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 9.2 Patch

Historical Project Mod Plus 9.2 Patch

Patch 1 comment

Fixes the decision the Germans get to trade other French cores they own to remove French cores from Alsace–Lorraine. Also Fixes the Germany/Austrian...

Historical Project Mod Plus 9.1 Patch

Historical Project Mod Plus 9.1 Patch

Patch 4 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 12 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 42 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...

Post comment Comments  (30 - 40 of 99)
Guest
Guest - - 700,109 comments

Funciona el casus belli de desmantelar un imperio?

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Marshawn Creator
Marshawn - - 106 comments

It should work the same as in HPM. It hasn’t been changed. It can be enabled early with a decision.

Reply Good karma+1 vote
Gabo4040
Gabo4040 - - 4 comments

Will there be more updates?

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Marshawn Creator
Marshawn - - 106 comments

Eventually, I got pretty burnt out of modding and have been busy irl. Eventually I’ll begin doing updates again. The GitHub version has a few differences to this version and a bug fix or 2.

Reply Good karma+1 vote
Guest
Guest - - 700,109 comments

help me when i want to download the mod
and played the victoria 2 the game is in the vanilla whithout mods

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Marshawn Creator
Marshawn - - 106 comments

So you unzip the folder and .mod file from the download, then put them in the “mod” folder in your Vic 2 install folder, and it should appear in the launcher. There’s probably more detailed guide on how to do it on steam or pdx forums too if you need screenshots. Probably some YouTube guides as well.

Reply Good karma+2 votes
Guest
Guest - - 700,109 comments

In HPMP 5.0 i noticed 2 things:

-For some reason Shogunate of Japan always wins

-The German unity with Austria event bugs a lot

-There is a bug that makes it so when RGOs get changed by event they get empty and doesn't fill again and everyone starts leaving that province (I noticed it with Posen but happened with other provinces)

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Marshawn Creator
Marshawn - - 106 comments

-That seems to happen in a lot of mods which don't give the Shogunate negative debuffs, it's probably just a result of it being in a stronger position to start the game so it more easily wins the war. There's a decision for it to then become the Empire of Japan if it's not an absolute monarchy.

-What's wrong with it? I haven't touched it, so it should function the same as it does in HPM.

-I'll look into it, what's probably happening is that a province changes to something like Iron/Coal, and they aren't in super high demand, plus changing the RGO gives a bad debuff which would make the working there pay almost nothing, so the pops decide to look elsewhere for better jobs. That might not be what's happening, but I think it is probably what's happening.

Reply Good karma+1 vote
Guest
Guest - - 700,109 comments

Weird question but is there genocide in this mod

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Marshawn Creator
Marshawn - - 106 comments

Yep, you can do it a few ways, there's the one from HPM which requires an authoritarian government, and I think revolution-counter revolution or mass politics, not sure which. You can also with the slavery/forced labor mechanics to enslave who you want to genocide, and then do the decision to "massacre slaves" which will kill quite a few of them.

Reply Good karma+2 votes
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