Hearts of Iron IV

Hearts of Iron IV

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Ultra Historical Mod - Realism Overhaul
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501.340 MB
Sep 18, 2018 @ 4:55am
May 5 @ 12:01pm
325 Change Notes ( view )
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Ultra Historical Mod - Realism Overhaul

Description
0.17 beta for HOI4 1.14

subreddit
Discord group [discord.gg]
Paradox forum [forum.paradoxplaza.com]
Changelog[ultra-hoi.github.io]

What is ULTRA?

HOI4 ULTRA's goal is to give a historical feeling to Heart of Iron. Our ambition is to make the less changes as possible from the vanilla, but rather adapt it to a real historical balance and is meant to be played in Multiplayer.
The original goal was to give an historical repartition of the industry, but we decided to add/fix/tweak other contents we feel important.

Reasons to play or not to play ULTRA

- You should not play ULTRA if you want memes games
- You should not play ULTRA if you want to world conquest with [insert irrelevant minor nation]

- You should play ULTRA if you want more historical immersion without changing the whole game
- You should play ULTRA if you want a multiplayer game balanced toward History and realism
- You should play ULTRA if you want to feel the power of a major country during WWII

Compatibility

HOI4 ULTRA is compatible with HOI4 1.14 version
NOT Ironman/achievement compatible
NOT compatible with any mod changing the checksum. If you want your favourite mod integrated, just ask it (and the mod creator too) and we'll see what we can do.

All current DLC (TFV, DOD, WTT, MTG, LaR, NSB, BBA, TAAT ) required for a complete experience. We cannot promise potential issues if you play without the required DLCs.

The alternative histories focus trees are supported but less develloped and tested than historical path

For the moment, only the english version is supported

Main feature - Industrial rebalance

The primary objective of our work was to "correct" the industrial balance in the game :
In vanilla, industry is balanced around "playability" and not around History. For the HOI4 devs team, each minor country should be "playable", the Axis should have a chance to "win", global conquest should be a possible achievment...

We don't agree with this view and want rather to play in a situation with historical settings concerning the relative power of each countries.

That's why we did a research work about the industry in the WWII timelapse in order to translate it into a mod. Our main sources are The Wages of Destruction from Adam Tooze and The Rise and Fall of the Great Powers by Paul Kennedy.

From the later, we took the concept of "war potential" for each 1936 country and translate it into ingame industry (civilian, military and dockyard). To gives some figures, the 7 Great powers have more than 90% of the world IC and the gap between the last major power (Italy) and the first (the USA) is more than 1 to 10.
To have a better repartition, we made each vanilla IC equivalent to 2 IC in the mod.

To stay in the border of plausible, we also had to change 2 keys elements : the industrial growth rate (nerfing heavily industrial snowballing, we now get a growth rate under 10% per year in 1936) and the ressources system. Coal, Iron and Bauxite were added and globaly ressources are less expensive to get (depending of the ressource) to avoid overpowered minors from lots of ressources and majors having to trade away half of their industry.

Other features

We tryed to keep things as close to vanilla as possible, so most of our work here are balance tweak for a more realist gameplay. Here is a list of some features we added or changed :

- Division designer overhauled
- Naval overhaul "Naval Rework" mod integrated
- Nation-uniques tanks and aircrafts for majors
- Integration of some QoL mods
- NEW! Infantry Squad Designer

Projects and perspectives

Since we never test enough, we'll be pleased to hear your feedback and suggestions to improve the mod within the same philosophy.

Sub-modding is also encouraged if you want to integrate your favourite mod or create a feature inside the mod, you're welcome ;)

Tank and Aircraft designer rework and integration are next big projects on the list

Partnership

We are in partnership with the World Ablaze team. We share ideas, concepts and features. Make HOI4 more realistic is the main goal of both mod
Try World Ablaze!
We learnt a lot from them, especially on research and equipment fields. Parts of the code of ULTRA (the whole tank tree and other features) are from their awesome work.
So a special thanks to Uncharted!

credit

A big thanks to all the contributors, testers and data researchers!
Special thanks to all excellents modder which let us borrow part of their work into ULTRA:

- Atreides for his BIG resources features in the Yet Another Mod - The Case of Resources mod.
- Wunderwaffle for the nice WW's Buttons+ mod
- Dziurkacz for the cool Coloured Puppets mod
- Gundahar for the obligatory Coloured Buttons mod
- Elouda for the totaly awesome Naval Rework mod
- Yard1 for the usefull Recall Volunteer mod
-Lennard for his Topbar Resources mod
- Myzael, Alex Brunius and Voigt for big help and ideas from Improved Historical MP mod
- RPM, tank-encyclopedia[tanks-encyclopedia.com] and http://www.wardrawings.be/ for the very niice equipment images.
- German Generals for extra officier portraits
- Xpanded Propaganda for extra propaganda decisions

If I've forgotten anyone, please tell me so I can credit you
Popular Discussions View All (39)
2
Jul 7 @ 11:59am
Problem with ship production.
Starbuch
3
Feb 5 @ 12:37am
a dog appears when you select divisions
sorry07
7
Apr 1, 2023 @ 12:44am
Why did Russia attacke so early?
Devin Strife
1,638 Comments
Hjalfnar_HGV  [author] Jun 17 @ 12:18pm 
Sadly Paradox made naval and air AI extremely difficult to adjust, for air its almost impossible even. For navy I am not sure, I fear not much can be done.
mbappeek Jun 17 @ 10:13am 
The artificial intelligence divided its ships into too many fleets and I easily hunted them down by gathering all my ships in a single fleet. Apart from this, there is nothing that bothers me in the mode. Can the artificial intelligence be made more similar to the player in naval combat?
Hjalfnar_HGV  [author] Jun 17 @ 5:39am 
Yes, it should work just fine in SP. We have a few minor bugs at the moment but nothing gamebreaking, and they should be fixed with the next update.
Pringles Jun 16 @ 10:49pm 
Hi, I really like the look of this mod. Is it good for playing in singleplayer? Seems like the perfect balance of what I am looking for concerning realism/not too difficult. Thanks.
Hjalfnar_HGV  [author] Jun 12 @ 10:12pm 
Initially you can't do much, the events regarding the naval treaty with the UK improve your capacity slowly over time until you cancel the naval agreement. Obviously you can do this early on but that results in UK getting a bunch of war support. Before the cancellation of the naval treaty you can't get more capital slipyards. Once it is cancelled (happens also automatically in 1939) you can start upgrading your slipyards via decisions, as long as you did your naval focuses.

On top of that, once you take France you can integrate their capital ship slipyards for 250pp, and once you take the Soviet Union and UK you can do the same there, allowing you to threaten the US for slipyard capacity.
mbappeek Jun 12 @ 6:47am 
What should I do to start producing more large ships? How can I increase my capacity?
Hjalfnar_HGV  [author] Jun 12 @ 5:12am 
@Dirty to allow for production of all necessary equipment even for smaller nations and representation of small production runs for specialised equipment. If playing a major I usually just click the x5 or x10 button.

@mbappeek This represents the limitations of big capital ship sized slipyards. You can't lay up a battleship just anywhere, you need a properly sized slipyard for it.
mbappeek Jun 12 @ 12:58am 
Even though I have a shipyard, why can't I start producing many large ships at the same time? By the way, I am trying with the Japanese. Please help
Dirty_anal Jun 11 @ 11:02pm 
Why is the number of factories so massive
Hjalfnar_HGV  [author] Jun 10 @ 3:35am 
Hey! Generally best width is around 24, in certain situations 18 can be better. I've noticed some people are having issues with the system we use so I'll make a video on it this week.