Ultra Historical Mod 0.17.4 is out!

## New Feature

- Introducing the Logistics designer

- Logistics designer allows to set logistics motorisation levels for 4 battalion categories (light/heavy/mobile/support)

- Each level decreases supply use and increases fuel capacity, attack and speed slightly at the cost of truck and fuel usage

- Multiplied all equipment supply usage by 75% to allow logistics designer to work; outside of equipment supply, battalion supply is now also used and adjusted by logistics designer

- Removed base fuel use from truck equipment and added it as battalion stat at 0.01 fuel use per truck

- Divided all land equipment and battalion fuel consumption by 10, multiply land fuel consumption define by 10 instead

## Balance

- Increase civilian services labour for some countries: (ENG 15->12% USA+GER 10->14% CAN+AST+ITA 10->12% LUX+DZG 10->5%)

- Removed fuel consumption modifiers from motorised MIO as it's not used now

- Reduced amount of trucks required for supply hub motorization from 800 to 120

- Added base 1 DEF and BRK to trucks

- Decreased truck cost from 1 to 0.8 IC

- Fuel gain per oil 1.35 -> 1.5

- Decreased starting woman participation rate for RAJ

- English spirit The War To End All wars recruitable population -1 -> -1.5%

- UK now starts with limited conscription

- Increased starting woman participation rate for FRA and ENG

- Starting colonial templates of FRA/ENG start with more manpower

- Lowered base resistance to 65 and suppression per resistance from 1.5 to 1.25

- Removed Ho-I Experimental

- Only 1 was made, accurate stats make it such that it's so powerful that Japan will build way too many

- Remove experimental, now Japan can't make them until they get the 1944 version that did go into proper production

- Italy gains their correct unused steel capacity

- Split Factory Coal Consumption, Coal is now split into:

\- 2 Coal passive Factory consumption

\- 1,75 Coal Variable Civillian Consumption

- Train Bombing enabled, armored trains useful again, free repair debuffed

- Update German Trained Personnel Spirit

- Penalty did not scale up fast enough and decayed too fast

- Adjusted equation to increase rate of penalty and reduce rate of decay

- Ho-I Experimental rebalanced

- Reduced Soft Attack due to heavier HE shells only becoming available later, reduced reliability since there was only a single prototype

- Plane Experience Update

- Plane experience had no impact on ground attack, naval attack or strat bombing

- Added modifiers

- Carrier Plane Damage Tweaks

- Carrier damage scale raised back to 24 (still lower than live)

- Carrier disruption factor raised to 6 from 1

- Civillian Resource Consumption Modifiers added

- Reworked the Civillian Resource Consumpion. Instead of having the resources withdrawn by the factories, factories now only consume coal. The resources are now substracted by a modifier which lets us dynamically adjust consumption for each nation

- Disabled Military Acess for everyone

- To prevent Docking Rights for Nations that should not have them, Military Access is also disabled

- Rebalancing of Sub Detection by Planes

- Halved Sub Visibility

- Doubled Sub Detection on all ship modules

- Halved Naval Strike and Recon Detection

- Increased Submarine AA by a factor of 60

- Reduce Cas damage in bad temperature + flooded areas.

- Increased air ground support penalties.

- CAS Org damage reverted

- Tuned down sub detection changes slightly

- 15 Inch Mk 3 pushed back to 1942

- Naval Tech/Access Rework

- 11 inch Mk 3 pushed back to 1941

- 15 inch Mk 2 pushed back to 1937 (Germany gets 1 year AoT), Mk 3 unchanged

- 16 inch Mk 2 pushed back to 1939 (USA gets 2 year AoT, UK gets 1 year AoT), Mk 3 pushed back to 1942 (Germany gets 2 year AoT, USA gets 2 year AoT)

- 4x3 layout removed from Mk 1 and Mk 2, only available with Mk 3, 6x2 layout removed from all tiers

- 18 inch Mk 2 pushed back to 1942 (Japan gets 5 year AoT), Mk 3 removed - 5x2 and 4x3 layouts removed

- 20 inch Mk 2 pushed back to 1943 (Japan gets 2 year AoT), Mk 3 removed - only 3x2 layout now available

- Cost of specific Bismarck modules (main battery, armour) very slightly reduced to bring cost below 16,000 IC

- German naval IC limit reduced to 16,000 IC from 16,500 - is raised by Escalator Clause to 16,500

- Anglo-German Naval Agreement now restricts 16-inch gun tech - Germany gets 16 inch Mk 1 for free from Sudetenland

- Germany no longer gets generic heavy battery bonuses from Capital Ships Objective, no longer gets bonus to researching advanced steam engines

- Littorio Class now use 15 inch Mk 3 - Italy starting tech updated

- KGV Class now use 14 inch Mk 3 - UK starting tech updated

- Shell Dyes now 1942 tech - France starts with them, Japan has 1 year AoT

- 425mm and 450mm capital ship belts no longer available

- Adjusted Sub Detection to shortened naval combat

- Remove player Raj archaic equipment

- Raj can no longer use archaic inf equipment decision

- Was essentially a trap - makes the Allies think Raj doesn't need more equipment, all the while the divisions created are actively worthless (since Raj doesn't have China's sheer manpower advantage to leverage).

- Being at war gives a -40% modifier to FM promotion cost

- FM promotion cost further changed from 30 to 50

- Command Power Balance Updated

- Removed CP cost from military high command

- Reduced max CP from 250 to 100

- Increased CP gain from 0.4 to 0.5

- Reduced leader promotion cost from 60 CP to 30 CP

- Reduced AA hit chances, strengthen Strat target selection

- CAS Damage Tweak

- Halved CAS Org Damage

- Increased CAS Str Damage

- Tweaked German NF durations to allow for historical dates of major annexations

- Change Focke-Wulf to range focused aircraft nesigner

- Tweaks to German starting plane techs and airwings

- Starting Do 18's replaced with Do 16's, amount reduced from 72 to 54

- No longer starts with Do 17 researched (light bomber and scout variants)

- Add starting production of Hs 123 A-1

- Camelry Support Equipment

- Camelry was cheaper than cavalry due to not using support equipment

- This made camelry just flat better than cavalry, due to being just as good but for cheaper

- Now camelry uses the same amount of support equipment as cavalry

- Generic Garrison Template Update

- Many countries had highly inefficient garrison templates

- Was throwing off equipment and manpower calculations, since garrisons would start with massive amounts of manpower and equipment that could then be easily reclaimed by just changing the template

- Instead all significant countries now start with a generic cavalry garrison template

- Some room for improvement for specific nations, but will be decent for all countries

- Increased Air Superiority Required For Paradrop

- Nature of the way airforces work in game makes it too easy to build air superiority in one zone specifically to manage a paradrop, even with what should be an air disadvantage

- Changed so that more air superiority is required to paradrop

- Resistance reduction per point of compliance increased from 0.5 to 0.75

- Increase compliance gain bonus from claims from 10 to 20%

- Rooting out resistance now gives small compliance gain

- Rooting out resistance XP gain for operatives increased (now same as counterintelligence XP gain)

- Increase max total operatives from 10 to 12

- Adjust scaling of operative slots gained from faction members

- XP given by successful operation increased from 18 to 50

- Increase operative levels to 5 and flatten the XP curve and bonuses each level gives

- Decrease agency upgrades required per operative slot from 5 to 4

- Increase max operative slots from agency upgrades from 4 to 5

- Big agencies are hard to get with upgrades taking base 400 days

- Increase impact of counterintel on hostile operation time from 5 to 15%

- Reduced Cavalry Supression

- Raised Base Resistance to 75% and Suppression need by 300%

- Army Supply Chief Fix

- Was set to use supply_factor modifier, which has no effect

- Switched to supply_consumption_factor, values tweaked down

- Adjusted Ability of Japan And Axis To Lend-Lease Each Other

- Japan/Axis LL now locked behind either Japan and Germany controlling neighbouring territory, or the Axis controlling the Suez Canal and the Red Sea

- Improved Sub FCS to not be cost ineffective, higher hit chances, reduced cost. - Adjusted Mio and tech bonuses so that it aligns with gun hit chances

- Commander Abilities Update

- Added cooldowns to in-combat commander abilities (Last Stand, Force Attack)

- Added cooldowns to SF commander abilities (Faster Naval Invasion Planning, Glider Planes)

- Nerfed Extra Supplies from -40% supply consumption to -20%

- Increased duration of Requisition Winter Gear

- Special Forces Capstones Locked

- Once you select a capstone SF branch, you can no longer select the other branch

- Cannot swap Paratrooper Frontline Training and Airborne Armor

- Cannot swap Advanced Marine Training Programme and Marine Commandos

- Cannot swap Shared Instructors and Backbone of the Armed Forces

- Reduced Convoy Hit Profile to the actual desired amount and fixed combat active time

- Remove RaJ cores on starting Pakistani, Bangladeshi and Burmese cores

- They instead start with 40% compliance and 15% resistance

- Reduced Fleet AA effect slightly

- Rebalanced Port Strikes

## Features

- British Focus Tree Revamp

- Fort focuses heavily condensed. Replaced focuses with decisions

- Reworked approach to Singapore forts. Decisions to create land forts cannot be taken before war with Japan

- Gibraltar gets coastal battery spirit - same as Soviet Impregnable Forts spirit

- Removed Britannia Rules The Waves focus - instead, UK starts with 2 additional doctrines

- Added Chain Home decision - creates radar across UK

- Adjusted AA focus - now requires construction decision to create AA

- Reintroduced tank focus - now gives bonuses for Cavalier + later tanks

- Removed Benelux Intervention focuses

- Removed War with Italy/Germany/Soviet focuses

- Rearranged UK focuses - adjusted focus lengths

- Added the Pommernwall, the Oderstellung and Küstrin Fortress

- The Home Guard

- British Home Guard added as a system

- Focus becomes available after fall of France

- Upon activating focus, generates 60 light infantry divisions over the next 6 months with 0 experience and 10% equipment. Templates are locked and units cannot be edited, deleted or converted. Units also cannot be transferred overseas

- If focus is not activated within 90 days of France capitulating, receive stability penalty until focus is activated

- Following completion of focus, decisions become available to upgrade Home Guard divisions

- Can also use decisions to train more Home Guard, which can be deployed in an emergency if the UK is invaded at the cost of massively penalising production for either 180 days or until the enemy is thrown out

- Add starting Burmese cores

- Add manpower change direction indicator and conscription progress bar

- Add some historical infantry and heavy infantry equipment templates for USA, FRA, JAP and ITA

- Add compliance effect to non-core state manpower calculations

- Improve and streamline the macrobuilder

- Now has both infra- and time-based building

- Improved on-map hints

- Added many tooltips explaining how to use it

- Factor in local building speed modifiers in macrobuilder

## Fixes

- Fixed Working age not applying to non-working women modifier and decrease base female participation rate from 0.5 to 0.4

- Remove agriculture bonus from occupation; rarely happened and murked display and calculations

- Set army fuel consumption display precision to 3 decimal places

- UK can't invite Germany to London Naval Treaty anymore

- As long as Germany is still sticking to the Anglo-German Treaty, London Naval Treaty invitation is not possible now

- Mulberry Port Decision Updated To Reflect New Port Cost

- Way port cost now scales resulted in Mulberry building far more harbour than intended

- Reduced construction bonus from 70000% to 50000%

- Italian consumer goods boni for NF now works

- Fixed Jan Mayen

- Added correct map graphics

- Changed terrain to rocky island

- Added to small airbase limiter

- Turkey should now remain neutral without NF, German NF for Turkey join now works

- Operation Unthinkable Requirement Changed

- Now requires Soviet and Germany to not be at war

- Adjusted Korean Compliance to the intended level

- Was 75, should have been 90, adjusted accordingly

- Fix Carrier Targeting

- Carrier targeting was set to make it so that carriers would actively de-prioritise enemy ships as they damaged them, preventing carriers from ever dealing decisive damage to an enemy fleet

- Corrected, now the more damaged a ship becomes the more likely carrier wings are to target them

- Fixed assault brigade supply consumption

- Removed battalion supply, now only uses equipment supply.

- italy gives allcores to albania, NF is no longer useless

- add missing sub/surface_detection stat for scout planes

- MIO trees now show one decimal place for modifiers

- Allow recoilless AT guns in airborne support weapons templates

- Improve and fix the resource production events

- Should properly calculate deficits and surpluses now and open/close an appropriate amount of factories

- Foreign Workers decision correctly adds factories now

- Previously the decision added 100 MILs to random controlled, owned states. This could mean in Denmark or Czechia, which would have significantly reduced the actual number the player received. Now they will only spawn in core states.

- Corrected Ho-I stats

- vehicle now costs the correct amount and has the correct HP

- M4A1 Sherman Stats Update

- M4A1 was left with same stats as M4A3

- Applied a 5% penalty to armour, breakthrough and defence (cast armour)

- Applied a small penalty to speed and a 3% penalty to reliability (Continental R-975 radial engine)

- Port over vanilla designer GUI change from 1.14.9

- Jagdpanther now correctly shows as heavy tank destroyer

- siam focus, puppet country localisation

- Adjust German starting trade

- Remove duplicate unnecessary variants without MIOs for starting German production

- Fix any mention of aircrafts. You think grammar is a joke?

- Siam get's Ha-Go's to buy

- Assign German starting military factories and change dockyard assignment to capitals and subs first

- norway heavy water, neutrality idea fixed

- Correctly label all heavy medium tanks in their descriptions

- Standardise names of infantry equipment templates and archetypes

- Fix Railway gun repair entry in constructions view

- Fixed some German focus icons not showing properly

- On-Action Motorised Set To Correctly Only Apply When Countries Are AI Controlled

- UK got 7.5k motorised on-action - set to only apply when AI-controlled

- Sov got 50k motorised on-action - set to only apply when AI-controlled

- Syntax USA focus

- Fix tripartite_pact flag not being correctly set, blocking Japan from sending LL

- Recolour assault gun texticons from orange to green

- Refactor topbar resources GUI to not pollute saves with unnecessary variables

## Localisation

- Airbase limiter events now display correct airbase sizes

- Added historical information to Foreign Workers spirit

- Added Crimes against Humanity information about the laws and their effects.

- Added proper text to British Raj industry decision

- Siam division names updated

- Prettying for armour and air tech folder names and descriptions

- Watenstedt steel plants named properly

- localised Soviet, Baltic, Finland, Norway, partially Sweden, adjustments to Norway and Soviet railways and supply nodes

- did make nearly every supply node a victory point, made the railway network more historically accurate

## Assorted

- [Historical Data] US Tank Tweaks

- T95 switched over to assault gun

- T30 switched to tank destroyer

- T95 now 1945 variant of M6

- T95 stats updated - now has reasonable attack stats

- Reduce carrier plane damage scale

- Carrier fighters now do 5x less damage

- [Historical Data] Half a year ahead bonus for Chi-To tank.

- [Historical Data] Corrected Japanese tank research dates & stats

\- Chi-To, Chi-Nu, Chi-Ri and Chi-Se either received new research dates, updated stats or corrected designations and info text

- MIO Torp trait fixed

- Buffed sub fc (less expensive, better hit chance)

- [Historical Data] Corrected UK's Starting OOB

- British pre-war infantry divisions were fully motorised and used 72 artillery pieces

- Updated British starting infantry division templates to reflect this

- [Historical Data] Corrected Ahistorical USA Focus Name

- US focus Women's Armed Service Integration Act was available in game. This act was not historically passed until 1948, after WW2.

- Renamed focus to Establish The War Manpower Commission.

- [Historical Data] Updated German Ship Names List if no unique list is chosen

- Army Chief (morale) now gives org regain instead of out of supply

- Minor naval module icon fix

- Minor namelist fix

- Sort German cruiser ship name list alphabetically, starting from M (for M Class)

- Add building hint icon

- Army Chief (morale) now gives reduced org loss at below 25% org instead of out of supply

- Adjusted general trait terrain modifiers to only use 2 decimal places

- Brilliant Strategist FM trait now unlocks Army Offense Army Chief role

- Improvisation Master FM trait now unlocks Army Reformer Army Chief role

- Bold or Unconventional traits now required to unlock Brilliant Strategist FM trait

- Maneuver Warfare FM trait now unlocks Army Maneuver Army Chief role

- Army Chief (morale) now gives org regain instead of out of supply

- More varied icons for chief/MHC position portraits

- Add Army supply Chief of Army unlocked by Logistics Wizard FM trait

- Remove unnecessary AI triggers from excavation decisions

- Change some German excavation decisions to be gated behind techs as all other are

- Add coal excavation decisions for Poland

- Adjust German starting trades

- Better starting USA MOT division name

- Buffed Submarines and Torpedos in general

- Reduced Torpedo Cooldown

- Made Convoys easier to hit

- Increased Torp hit chance

- decreased depth charge hit chance

- made subs easier to spot in combat (especially by airplanes)

- Made Naval AA shoot down planes again

- Made Carriers great again (unless in bad weather they still suck then)

- Naval Strike Rebalance

- Massively reduced the numbers of planes that can join externally into naval battles

- increased naval strike damage overall

- quadrupled kamikaze strike damage

- Added Consumer Goods to the CIC Modifier and gave Italy 5% cost

- various other fixes