Victoria II: The Supernations Mod is currently still in development. My eventual goal is to create as many formable 'Supernation' tags as conceivable within Victoria II! These Supernations are basically defined as 'Greater' versions of every single country. This includes nations such as the North American Union, Greater Japanese Empire, Greater Germany, New Roman Empire, Iberia, and much, much more!
The Supernations Mod is my own personal ambitious progress, so your love and support is greatly appreciated. Even if development may lag and be slow at times, it's my own goal to remain active in my community of fans and attempt to input as much of their feedback as possible into the mod itself.
Supernations was built to tell the story of your nation's ascent to power, once the conditions are met, you will be able to enact decisions, maneuver through events, expand your nation, create custom loyal vassal nations, and make your own permanent mark on history.
Having trouble downloading the mod? Check out my installation tutorial: Supernations Version 1.40+ Installation Tutorial
NOTE: Currently the Japanese, Italian, and United States Campaigns are fully fleshed out with a grand total of several hundred additional decisions, events, and numerous other additions to the game!
If you'd like to donate to facilitate my development of the Supernations Mod, I would totally appreciate it!:
Interested in watching me play and develop my mod? Visit my youtube channel
Or even consider joining our Discord?
FUTURE PLANS:
* Next major updates will involve a United States of America Story Tree to form the North American Union.
- Flesh out the Germania Mission tree with a "mitteleuropa" as well as a possible third formation tag should the entire vision be secured.
- Create a Neo-Carthaginian formable Supernation (formed by Tunisia) [Credit: YashaCarry07]
- Create a Slavic Union Supernation via Russia.
- Create an Islamic Union/State Supernation.
- Create an African Union Supernation path.
- Create a Central American Union Supernation path.
- Create an Oceania Supernation path.
- Create a Brazil Supernation route that leads to it controlling all of South America, as well as developing it.
| Feel free to continue offering suggestions of nations! It will obviously take time for me to slowly incorporate all of these into the mod as every time I finish developing a nation I will usually do a youtube series on it and iron out the latest nation I've developed.
| Also, if it wasn't already clear, this mod does incorporate elements of both HPM & BAI. All of the major content though has been developed by me after hundreds of hours of work!
After hundreds of hours of development, the newest update of the Supernations Mod is here, more ambitious than any that had come before! Introducing a brand new Confederate arc, reintroducing the 1861 Start Date, as well as expanding the tech tree, integrating the PDM politics interface, introducing World Powers, as well as new provinces and brand new units!
Guide the Confederacy in a Post-Union America, and choose from four separate outcomes:
Will you reform the Union with the South at its head?
Will you chart a path of independence and pursue the Golden Circle?
Will you reintroduce the Articles of Confederation and the ideal of Confederalism?
Or will you ultimately bring about the collapse of the American nation entirely?
The choice is yours...
Embark on your quest to fulfill your grand manifest destiny and spread republicanism around the world! Unite the America's, colonize Africa, and fight...
Development of Version 1.40 of the Supernations Mod is in full swing! The update features massive storyline updates in North America, largely focusing...
Development of Version 1.40 of the Supernations Mod is in full swing! The update features massive storyline updates in North America, largely focusing...
Development of Version 1.40 of the Supernations Mod is in full swing! The update features massive storyline updates in North America, largely focusing...
Supernations Mod Version 1.5.1 - Released 11/09/2021 The next major update of the Supernations Mod - Adding a brand new Confederate arc, allowing the...
Supernations Mod Version 1.5 - Released 10/08/2021 The next major update of the Supernations Mod - Adding a brand new Confederate arc, allowing the player...
Supernations Mod Version 1.42 - Released 08/28/2021 A small patch meant to fix some additional bugs in preparation for the development of Supernations...
Supernations Mod Version 1.41 - Released 05/30/2021 A small patch meant to fix some bugs reported in Version 1.40 Also introduces the "Great American...
Supernations Mod Version 1.40 - Released 05/29/2021 Nearly half a year in the making, the latest major release of the Supernations mod has arrived! Embark...
Supernations Mod Version 1.30 - Released 11/11/2020 Several months in the making, the latest major release of the Supernations mod has arrived! Form Italy...
Hey I'm really enjoying the mod so far but it is not letting me click on the Press Chinese Claims decision, it says I do not own all my cores when I clearly do. Can you help brother?
Is this based on HPM or HFM? Just wondering so that I can use a converter
Ive played a couple rome campaigns and keep getting stuck once i get cores on egypt. The "seize the north egyptian coasts" event doesnt appear in the decisions tab. Is this because egypt breaks free from the ottomans and the wars are seperate or did i **** up somewhere else?
The problem is that "seize the north egyptian coasts" is a decision and requires you to have been at war with both egypt and the ottomans with both nations being at 50% occupation at the same time, this means if egypt gets annexed at any point you get softlocked
problems with his code. I think v 1.5.1 fixes it.
v1.5.1 does not fix it, can confirm.
Another supernation could be the union of all Latin America (including Mexico, Central America and Brazil) historically Maximilian of Habsburg wanted something like this
So i was playing the Japanese but then after around 1914 every casus belli disappear except take capital or substate region getting casus belli from event also doesn't work could be because the date (it is also around the time the music change) or the event that secure western border screw something up which is unlikely.
It's possible that you were involved in a 'major war' and have the "no more war" modifer. It goes away after three years and will allow you to begin declaring normal wars. Take Capital and Substate region are casus belli's which aren't incorporated into the modifier just yet. If you are running into issues beyond this.. Then ya, I'll have to take a look at it.
Since the new update. Is the roman fixed cause the last two time i tried them it crashes whenever i take egypt (both using peace deal and decision). And another thing with expanded tech tree is it like changed the end date because everytime i played this mod it feels so compressed like one war to another so i think it would be better with later end date.
The latest update expanded the end date by about 20 years. So, instead of ending in 1936, the game now ends in 1956.
Regarding the Egyptian issue, I don't see anything that would result in the inability to take that decision. I will look into it, and if anybody else has run into the same issue, then I may need to rework the decision, but it should be fine?