Victoria 3

Victoria 3

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Ultra Historical Warfare
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Jul 21, 2023 @ 7:33am
Mar 23 @ 2:50am
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Ultra Historical Warfare

In 1 collection by Vorondil
Ultra Historical Mod Series
5 items
Description
This mod aims to rebalance: Wars, Combat, Military PM, Technologies and Laws.



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Ultra Historical Warfare is the third mod of the Ultra Historical mod series.

V. 1.1 compatible with Victoria 3 V. 1.5

Beware: Using this mod makes the game considerably harder for countries starting with low technology levels or second rate economies.



  • Reworked: Units and Mobilisation options :
  • Added Aerial Support Mobilisation Option
  • Added infantry weapons, uniforms and rations as mMbilisation Options
  • Technologies and associated Military Units are more impactful


As a result, you'll see considerably larger power gaps between Great/Majors Powers and technologically inferior countries.
Quality matters: New armaments and army organisation is now a vital part of your country's tech research strategy, which cannot be neglected (lest you be horribly defeated by a ruthless rival).
The improvment in armament tends to favor defense over offense, until tanks and aircrafts change the situation later on, that is if you can afford them!



  • Rebalanced: Consumption of Goods for Barracks and Naval Bases
  • Soldiers and Sailors now need food and uniforms
  • Navies needs fuel
  • Late armament is very costly
  • War Exhaustion rebalanced


These changes make wars costlier and last longer, especialy with more modern technologies and production methods.
Late game quality being only affordable in large numbers by the biggest economic powers, but having only a handfull of shock troops along a larger number of defensive-oriented cheaper troops is a viable strategy.
Even for extremely high GDP countries, a large standing army can severely impact your economic stability and viability!



  • Reworked: Military Laws making conscription more interresting
  • conscription institution added allowing to cranck up number of conscripts in time of need
  • Battle size are more logical


These change (at least partialy) counterbalance the emphasis given to quality. Having more boots on the ground should always be your goal for winning wars!
As previously mentioned, maintaining too large of a standing army can easily become economically unsustainable, therefor civilian conscription is critical when facing a challenging foe!
Consequently, military expenditure will be far more concentrated during the actual wars and eliviate some economic strain during peacetime.
Changes in military laws create incentives to move towards Mass Conscription, particularly if you are expecting face off against a Great Power.

Supported Languages

- English
- French
- German
- Spanish (not ready yet)
- Portuguese (not ready yet)
- Chinese (independant submod)
- Non-supported languages have placeholders in english

Future plans

We will further refine existing system, including future basegame updates, in a part of the game where there is a lot to improve.
We plan to integrate horses as military good once it is integrated into our economic mod, and possibly to further refine the army organisation PMs to represent doctrinal differences

Acknowledgements

Prussian Goose for Gooses's Army Reform mod
1230james for Gas, Guns, Garb, and Grub mod
Koyomim for Spanish/Portuguese translations
OPB & Doodlez for VTM.

Note about VTM compatibility

Uh series mods are mostly compatible with VTM (it might exist very minor incompatibility but nothing game breaking) but you have to place the UH series mods after VTM in your modlist.
Popular Discussions View All (1)
6
Jun 5 @ 2:10pm
PINNED: Compatibility & Modding
Vorondil
226 Comments
RedDamsel May 18 @ 11:19pm 
Many countries will have fewer and fewer armies over time, and an army of a few hundred units will become single digits or even zero in decades. Is this mod too complicated for AI? Many bettors are unarmed.
andrea.dlbrt97 May 13 @ 8:16am 
This mod makes the military modernization aspect of the Ottoman Tanzimat Reforms basically impossible due to the fact that General staff has been moved farther down the tech tree and is thus immensely difficult to acquire within the 20 year time frame that the reforms demand.
ChiraqVeteran Apr 21 @ 1:17am 
My Offense/Defense stats dont change at all when i add guns to my mobilization options for my units. 1870 Japan with Line infantry, and breach loading guns unlocked. Is anyone else experiencing this issue?
lianmccc Apr 18 @ 11:16pm 
I noticed AI tend to cut 95% of their army. Great Qing starts with 405 battalions and after 10 years it's only 15, I don't know which ultra-historical mod is causing this.
Leviticus Apr 10 @ 9:02pm 
DId an AI only with all the ultrahistorical mods and I get like forty different civil wars by the end of the game and neither side has units when they happen. Do you guys know about this?
Grenadier Gamer Apr 8 @ 3:06am 
Great mod. Any thoughts as to separate out rasing armies instead of building them via construction which feels really odd to me.
Redwallzyl Apr 7 @ 5:25pm 
Also after annexing the confederates I got stuck with weird glitched productions buildings and naval base which can not be deleted but also don't really exist and still draw demand.
Redwallzyl Apr 7 @ 5:14pm 
The US does not start with an artillery foundry anymore despite having buildings that need it. I think Paradox removed several from countries in a patch. May want to look into adding them back.
Ittybittybot Apr 7 @ 4:37pm 
why does prussia start with breachloaders and mass conscription laws? its a bit historically inaccurate and super unbalanced for multiplayer.
bill21203 Apr 7 @ 4:25am 
Hi, can you change line infantry to consume some ammunitions or change the complete conditions of Munitions Industries JE to be easier? even in Vanilla it is quite hard to complete it as you are unlikely to consume 5 factories worth of munitions by yourselves, and global consumption is very low until 1880s, which invalidates the JE due to rifling most likely already spreaded/researched