Here are the updated Oil specifications. Since there were no industrial_modifiers for oil (only supplies and total, which is IC) I had to add new industrial_modifiers to the code. We now have additional industrial_modifers for Energy, Metal, Rare, Oil, and Money. This means that the Oil Drilling and Rig Techniques have been updated and the '20, '40, & '60 Infrastructures have been updated to use the new modifiers.
Oil Industry:
Assembly Line Infrastructures:
Oil Industry:
- 1916 Oil Drill Rig and Techniques
- Increases current oil production by 2%.
- Allows building Synthetic oil plants
- 1922 Oil Drill Rig and Techniques - Increases current oil production by 3%
- 1928 Oil Drill Rig and Techniques - Increases current oil production by 4%
- 1938 through 1945 technologies remain the same as 1.12
- 1951 Oil Drill Rig and Techniques:
- Increases current oil production by 7%
- Increases energy_to_oil industrial_multiplier (different from modifier) by 0.1
- Increases building Synthetic oil plants efficiency modifier by 7%
- 1957 Oil Drill Rig and Techniques:
- Increases current oil production by 8%
- Increases energy_to_oil industrial_multiplier (different from modifier) by 0.15
- Increases building Synthetic oil plants efficiency modifier by 8%
- 1963 Oil Drill Rig and Techniques:
- Increases current oil production by 12%
- Increases energy_to_oil industrial_multiplier (different from modifier) by 0.15
- Increases building Synthetic oil plants efficiency modifier by 8%
Assembly Line Infrastructures:
- 1920 Infrastructure Projects:
- Increase current Total (IC) by 2%
- Increase current Energy by 2%
- Increase current Metal by 2%
- Increase current Rares by 2%
- 1940 Infrastructure Projects:
- Increase current Total (IC) by 2%
- Increase current Energy by 3%
- Increase current Metal by 3%
- Increase current Rares by 3%
- 1960 Infrastructure Projects:
- Increase current Total (IC) by 5%
- Increase current Energy by 5%
- Increase current Metal by 5%
- Increase current Rares by 5%
- 4 new random events that will modify the efficiency (not create a province resource, but increase the current efficiency of any existing resources) of:
- New electrical lines and Utility companies - Increases current Energy by ??% (to be determined)
- New pipelines and oil refineries - Increases current Oil by ??%
- Mining techniques for rare - Increases current Rares by ??%
- Strip mining techniques for metal - Increases current Metal by ??%
- 2 new province assets/buildings:
- Shipyards:
- Each shipyard level will allow X amount of tonnage per level. This will be based on the ship's displacement (which is a new stat/parameter to all naval divisions/units, to include brigade add-ons).
- Levels 1-10.
- Only coastal provinces. Areas to be determined:
- If the port size can affect the shipyard's allowable building displacement. If so, by how much?
- If the coastal province must have a major port (at least a port level of 1) or can the shipyard be placed in any coastal province.
- The coding will be added but inclusion in the 1.13 release hasn't been determined. Could come with the 1.14 map release.
- The exact amount of tonnage/displacement each level can build.
- Dam/Hydro-Electric Power:
- They will only be available in provinces that border rivers.
- Limit one pre province.
- Each level will produce 1.25 to 2 times more than 1 energy in the same province. Not determined yet.
- Shipyards:
- 4