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  (80 - 90 of 99)
molikanoda
molikanoda - - 1 comments

Does this mod have the same Crimean war like the crimeanwar mod has or only the ai has been imported?

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Marshawn Creator
Marshawn - - 106 comments

This mod would have whatever crimea war events were in HPM. The AI in this mod is based off of that in Crimeamod but not exactly the same.

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Guest
Guest - - 700,134 comments

Could you add some goods (and factories)? It would make geopolitics and conquest much more fun..

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Marshawn Creator
Marshawn - - 106 comments

Sorry to disappoint but I don’t plan to add any new goods and mess with the economy very much, my reasoning being that extra goods will decrease performance, and would likely mess up the economy, because the AI would be bad at building the new buildings and the result is players can easily monopolize the new goods for massive profits which is a common problem among mods which add a bunch of new goods and factories.

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Lazy_Sorcerer
Lazy_Sorcerer - - 5 comments

What does "Improved AI based off the AI from Crimeamod" mean? Is it just the defines.lua?

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Marshawn Creator
Marshawn - - 106 comments

Most of the AI weights are within the defines.lua so that is primarily what was edited, but it’s not exactly the same from Crimeamod, in some areas it was tweaked to work better with HPM.
The decision to disable subsidies also helps the AI in my experience.

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Guest
Guest - - 700,134 comments

This comment is currently awaiting admin approval, join now to view.

Inquerion
Inquerion - - 37 comments

Thank you! I really like the idea of continuing HPM.

Any chance for the 2.0 in the near future?

And I agree with TredRL about optimizing the mod. Victoria Universalis nad Crimea Mod did that really well! I remember old versions of HPM working a lot faster than the current version.

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Marshawn Creator
Marshawn - - 106 comments

As I’ve said, I agree performance is a big thing, and I will try to improve it where possible, but there’s a limit I can do without gutting HPM of the things people like about it.

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TredRL
TredRL - - 31 comments

Could you try to increase the performance? This HPM continuation looks nice.

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Marshawn Creator
Marshawn - - 106 comments

If I find out tricks to improve performance I will put them in, but unfortunately Vicky 2 isn’t very optimized, and modders mostly just have to not add too much or it slows the game. Have you tried the 4Gb patch? That can help Vicky 2’s performance.

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TredRL
TredRL - - 31 comments

I tried, but looks like my laptop isn't capable enough. That's why it's going to be very appreciated if you manage to make this HPM version with less lag.

Keep the good work!

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Inquerion
Inquerion - - 37 comments

1. Try to close everything that consumes CPU. MSI Afterburner, other apps.
2. Set high priority for Victoria2.exe in Task Manager.
3. Exclude Victoria 2.exe from your Antivirus. Especially if using Windows Defender.
4. Disable advanced water and trees in game settings.
5. Put the game on SSD.
6. In: \Documents\Paradox Interactive\Victoria II folder, edit settings.txt and change update_time=1.000000 to update_time=100.000000 (you need to do that EVERY time before launching the game). For mods like HPM go to \Documents\Paradox Interactive\Victoria II\HPM\settings.txt
7. Check if your laptop is not overheating, since it will automaticaly lower CPU clocks (and performance) to reduce a chance of damage to components.

Doing this steps will help you a bit. It did for me. Performance is slightly better now. Don't expect miracles though. You need strong CPU with high single core performance and MHZ. Especially for even more demanding mods like GFM.

I also recommend to check Victoria Universalis, VRRP and Crimea Mod. They work faster than HPM.

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TredRL
TredRL - - 31 comments

Thanks for your suggestions! I'm going to try them. About Victoria Universalis and Crimea Mod I really love them because of the performance and the new functionalities.

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