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Historical Project Mod (HPM) is a mod created for Heart of Darkness . It incorporates several parts of New Nations Mod and POP Demand Mod , and has the aim of not changing the base game dramatically, but rather correcting the 1836 start and adding historical flavour. It also aims to maintain a degree of historical plausibility. As a trade-off, the 1861 start is unavailable.

  • 1.1.1 Events and Decisions
  • 1.1.2 Reforms
  • 1.1.3 Graphics
  • 1.2.1 Serf POP
  • 1.2.2 New Cultures
  • 1.2.3 Slaves
  • 1.2.4 General Fixes
  • 1.3 1836 Start
  • 1.4 Mechanics and Gameplay Improvement
  • 1.5 Improved Map
  • 2 Development History

Historical Flavour

Events and decisions.

HPM adds a large amount of these, including the Neuchatel Crisis, Ottoman flavour, 36" or fight for the CSA, Texan claims and the Ezo Republic. Wars will occur that previously were not included, e.g. the Russian expansion into the Caucasus.

New reforms are added to fit with the historical times. Existing reforms are also changed. For example, communist countries are not allowed slavery and healthcare reforms requires research such as Medicine and Inorganic Chemistry.

More graphics are added, such as rebel icons and icons for casus belli.

HPM adds serfs as a new POP type. These are generally conservative POPs who have poor literacy and work as labourers and farmers. Notably, they are unable to promote, and thus act as a "trap" for a country's POPs. A country with serfs can only weaken over time, while a country which emancipates its serfs is on the path to greater power.

New Cultures

A number of new cultures are added across the world, including Gypsies, Bretons and Australians. These are included in the 1836 scenario.

The world slave population is reworked, and most countries now have slaves in line with the historical figures. Slaves are given their historical demographics in regards to religion. Slaves are also no longer fixed in their numbers, and can grow and shrink randomly.

General Fixes

Other changes includes different ideological inclinations for Muslim and Shinto POPs, a fix for non-accepted pops becoming fascist over the country they are not accepted in having revanchism and capitalist POPs will no longer be accepted by communist countries or promote in them.

HPM makes a number of changes to the 1836 starting date. Most notably, it fixes the population figures and statistics, as well as adding cores, historical generals and properly incorporating the new cultures it adds.

Mechanics and Gameplay Improvement

  • Participation in elections is now optional - the AI can be allowed to take over the decision-making for election events, instead of the player having to manually click through them.
  • AI improvement - the AI will now use national foci more intelligently, as well as making better choices concerning events and technological research.
  • The player can decide if they want to lock the crisis mechanic in the early game, considering that in this period it often leads to odd outcomes.

Improved Map

The mod adds numerous improvements to the map, such as fixing borders, fixing coastlines and removing a number of graphical glitches. It also repurposes previously useless islands in the Arctic Circle to colonies 'and more.'

Development History

The mod has been developed by one user, arkhometha. Development was started on Mod DB until June 5, 2019 when development was moved to Github .

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historical project mod victoria 2 русификатор

How to Make a Good Economy? (Historical Project Mod)

  • Thread starter subjunctive
  • Start date Jan 22, 2015

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subjunctive

subjunctive

Crusader Kings II: Legacy of Rome

  • Jan 22, 2015
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I use the Historical Project Mod and play as the Philippines, which has a modest population of 800,000 and no good natural resources (tropical wood, timber, fruit, fish). How exactly can I develop a sound industrial base? By 1860, I've conquered Johore, Brunei, Sulu, Dai Nam, and Bali; all taxes and tariffs are at 100%. When I finally industrialize in 1860, I build just one cement factory in each of the three provinces and expand them whenever they approach full capacity. After 10 years my industrial score is only 20; although I'll have a good 900k by now and can afford to build more factories, the problem is that there's not enough population to fill them even with Encourage Craftsman NF, or at least not enough people are becoming craftsmen fast enough. I subsidize all the factories, and it doesn't kill me with all my expenditure sliders at 100% (but no social spending) and a tax efficiency of about 20%. I just have a feeling that I'm not approaching this in the most efficient way. Here's my main questions: 1. Is war really the only way to achieve economic independence as a small country? 2. Is there a benefit in becoming part of another nation's Sphere of Influence? 3. When should you start encouraging capitalists instead of craftsmen? 4. Do aristocrats really matter? 5. What makes POPs more willing to become craftsmen? (I have all taxes at 100%, but I could afford setting richest taxes to 0%). 6. Would setting all income stratas to a low rate be effective, or does it have to be in a pyramid? (Can they all be at 30%? Or should it be 30%-60%-90%, for example?) 7. What is the ideal tariff rate for a small nation? Should it be high to promote domestic industry, or low to allow importing of foreign goods? Or does subsidizing factories cover that too? Also: 8. How can you gain POPs as an accepted culture? 9. How do you speed up cultural assimilation? 10. How do you speed up religious conversion? I know that's a lot of questions, so please just pick the most relevant/important one(s), thank you in advance.  

Field Marshal

Europa Universalis IV: Res Publica

Just two comments: go to pop screen and select an individual pop. There you can see what affects craftsmen, literacy is a big one and i think it is not very worthwhile to industrialize until your lit is at least 40 percent. Two: there are huge benefits of being in one's sphere. The great power will protected you and sometimes help you in offensive wars. But you don't have to help the great power. There is also the internal market that you first trade with the others in the sphere it is often a good thing . I know the goal of the game if to bevome a gp but the best would be to stay secondqry power and be protected by a gp. As gp you will have ot deal with constant crisis wars.  

  • Jan 23, 2015

Lets say you are part of britains sphere. 1st round of trade is internal trade your pops buy what you produce, the rest that they dont want both money and goods go to round 2. Round 2 your sphere of influence trade with each other and when it is gone it goes to world market. Round 3 world market trades. So it seems to me at least it is better to be in a sphere as you are more likely that your pops can buy the goods they need to keep mil low. I dont have time to double check now. But i was pretty sure lit affect pop promotion to and from craftsmen at least up to 40 percent. I remember people have discussed this before and some argue that lit affects craftsmen promotion up to 100 percent. And the thing would be that the tooltips of an individual pops isnt large enough to explain everything and that you would have to look at file to see it. Personally ive stopped trying to force industrialisation. If my people want to work in factories they can do it. If they want to work in the field they can do that as long as the state gets money to buy soldiers im happy.  

niallmcfc

RIP Free Time

Europa Universalis IV: Pre-order

Being in a sphere's fine unless you plan to make any money from tariffs. Effectively if you get sphered you can expect to make money from tariffs as if it was set at ~.5%. Can be crippling, especially for countries will low tax efficiency.  

  • Jan 24, 2015
subjunctive said: Thank you very much for the replies. Alexti, could you expound on some of the ways a small country can peacefully achieve economic independence? Click to expand...
subjunctive said: Is there some benefit to adding nations to your Sphere of Influence rather than just annexing them, apart from how it takes up less infamy and/or time? Click to expand...

I see. Thank you for the clarification, all of this will help me immensely!  

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"American History" submod for the Victoria 2 mod "Historical Project Mod" HPM

AlexandrianCodex/Victoria2-AmericanHistory

Folders and files, repository files navigation, victoria2-americanhistory.

To install: Extract the archive into your existing HPM directory, overwriting files as-needed.

Flags: Do flags not look right, or have you crashed during "Loading Flags"? Don't worry! This is not an unusual modded Victoria 2 issue, and is super easy to fix. Go to C:\Users[UserName]\Documents\Paradox Interactive\Victoria II\HPMTest\gfx\flags The problem is, probably, that you don't have a file named "flagfiles_monarchy.tga". The solution? Make a copy of flagfiles.tga and name it to flagfiles_monarchy.tga That's it! I have no idea why Victoria 2 doesn't finish creating the flag files sometimes, but this workaround fixes the issue!

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COMMENTS

  1. Локализация и доработка HPM

    Полный changelog собственной модификации (Открыть) Как установить: Для HPM_RUS_FULL и HPM_RUS_LIGHT просто распаковать в папку Victoria 2/mod/. Для Localisation_FULL и Localisation_LIGHT папку localisation копируете с заменой в ...

  2. Steam Community :: Guide :: Victoria 2 Русификатор

    Если все таки хотите вручную, то распаковать в директорию игры содержимое папки "название патча" в архиве: в папку с игрой: " ( Пример C:\Program Files (x86)\Steam\steamapps\common\Victoria 2 " с заменой! Зайти в игру и ...

  3. Historical Project Mod for Victoria 2: Heart of Darkness

    By arkhometha. The Victoria 2 Historical Project Mod (HPM) is a one man mod, an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using carefully inspected parts of the mods NNM and PDM as a base, the main aim is to correct the 1836 start date in regard to both countries and ...

  4. Historical Project Mod Plus (HPMP) 9.0 released : r/victoria2

    To install a mod for Vicky 2 first download the mod from here, then use a program like 7-Zip to get the files from the zip file you downloaded, then copy/move those files into the "mod" folder in your Vicky 2 installation, and it should show up in the launcher.

  5. Historical Project Mod

    Other. Mod DB Github. Historical Project Mod (HPM) is a mod created for Heart of Darkness. It incorporates several parts of New Nations Mod and POP Demand Mod, and has the aim of not changing the base game dramatically, but rather correcting the 1836 start and adding historical flavour. It also aims to maintain a degree of historical plausibility.

  6. Historical Project Mod Plus for Victoria 2: Heart of Darkness

    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.

  7. Downloads

    The Victoria 2 Historical Project Mod is an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using parts of the mods NNM and PDM as a base, the main aim is to improve the historicity of the game, including countries, map and pops and to add more historical flavor to the game ...

  8. GitHub

    The Historical Project Mod (HPM) is a mod started in 2014 out of the desire to expand on several good mechanics from NNM and PDM, while making the changes I wanted to see to these mods. As it shred is NNM/PDM base, overtime, it grew to be much more. There are tons of stuff, and tons of bugfixes and flavour, and honestly I don't think I could ...

  9. Releases · arkhometha/Historical-Project-Mod · GitHub

    Small hotfix that should be save game compatible with 0.4.5 versions. The checksum for this release is IEOI. First Github release, but far from the first ever HPM release. A mod for Victoria 2 - Heart of Darkness 3.04. Contribute to arkhometha/Historical-Project-Mod development by creating an account on GitHub.

  10. Guide :: Русификатор для Victoria II

    Русификатор для Victoria II + все DLC. для версий 3.02 3.03 3.04 ВНИМАНИЕ! Для нормальной работы требуются все DLC, если их нет лаунчер и игра скорее всего не запустится.

  11. Steam Community :: Guide :: Русификатор к Виктории 2 и его установка

    Русификатор к Виктории 2 и его установка. В слове ya_di.sk уберите _. Он нужен, чтобы Стим не забанил ссылку. Теперь сама установка. С ней могут быть вопросы, поэтому даю краткий гайд по своему ...

  12. GitHub

    Lua 100.0%. A mod for Victoria 2 - Heart of Darkness 3.04. Contribute to Liegnitz/Historical-Project-Mod-overhaul development by creating an account on GitHub.

  13. HPM 0.4.6.3 file

    images. The Victoria 2 Historical Project Mod is an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using parts of the mods NNM and PDM as a base, the main aim is to improve the historicity of the game, including countries, map and pops and to add more historical flavor to ...

  14. Victoria 2. Как установить и где скачать Русификатор и Chronology mod

    Steam Community: . Victoria 2. Как установить и где скачать Русификатор и Chronology mod. Немного рассказываю про саму игру Victoria 2, а также пр

  15. Releases · DoktorKure/Vic-II-Modern-History-Mod-MHM · GitHub

    MHM brings Victoria 2 into the modern era and beyond the contemporary era. This is the ultimate modern history mod with a slew of special features such as ideological blocs, dynamic international institutions and decolonization chains to accurately simulate the Cold War and contemporary world. - Releases · DoktorKure/Vic-II-Modern-History-Mod-MHM.

  16. Historical Project Mod 0.4.2 Released! : r/victoria2

    By changing this ratio from 0.3 to 0.6, the mods are signaling that craftsmen, at least, are going to have greater take home pay, and hopefully be able to save more, buy more, and just in general solve the Vicky II liquidity crisis.

  17. Historical Project Mod Plus 2.0 file

    Historical Project Mod Plus (HPMP) is a stand-alone update built upon HPM 0.4.6.3, building upon it with both bug fixes/QoL improvements, and an Expansion of several HPM mechanics I really liked, but felt underdeveloped. Many improvements towards the late game. Add file Historical Project Mod Plus 2.0.

  18. Releases · Shkiv/chronology-mod · GitHub

    Chronology mod for Victoria 2 game. Contribute to Shkiv/chronology-mod development by creating an account on GitHub.

  19. Historical Project Mod version 0.3.5.4

    Victoria 2: Heart of Darkness mod | Released 2014. The Victoria 2 Historical Project Mod is an attempt to improve the game Victoria 2: A Heart of Darkness without changing the base game experience too much. Built using parts of the mods NNM and PDM as a base, the main aim is to improve the historicity of the game, including countries, map and ...

  20. Historical Project Mod: The Country Tags

    Victoria II. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Historical Project Mod: The Country Tags. By Saint Kelly. A list of country tags from HPM. 1. 1. 2 . Award. Favorite. Favorited. ... MOD = "countries/Modena.txt" PAP = "countries/Papal States.txt"

  21. How to Make a Good Economy? (Historical Project Mod)

    All replies are in assumption that the mod doesn't change the standard game too much. (1) No (2) Yes, in your situation it can give you access to coal (3) As soon as you get profitable factories (assuming the state can build factory), but you don't need many - around 30 per state is enough, so it won't take the focus away from other goals for long

  22. A fork of Historical Project Mod 0.4.6, a mod for Victoria 2

    This is a fork of the HPM mod of Victoria 2, that extends the end date to 1956 (so far) and adds many new features to flesh out the end game. This mod is now standalone, and should be run by itself. It no longer needs to be run with HPM or the Square Shaded Map Frame mod, the files are now built-in.

  23. "American History" submod for the Victoria 2 mod "Historical Project

    This is not an unusual modded Victoria 2 issue, and is super easy to fix. Go to C:\Users[UserName]\Documents\Paradox Interactive\Victoria II\HPMTest\gfx\flags The problem is, probably, that you don't have a file named "flagfiles_monarchy.tga".