Ultra Historical Mod Beta: Ultima Ratio Regum Beta
Beta for the next update
**Overall the Beta is going to be in 2 Stages!!!**
– Stage 1: Implementation of Artillery and Field Guns
– Stage 2: Tanks, Mech and Mech AA
Whats now in it?
Artillery update:
20 different unique artillery trees have been added to the game. *Nations without a unique tree now loose the ability to build any artillery!* They can still use it but must use the market or lend lease to get access to it
New Division Designer:
– The maximum lines of each regiment have been reduced to 3. The Support lines have been reduced to 4. A 3rd Support line has been added, raising the maximum support slots to 12.
– Heavy Tanks, Super Heavy Tanks and their derivates have been moved to support. The units are now smaller.
– Heavy Artillery has been moved to support
– New Units Light Cavalry, Pack Artillery, Heavy Pack Artillery and Naval Infantry have been added.
– Light Cavalry replaced regular Cavalry as the go to suppression unit. Regular Cavalry, now Heavy Cavalry, is now using Heavy Infantry Equipment making it stronger in combat than before. Together with the rebalanced terrain values, Heavy Cavalry now serves as a cheap alternative to motorized infantry and can even surpass its effectiveness in difficult terrain such as marsh, deep snow or hills.
– Pack Artillery and Heavy Pack Artillery are weaker counterparts to their regular versions. However they excel in difficult terrain due to less weight and their reduced weight allow them to be paradroppable!
– Naval Infantry now acts as a cheaper version to Marines. The Landing Craft requirement has been removed from Marines. Marines now can use the Landing Craft Task Force as any other unit can. Naval Infantry can be recruited by any nation and does not profit from the Special Forces Doctrines.
Combat Width Changes:
Due to long lasting issues with overstacking Artillery we have decided that it is necessary to reintroduce Combat Width to Artillery. The basic combat width of combat battalions has been increased from 2 to 3, so the Base Combat Width is now 36 instead of 24. Terrains have been updated to accomodate the new width more comfortably, however we slightly reduced the number of divisions that can combat at once. The maximum without flanking is now 6 down from previously 8. We want to make reinforcing more meaningful and will monitor this change and make further adjustments to reinforcement rates and combat widths. 27 also works as a secondary combat width in more difficult terrain and alot of the smaller terrain types can house both 27 and 36 width divisions comfortably!
Combat Mechanic Changes:
Armored divisions no longer receive bonus dice when they cannot be pierced. This remnant of a mechanic has now been turned off for Ultra and we also updated the piercing formula and thresholds to make the curve of Piercing vs Armor more smoothly. Furthermore the HQ no longer provides massive trickleback. This mechanic resulted in low strength divisions to take disproportional losses when fighting. This has been adjusted and we changed strength damage and equipment losses to accomodate this change. With the overall changed stats we generally want to see a slight increase in losses, especially when attacking. Attacking and winning resulted in disproportional low manpower losses so expect to see more men dieing even when successful on the attack now
Terrain Changes:
Terrain values have been updated to accommodate the Stat changes. Plains now have generally 0% modifiers and getting bonuses in Plains is very hard now. As such Plains serves as the terrain type that is a baseline for stats and all other terrains are balanced accordingly.
Valkyrie:
Valkyrie offers a whole new Event and Focus Chain for Germany revolving around the SS, the resistance against Hitler and the Wehrmacht. While the Nazis keep expanding their influence, various people will try to stop Hitler and assassinate him. Meanwhile the SS and Wehrmacht fight for power by expanding their military might with elite and foreign forces like the infamous Waffen-SS divisions or the Großdeutschland division. Should one side decide the Balance of Power for itself, the assassination of Hitler becomes unavoidable…but NOT struggling for power is also not an option, since the plots against Hitler keep advancing steadily. In any case, while the plotters might succeed and we actually give you that option, Operation Valkyrie will always weaken you.
Logistics Update:
One long lasting issue we had over the last years was the absolute sinkhole of IC that trucks could be. Combat losses were disproportional and the result were disproportional investments needed into truck production. We have now decided that we are going to go a drastic path here and remove the logistics trucks off the map. In the past, the logistic motorization would increase the number of trucks inside divisions. This had the downside, that these divisions would take huge truck losses when in combat. This however should not be the case as the trucks are way behind the frontline and not involved in combat. To combat this, the trucks are now removed from the map and a new system is now simulating their use. Therefore you should still be needing some truck replacements, however they are nowhere as high as before.
Field Gun System:
Due to unforseen complications in the implementation, Field Guns are currently unusable, however we strive to update asap for the first stage of the Beta but we didnt want to delay the release any further!
Please use this forum as a feedback station for all the different mechanics we are now bringing to the game. Happy Testing!
Discord Link for the Beta Discussion:
https://discord.com/channels/563364152454807552/1421533205294616699
Revisions:
Old revisions of this mod are available below. Click the link to download.