Hi, i'm planning on totally re-balancing the economic and industrial aspects of IC (specifically for DH) for my own gratification.
Personally i find you can happily ignore the economic aspect of IC and suffer little, if no consequences. For example even if i turn off auto trading, as Germany i may only have to make or accept 5 trades through out the entire game to keep all resources positive and very very healthy and i find this less than challenging.
The aim is to rebalance the economic and industrial aspects of Iron Cross (Over Darkest Hour) such as to more accurately reflect the realities of the early 1930's while not detracting too much from the playability of the game.
Players should expect, in the first few years, to have to make choices between research, espionage and diplomacy. As the world gradually grinds its way towards world war defense spending increase and the player will have to make fewer choices and have more options.
This alpha is presented so that people can experience rather than read about the rebalancing and, hopefully, send feedback and suggestions.
https://docs.google.com/file/d/0B1RSs86GUBxZaGkyZ3RwMUVucFk/edit?usp=sharing
Change Log
Any comments from more experienced IC modders would be very gratefully received.
Personally i find you can happily ignore the economic aspect of IC and suffer little, if no consequences. For example even if i turn off auto trading, as Germany i may only have to make or accept 5 trades through out the entire game to keep all resources positive and very very healthy and i find this less than challenging.
The aim is to rebalance the economic and industrial aspects of Iron Cross (Over Darkest Hour) such as to more accurately reflect the realities of the early 1930's while not detracting too much from the playability of the game.
Players should expect, in the first few years, to have to make choices between research, espionage and diplomacy. As the world gradually grinds its way towards world war defense spending increase and the player will have to make fewer choices and have more options.
This alpha is presented so that people can experience rather than read about the rebalancing and, hopefully, send feedback and suggestions.
https://docs.google.com/file/d/0B1RSs86GUBxZaGkyZ3RwMUVucFk/edit?usp=sharing
Change Log
1) Altered Energy to Oil rates down by a factor of 10, you will now need less energy to make oil
2) Stockpiles introduced, note stockpiles are small during peacetime, tech will help (war increases tock levels by 50% (needs to be removed before new system in place))
3) Industry Tech Tree all free resources and money replaced with scaled (based on IC) equivalents, but amounts given based on daily production levels not fixed amounts.
4) Hawk/Dove Slider altered to represent military budget, full Dove gives -90% money from consumer goods, full Hawk gives -0% money from consumer goods (this is a quick and nasty temporary fix)
5) All provincial resources reduced by 25%
6) Starting resources are being reduced (on-going)
To-do list
1) Events are being altered to be scaled by IC where appropriate, errors corrected, free resources halved.
2) Decision based chain to represent war production to be introduced in place of economic techs. Countries will go from Peacetime Economy -- Gearing up for War -- War Economy -- Total War (and back again) and effects of the decisions will be dependent on free market/central planning slider. There will be a long delay between being able to change decision and any change will result in a large dissent hit.
3) balancing and polish
2) Stockpiles introduced, note stockpiles are small during peacetime, tech will help (war increases tock levels by 50% (needs to be removed before new system in place))
3) Industry Tech Tree all free resources and money replaced with scaled (based on IC) equivalents, but amounts given based on daily production levels not fixed amounts.
4) Hawk/Dove Slider altered to represent military budget, full Dove gives -90% money from consumer goods, full Hawk gives -0% money from consumer goods (this is a quick and nasty temporary fix)
5) All provincial resources reduced by 25%
6) Starting resources are being reduced (on-going)
To-do list
1) Events are being altered to be scaled by IC where appropriate, errors corrected, free resources halved.
2) Decision based chain to represent war production to be introduced in place of economic techs. Countries will go from Peacetime Economy -- Gearing up for War -- War Economy -- Total War (and back again) and effects of the decisions will be dependent on free market/central planning slider. There will be a long delay between being able to change decision and any change will result in a large dissent hit.
3) balancing and polish
Any comments from more experienced IC modders would be very gratefully received.
Last edited: