All of this looks very well done. I have 10 days of freedom in late August... now I know what I'm doing with them.
Sabre Man said:Thanks for the update!
This will make a great game even greater. It'll certainly keep me happy until Victoria II is released.
Lennartos said:Will there be a possibility that units aside from the normal £-supply consumption will have a resource consumption?
I mean that ships/tanks use fuel, not only once when created.
Artillery uses explosives
Infantry uses ammonition.
If the local industry doesnt provide enough resources for the usage of the units, the resources should be bought from the world market, or the units will suffer organisation losses.
No more unlimited units whith one ammunition pop.
.
OHgamer said:Well, how much micromanagement do players want when they are fighting a war? You have to keep an eye on your factories to make sure they are in supply for production, you have to keep an eye on your POPs to make sure they aren't getting too militant and threatening revolution, you need to keep an eye on your relations with nations that are currently neutral so that they don't decide all of a sudden to ally with your enemies, and of course you have to keep an eye (or several) on the various land and sea fronts you are currently fighting your enemies on.
Having supplies conflated into the supply consumption is a very reasonable simulation of the ability to keep your military supplied on the field, since you only can do it if you are keeping your economy humming along. I really see no need to add yet another plate spinning on a stick to try and keep airborne to the set of chinaware already rotating, especially since the entire premise of Victoria is not focused upon achieving victory on the battlefield (that is HoI's realm), but rather on constructing an internal society cohesive and productive enough to become the greatest power on earth.
Fiftypence said:Btw, in those screenies is that Japan in Crimea?
Lennartos said:Will there be a possibility that units aside from the normal £-supply consumption will have a resource consumption?
I mean that ships/tanks use fuel, not only once when created.
Artillery uses explosives
Infantry uses ammonition.
If the local industry doesnt provide enough resources for the usage of the units, the resources should be bought from the world market, or the units will suffer organisation losses.
No more unlimited units whith one ammunition pop.
OHgamer said:Well, how much micromanagement do players want when they are fighting a war? You have to keep an eye on your factories to make sure they are in supply for production, you have to keep an eye on your POPs to make sure they aren't getting too militant and threatening revolution, you need to keep an eye on your relations with nations that are currently neutral so that they don't decide all of a sudden to ally with your enemies, and of course you have to keep an eye (or several) on the various land and sea fronts you are currently fighting your enemies on.
Having supplies conflated into the supply consumption is a very reasonable simulation of the ability to keep your military supplied on the field, since you only can do it if you are keeping your economy humming along. I really see no need to add yet another plate spinning on a stick to try and keep airborne to the set of chinaware already rotating, especially since the entire premise of Victoria is not focused upon achieving victory on the battlefield (that is HoI's realm), but rather on constructing an internal society cohesive and productive enough to become the greatest power on earth.
I would fancy seeing that, though it might add to microing...but on the other hand people tend to check if they are producing enough things anyway.Lennartos said:Will there be a possibility that units aside from the normal £-supply consumption will have a resource consumption?
I mean that ships/tanks use fuel, not only once when created.
Artillery uses explosives
Infantry uses ammonition.
If the local industry doesnt provide enough resources for the usage of the units, the resources should be bought from the world market, or the units will suffer organisation losses.
No more unlimited units whith one ammunition pop.
And what about manpower when converting pops to soldiers.
When i convert a 100K pop to soldiers i shouldnt have 100K manpower trained and ready to insert in my african troops the same day.
Lennartos said:The greatest change is that the greatest military power, actually needs a military production, or have prestige and money enogh to buy ammunition from the world market. In short: if you produce ammunition, you can have a greater military for the same supply cost.
If you have set the worldmarket to buy ammunition below 100 you already have done all the micromanegement necessary to simulate this.
( assumed that the infantry actually use up ammunition )
The new revolution feature of an alarm if pruduction < usage would be a great hint of shortage in war.
of course the usage of ammunition/oil should be far greater for units in battle.
OHgamer said:Well, how much micromanagement do players want when they are fighting a war?
But again to what benefit is this change needed?
TheFlemishDuck said:More More!
Seriously, i quite agree with Lennartos.Having devissions consume ammunitions, war material, heck even food would be great.Though i understand that this isn't everyone's cup of tea.Note though that IMO it would be a very worthwhile addition, i always thought this would be a quite obvious feature for a game like this.
soldiers = {
canned_food = 0.2
coffee = 0.5
fruit = 0.5
tea = 0.5
tobacco = 0.5
liquor = 0.3
ammunition = 0.1
fabric = 0.1
}
OHgamer said:I don't know, adding the micromanaging elements of HoI to the remaining micromanaging elements of Victoria while trying to fight a war I think would end up being too much, if not for players, than for the game engine. Considering how the game slows down in large wars towards the end of the scenario in 1.4, adding having the game engine compute use of specific resources for all active units in addition to all the calculations being made for factory production and what the POPs are up to could cause lower end systems some real issues with memory.
If Revolutions was a true Victoria 2 where it could have higher base requirements, then it is something that perhaps could be considered. But considering the expansion will be added to base released back in 2003 with its low minimum requirements (128 mB Ram, 256 recommended and 450 mHz processor, 800 mHz recommended), the need to keep engine functionality for lower end systems has to be put into the calculations of features.
Andrelvis said:Well, I've just seen that the need for ammunition is already covered here, the everyday needs file:
Code:soldiers = { canned_food = 0.2 coffee = 0.5 fruit = 0.5 tea = 0.5 tobacco = 0.5 liquor = 0.3 ammunition = 0.1 fabric = 0.1 }
It would be good to have an effect on pops if they can't get certain goods. For example, farmers could get better production if they have been supplied with fertilizers, and a soldier pop's division could fight worse if they aren't supplied with ammunition.