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.

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Post comment Comments  (0 - 10 of 79)
Xylephone
Xylephone

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

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.

Reply Good karma+1 vote
Xylephone
Xylephone

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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Guest
Guest

Yo cool mod man, found out that Peru-Bolivia turn indo Andine Federation when it is a republic, maybe you could give them a decission to claim all of the Andes and getting cores on Colombia, Ecuador, Venezuela and Chile and also maybe accepting their cultures but only if it is a republic with all it's cores and a GP, just a suggestion, gb :)

PD: Make an event chain leading to the war of the triple alliance in South America ;)

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Guest
Guest

Please fix the repay debts event and cb, it is not game breaking but sometimes I want to make gunboat diplomacy and go get my money but when I click the option to get my money back it seems to give me the wargoal and the infamy but when I go to the diplomacy tab the wargoal isn't there, please fix.

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Marshawn Creator
Marshawn

Ok that’ll be on my todo list, not sure why it’s not working, I haven’t really messed with it.

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Guest
Guest

Maybe my save game is corrupt, I was playing as portugal and being a secondary power, I'll see if it happens with another country.
But it is worth checking out.
Btw awesome mod, it is being used a lot in the spanish community :D

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Marshawn Creator
Marshawn

That’s awesome, glad to hear people are enjoying it!

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Guest
Guest

Found out what was happening, now that I became a GP i get the repay debts casus belli, my fault, sorry for the confusion

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Marshawn Creator
Marshawn

Oh ok good to hear it wasn’t bugged!

Reply Good karma+1 vote
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