The Resource Update
Hello! As you are reading this, you are now fully aware that the long talked about, Resource Update is now here! Originally planned as an extension to trade to make it more fluid, it has evolved into a new way to simulate the actual buying and selling of goods, as well as the troubles that plagued nations such as shortages, blockades, over production, and the need for new markets, and along with it, new colonies.
The new resource system, in its most basic form, is a simple and easy to follow system. I have spent much time trying to whittle this down to a system that is NOT overly complicated, but at the same time adds a new dynamic to the game. Although I do feel bad for introducing it this late in the game and putting my players through yet ANOTHER change, but after a few turns all of the kinks will be out and it shall be yet another part of this ever-evolving forum game.
Without further adieu, I present World in Revolution's new
Resource System:
It all starts with basic resources. These are the things that nations will produce naturally through their own efforts of gathering, mining, and farming. Each nation will have a their own set of accurate resources, but each nation is capped at having
THREE types of raw material. Each nation will only produce a limited amount of this material, meaning that a larger nation can, and will, produce more than a smaller nation. This fixes the problem of say Belgium producing as much grain as the United States of America. Below is the full list of the new raw materials.
FOOD - Cattle, Grain, Fish, Fruits
MINERALS - Copper, Iron, Lead
RARE MINERALS - Silver, Gold
COAL - Coal
RAW MATERIALS - Timber, Stone
EXOTIC RAW MATERIALS - Silk, Rare Wood, Marble
ADVANCED RAW MATERIALS - Oil, Rubber, Bauxite
CASH CROPS - Tea, Coffee, Cotton, Opium, Tobacco, Exotic Fruits
Each of these materials are responsible for a specific modifier and are needed as inputs for some factory goods. Below is a list of the manufactured goods that are made from these raw materials. As with most things, there is a formula that is needed to produce them, and only a limited number of them can be produced, according to the industry you have as well as the amount of materials you have. For all intents and purposes, if you can find a way to cut the supply lines to a nation's industry, you can make them collapse. Another factor is that half of your current industry is used for tradeable goods, the other half is used for other consumer supplies that is used for your own nation. There is also a natural consumption of goods, and the only ones you have access to are the excess ones that can be traded. So a nation may only produce one unit of coal, yet still produce 5 steel. This means the nation is actually produce 11 units of coal, but 5 are already tied up in industry.
STEEL - Steel
MANUFACTURED GOODS - Furniture, Cutlery, Clothes
LUXURY MANUFACTURED GOODS - Luxury Furniture, Luxury Clothes
ADVANCED MANUFACTURED GOODS - Cars, Planes, Radios, Telephones
WAR MATERIALS - Canned Food, Ammunition, Ships, Guns, Artillery
ADVANCED WAR MATERIALS - War Planes, Tanks
Now, as I said before, you need to make these things somehow. Below is a list of combinations (That I will remember and write down, so I know what industry you create and whatnot), these will be the inputs/outputs for mostly all the things you need to run your industrial country.
Steel = 2 Coal + 2 Minerals
Industry = 2 Coal + 2 Steel + Money
Railroad = 3 Steel + Money
Manufactured Goods = 2 Coal + 5 Raw Materials
OR 2 Coal + 5 Cash Crops
Luxury Manufactured Goods = 5 Coal + 10 Exotic Rare Materials
Advanced Manufactured Goods = 10 Coal + 5 Minerals + Advanced Raw Materials
War Materials = 5 Coal + 5 Steel + 5 Minerals
Advanced War Materials = 5 Advanced Raw Materials + 5 Steel
Obviously, there will be more for resources. As of right now, all the of the nations will have their base income levels flattened, and adjusted. Base Income will now be dependent on two things, the goods you manufactured and produce, and tax rates. Both of which can be changed. It's like before, but now you have a more direct control of your economy and your income rates. Below is a list of what each material will do to your income.
1 Coal Unit = +10 Base Income
1 Food Unit = +10 Base Income
1 Minerals Unit = +10 Base Income
1 Rare Minerals Unit = +20 Base Income
1 Raw Materials Unit = +10 Base Income
1 Exotic Raw Materials Unit = +25 Base Income
1 Advanced Raw Materials Unit = +40 Base Income
1 Cash Crops Unit = +50 Base Income
1 Steel Unit = +10 Base Income
1 Manufactured Goods Unit = +15 Base Income
1 Luxury Manufactured Goods Unit = +30 Base Income
1 Advanced Manufactured Goods Unit = +70 Base Income
1 War Materials Unit = +0 Base Income
1 Advanced War Materials Unit = +0 Base Income
If all of this seems confusing, then I shall try and simplify it with an example set of stats. Any further questions, I shall be making a FAQ for this specific page in order to try and resolve all problems with this new system.
The United States of America
Bank: +156,363
Income: +5,734
Trade Balance: +5,865
Stability: 10
Resources
Raw: 50x Coal, 65x Minerals, 100x Food
Industry: 100x Steel, 250x Manufactured Goods, 50x Advanced Manufactured Goods, 10x War Materials, 1x Advanced War Materials
Traded In: 20x Rare Minerals, 55x Raw Materials, 15x Exotic Raw Materials, 5x Advanced Raw Materials, 10x Cash Crops
Trade Out: 450x Coal, 300x Minerals, 1,500x Food, 50x Steel, 1,000x Manufactured Goods, 20x Advanced Manufactured Goods, 2,000x War Materials, 4x Advanced War Materials
Needs: Nothing
Industry: 1,500
Home Infrastructure: 15
Colonial Infrastructure: 6
Push/Pull: +5
Army
Regulars: 15,000
Conscripts: 0
Army Level: 27
Navy
Large Ships: 75
Small Ships: 350
Navy Level: 25
Played by: President Woodrow Wilson (Muskeato)
FAQ
Q: If my nation has materials under the need category, do I need to trade for them?
A: Yes. If you do not, your nation will go into shortages and things like revolution, industrial collapse, or a recession might happen.
Q: If I build a new steel mill, do I lose 2 Coal and 2 Minerals from my raw category?
A: Yes.
Q: Are there such things as food shortages, military goods shortages, and anything else?
A: Yes. If a nation needs food or military supplies, they will suffer the same effects as in real life.
Q: What are the benefits of trading manufactured goods?
A: Another nation will need them as consumption grows, you will lose that base income, but it is transformed into traded income.
Q: Will you set prices for goods?
A: No. You all have to set prices and trade rates.
Q: What can be traded?
A: Your Raw and Manufactured Materials.