico and for Mexico to refute Manifest Destiny and conquer west coast U.S. territory of its own.
  • U.S. can now integrate Canadian tags if it puppets them.
  • Event to prevent vassals and members of your sphere of influence from granting military access to enemies
  • Slavery Overhaul to provide alternative play styles
  • 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
  • localization for many countries to have more historical names based on government type
  • synthetic rubber and sulfur factories unlocked after 1900 industry techs
  • "Victoria 3 mode" which allows any economic policy to build factories or railroads.
  • Rebalanced several industry techs to produce better "First" and "Second" Industrial Revolutions, with Iron, Coal, and Steel being the driving force and in high demand. Then around 1870 enough places will be producing those they will become much more common, and things like electrical gears, cars, radios, fuel will become much more important.
  • Rebalance how much money factory workers/capitalists/Goldminers get from their jobs, they now keep much more of their paychecks to help them buy the luxury goods available in the late game
  • Reverted the change of Liquor factories to "Beverages"
  • China and Japan have had their naval ports returned to them.
  • Scaling debuffs similar to GFM's to decrease tax and tariff efficiency that will help prevent the ai from sucking up all the money from its pops
  • Overhaul of population growths and immigration scale to better match how much different countries grew IRL during the time
  • Added an additional option to enable Dismantlement CBs from the start
  • Added the Craftsmen fix from GFM, it is accessed by the "government decisions" decision
  • Added the Golden Circle from B&I/Crimeamod
  • Added in a "Province Selector" (originally from Victoria Universalis) building that allows provinces to be selected for certain decisions, I plan to expand this feature in the future, for now you can core provinces/build supply depots/set colony policies with it.
  • Added an additional option to enable socialist/communists in 1848
  • Added an additional rule for the Russia similar to have Splendid Isolation for more realistic games
  • Germany/Austria will now release states taken from Russia as vassals, to reduce border gore and add realism.
  • The AI will now return vassal cores to their vassals in certain situations
  • Included files to use the Vic2-HoI4 converter to continue your save into HoI4
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Historical Project Mod Plus 9.1 Patch

Historical Project Mod Plus 9.1 Patch

Patch 3 comments

Patch to fix a bug I've seen a lot of people mention

Historical Project Mod Plus 9.0

Historical Project Mod Plus 9.0

Full Version 10 comments

New update, this one has quite a bit in it, mostly bugfixes, but also some cool new features.

Historical Project Mod Plus 8.0

Historical Project Mod Plus 8.0

Full Version 7 comments

New Version that I wanted to rush out because of some issues with 7.0 I became aware of thanks to comments here and on the mods discord, thanks for letting...

Historical Project Mod Plus 7.0

Historical Project Mod Plus 7.0

Full Version 12 comments

Finally I'm back with a new version. Life became busy for me these last few months, so sorry, but I finally had the time/willpower to make a new update...

Historical Project Mod Plus 6.0

Historical Project Mod Plus 6.0

Full Version 41 comments

Version 6 came out a little early, but I wanted people to see the new features, and I made a github, so decided to push this out with the first github...

Historical Project Mod Plus 5.0

Historical Project Mod Plus 5.0

Full Version 4 comments

This took longer than expected once I went down the Rabbit hole of trying to get a pop growth modifier that gave Russia near its historical population...

Comments  (0 - 10 of 90)
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Guest - - 689,305 comments

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Guest - - 689,305 comments

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Guest
Guest - - 689,305 comments

I like to play small and odd nations so I tried a run where I release Guyana from the Dutch and play as them, and for some reason I get a bugged "acquire core for puppet" CB on every other country, which makes it borderline impossible to make any allies. Is this a bug? I tried an unpuppeted Transcaucasia run and had the same issue pop up.

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Marshawn Creator
Marshawn - - 102 comments

that is definitely a bug, ill look to fix that on the github version and release a patch on here asap

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RoyalCRBear
RoyalCRBear - - 1 comments

México seems to be quite bugged

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Marshawn Creator
Marshawn - - 102 comments

What’s happening to it?

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Guest
Guest - - 689,305 comments

HPM+ 5.0 is still the most playable version :/

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Marshawn Creator
Marshawn - - 102 comments

For the next version I’ve finally fixed Foreign investment, so hopefully that will make you happier with the new version.

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Komunistof
Komunistof - - 17 comments

You already made the best mod man, it has all I ever wanted and still has that vanilla feeling unlike other mods I love your work, words cannot explain how grateful we players are with you8 the modders

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Xylephone
Xylephone - - 5 comments

The current 6.0 release seems to have problems with provinces becoming monopolitical everywhere. I've seen multiple provinces that have 95%+ support for liberals, particularly. I'm not sure what the cause could be, but I did notice that events for the Springtime of Nations and Liberal Revolutions seemed to be firing more regularly than usual for me.

I also released a mod here that fixes nations' starting political reforms, which you can take a look at and integrate if you'd like.

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Marshawn Creator
Marshawn - - 102 comments

I've noticed this, not really sure what's causing it, I haven't changed how those events function, so it probably is pops moving from those provinces into others when unemployed.
Also, I like what you've done with your mod and implemented some parts of it. I tried putting it all in, but that seemed to make Prussia much less likely to form Germany, so I reverted the diplomatic changes you made, which seemed to help Austria a lot in the brothers war.

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Guest
Guest - - 689,305 comments

I realized that labourers pop are starting the game without any type of ideology.

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Marshawn Creator
Marshawn - - 102 comments

yes, for the next update i finally figured out what caused this and its fixed now

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Xylephone
Xylephone - - 5 comments

Yeah, struggling to form Germany is one of the consequences of the sphere changes. The P&E patch was also integrated into EEM and I've played a half-dozen test runs with it since, and Germany DOES form, and rarely later than 1900, most often around 1880-85. That seems late, and is by Vicky standards, but is often closer to the actual historical formation date than vanilla or HPM's lightning-fast formations were.

IMO - and I've discussed this with EEM as well - I think that representing the First Italian War against Austria during the Hungarian crisis would help to severely damage Austria and make it more likely that Prussia can secure sphere dominance over them with a successful Brother's War, or even just by them dropping out of GP if they were beaten severely enough. Austria from '48-'50 was historically on the verge of collapse, and representing that is probably the single most important element to properly modeling their sharp decline beginning in the 1850s which as-of-yet isn't present (in any mod, so far as I'm aware).

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