Hearts of Iron IV

Hearts of Iron IV

Ultra Historical Mod - Realism Overhaul
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Update: Apr 19 @ 5:59pm

Update: Apr 5 @ 2:31pm

Update: Mar 28 @ 8:29am

# 0.18.1
## Updates
- 1.16.3 compatibility
## AI
- Improved German front and micro strategies
- Should now better handle Fall Weiss, Rot and Gelb
- Germany should now focus no units on Switzerland and less unit on Balkans
- Added factors to how many units AI commits to AIFC based on doctrines
- Mobile Warfare full doctrine users should go bonkers
- AI should now be more likely to use tanks and motorized on active fronts as opposed to garrison/defense orders
- Germany should build some more Pz38(t) before unlocking Pz III/IV
- Germany builds a bit less dockyards now
- Soviet Guards Motorized divisions now use medium instead of light tanks
- Germany should now properly design and produce Bismarcks
- Tweaks to German naval production to make it more historical
- Germany stops LL to Spain once they get Pz3/4 in order not to waste them
- UK and France no longer suicide their fleets on German coast after Danzig
- Allies should now also not bomb Italy before US is in the war
- Further improve German building construction AI
- Further tweaks to German production
- Tweak Axis naval strategies
- Introduce default strategy for surplus management (what AI produces when it met all their needs)
- Fix AI overvaluing supply hubs when calculating strategic importance of regions in air war
- Adjusted factors for how many divisions AI wants
- Lower from factories (we have more of them), lower from manpower (it's more scarce than vanilla), a bit lower from WT.
- Improve AI handling of air war in Europe, on both sides
- Includes Phoney War, Battle of Britain, strategic bombing of Germany and Barbarossa.
- Germany now takes the propaganda campaigns that quicken training
- Further tweaks to German divsion template management
- Remove many of events/decisions/focuses giving AI free equipment
- Remove flat PP and factory output bonuses from AI
- Updated Germany AI to not suicide the Luftwaffe
- Overhauled Soviet AI, including templates, construction and production strategies
- Potentially fixed AI air inactivity
- Increased the number of airzones they consider. Initial testing showed improvement, but this is not a guaranteed fix.
- Reduced Soviet desire to throw LL at Spain
- made Soviet AI more likely to take Ural resource decisions
- fixed some more faulty Soviet values
- Changed faulty Soviet construction values x2
- USSR should build less civilian industry, dockyards and steel mills now
## Balance
- Soviet mobilisation speed increased overall by 60%
- Leader Trait Tweaks
- Armaments Organizer nerfed - supply hub construction bonus reduced from 10% to 2.5%. Only UK and France among majors had access to this, France had no use for it and for UK it was tied to a massive stability and political power penalty. The penalty is being adjusted, so the bonus needs to be reduced to keep it from being overpowered
- Unpopular minister changed - instead of penalising political power and stability, instead penalises command power gain and max
## Features
- Auto opening of steel and alu mills now also considers if one is buying steel/aluminium
## Fixes
- Add missing Iven McKay to Australia
- Fix Italian Corpo di Truppe Volontarie NF not creating airwings and aces properly
- Minor fix for production GUI text alignment
- Increased canada naval MIO task capacity
- Increased generic ship MIO task capacity
- Improve clarity of Reichsautobahn decisions' tooltips
- Fixed missing trait for Edward Halifax
- Operatives killed on missions should now show notification events, just like those killed on operations
- Fixed Licenced Equipement resetting to default image for CAS, fighters, heavy fighters
- Fix localisation for Road of Life strait tooltip
- Fix Soviet Night Witches NF not working correctly
- Minor GUI fix to scorched earth icon in construction view
- Fixed Italian BoP looking like your graphics card is dying
- Fix "Germany Claims Memel" news event firing multiple times
- Add tooltip explaining how consumer goods modifiers work in Ultra
- Go back to the old system of additive consumer goods factories modifiers
- Replace all instances vanilla consumer_goods_factor (multiplicative) with consumer_goods_expected_value (additive).
- Rename consumer_goods_expected_value localisation to simply "Consumer Goods Factories".
- Add missing repair_prio/repair_split/aggressiveness buttons for naval taskforces

Update: Mar 19 @ 3:53pm

Update: Mar 14 @ 6:49pm

# 0.18.0

## AI

- Reduced German AI desire to LL their faction members

- AI no longer researches improved rocket engines (useless tech that was rushed AoT...)

- German building construction tweaks for more construction efficiency

- Austria should no longer disband some of their starting divisions

- Germany no longer instantly jumps to Massive Draft after WW2 starts, should only do so after Fall of France, in preparation for Barbarossa

- Fixed Germany not appointing Goering as chief of airforce

- Adjusted German production to the new division design and air ratios

- Streamlined German AI division design and training

- Updated German AI division production targets

- Improved some AI research weights

- Hopefully improved AI behaviour on and around Maginot, pun intended

- AI Germany now only lays down Bismarcks after unlocking MIO slots

- USSR should no longer build 100k useless Assault Guns

- Stop AI from rushing rocketry techs

- Stop unwanted AIs from researching landing craft

- Reduce AI supply truck buffer as it was too high with reduced supply hub motorisation costs


## Balance

- Changed Multi-Chamber Gun SP requirements, now needs 1941 heavy artillery and experimental rocket tech on top of super-heavy gun SP researched

- Remove AI truck production discount as it's no longer needed

- Updated Canadian focus tree to be more in line with historical events

- Adjusted civilian industry resource usage, also increased civilian resource reduction to 10% for War Economy & 20% for Total Mob

- Decisions to expand Ruhr and Saar coal mines now available at excavation 2 instead of 3

- Breakthrough progress balancing, set so that no country begins with breakthrough progress

- Updated radar access breakthrough points from radar focuses

- Changed iron/coal/bauxite trade from 90 to 100 per factory, this works around a vanilla rounding bug which resulted in partially unfulfilled trades of 90/91 instead of 90.

- Increase fuel output of synthetic fuel refineries from 2.5 to 3

- Reduce coal use of synthetic fuel/rubber refineries from 120 to 100

- Increase damage factor of synth fuel/rubber refineries from 1 to 1.5

- Increase damage factor of factories and steel/alu mills from 1 to 1.25

- Reduce infrastructure damage factor from 2.5 to 1.5 to make it a bit more resilient

- Special Projects costs & breakthrough adjustments

- Partial revert of Chinese equipment stockpile nerfs

- Cruiser Mk IV nerf, hard attack nerfed to fall into line with other 2pdr tanks

- Purged Italian naval invasion capacity bonuses

- Nerved coastal policy and buffed great sea keeping

- Soviet industry evacuation tweaks, evacuation decisions only require 2 infrastructure and 10 civs/mils in the state to take, no longer instantly gives free manpower, instead delaying it so no longer as relevant

- Capital ship speed now relevant in combat, lower speed means easier to hit



## Features

- Improved VPs in Austria

- Austrian divisions should now be properly renamed to historically created German divisions formed from them after Anschluss

- Added German propaganda to reduce rubber usage

- Added granular dockyard limit per ship archetype, for now BB/BC/CV = 10, PzSchiff = 8, CA/CL/CVE/CVL = 6, DD = 4, SS = 2

- Adjusted German submarine/capital limits to consider new max dockyard limits, Submarine slots x5 as the dockyard limit decreased from 10 to 2 per line



## Fixes

- Hungary should no longer flip fully fascist

- Fixed Propaganda Decisions not increasing in cost properly

- GER AI no longer getting bazillion free refineries

- Always display full number of convoys in topbar

- Fix bugs with agricultural population calculation which could lead to negative manpower

- Corrected some Japanese plane stats

- Fix manpower variables display bug showing millions instead of thousands

- Fix script bug with refinery closing events trying to close non-existent refineries

- Further updated some German NF icons

- Berlin is Berlin...again

- Added missing & wrong F-82 ground & naval attack stats

- Remove consumer_goods_expected_value from everywhere but laws, didn't work correctly outside laws

- Use new a portrait for Goering as advisor

- Fix some industry/manpower calculations

- Fix Alaska chromium deposits not increasing duration with subsequent uses

- Fixed triggers for Bosporus strait control

- French disorganised army spirit now properly applies


## Highlight

- Add checkboxes for controlling automatic opening of refineries, also made all resource shortage/surplus events hidden again

- Introduce custom state GUI showing agricultural and available workforce


## Historical

- Submarine V Access Update: Sub V tech removed, instead Sub V is accessed via special project, German focuses and ship decisions updated to match

- German Heavy Bombers reorganisation, German heavy bomber techs included never prototyped aircraft He 277, removed; rearranged He 274 (now a 1944 sub tech of He 177) and Me 264 (now a 1944 tech); maritime patrol B&V 238 pushed back to 1945, as prototypes only began flight testing in March 45


## Interface

- Updated various tech pictures


## Assorted

- Added Raid feature from GTD DLC

- Special Project Specialization added, added special project specialization to all techs for which it makes sense

- Naval Projects Implemented

- Partially Restored Radar Localisation

- Access to Earthquake Bomb and Bouncing Bomb updated, can now only access these techs if a country has a bomber that might carry it, can only be accessed by UK (by researching Lancaster), USA (by researching B-29) and Germany (by researching He 274)

- Removed nuclear warhead special project

- Added necessary historical railway/supply node

- Added Special Projects research facilities to various countries

- Removed theorist slot

Update: Mar 14 @ 6:38pm

Update: Jan 24 @ 3:11pm

Minor bugfixes and balance changes, NOT 1.15 COMPATIBLE

Update: Nov 13, 2024 @ 6:13pm

Too long for Steam, check it out here on Reddit: https://www.reddit.com/r/HOI4ULTRA/comments/1gqly9f/ultra_historical_mod_0174_is_out/

Update: Sep 18, 2024 @ 6:07pm

Update: Aug 31, 2024 @ 1:11pm