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Lawsford_Soren

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Perhaps have ammunition be automatically produced by Military factories, and in two types, Soft and Hard ammunition, the former representing small arms ammunition like rifles and the latter representing artillery shells and heavier explosives, with technology and national spirits that can upgrade either or both in the production rate.

You can also counteract this by having Civilian factories produce currency naturally, more civilian factories means more currency, which is consumed by your laws, companies, and select ministers, monthly or weekly, and if you lack enough, you lose stability and possibly war support, this should also be affected by technology and national spirits.

Both would function similar to how fuel silos produce fuel, that way the player has less to manage. And it gives reasons for the player more reasons to produce civilian factories not go totally ham on military factories.

Perhaps even have infrastructure play a role, and maybe involve energy as a mechanic through it, which could affect the efficiency of your factories.
 

goodcigar

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I had idea when i play U.S. versus Japan in Pacific. During WW2 the U.S. develop a secret weapon called the proximity fuze that they put inside their ammo shells. It was mini radar basically and would explode shell when detected enemy plane or the ground. It was very big effort like Manhattan Project. Tho maybe not that big.

I read it make American ship Anti-Air 300%-400% more dangerous. So Japanese planes have almost no chance against US navy. Also it was use on land first during Battle of Bulge by General Eisenhower decision. Artillery shell explode above ground and spread all over German troops.

I think this Proximity Fuze Ammunition should be built in Production menu. Should be expensive. And you assign to ships/Divisions you want. Make Anti-Air and Artillery much more effective. :)
 

George Smith Patton jr.

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To get this matter get out of the basement...an new suggestion.

Instead of a separate ammo production - why not include ammo into the production run of the associated device?

As an example. Not you have a production of "infantry equipment type I". And because a division of about 10.000 men needs about an ammount of 1.000 infantry equipment in HOI4 one can say - one unit of "infantry equipment type I" includes not only "a rifle" but eveything a normal infantry squad - 8 to 12 men - needs. Uniform ,helmets, knifes, shofel, tornister, boots, rifles, pistols and machine gun to fit out combat ready a squad of soldiers.

Including ammo will result in an largely increased "wear and tear/consumption". The rate of captured equipment will stay the same.

Game mechanics "just" have to be readjust fo the "equipment loss" in training and combat and probably the factory output.

Think it trough.

It will take into account things like the fast grow up of the german army prior to WW2 where they started into poland with 1,6mio. man and literally used up nearly all of there ammunition. They had to convice Hitler, to wait starting there western campaign because they had not nearly enough ammunition even for a further one or two weeks of full combat.

It will take also into account things like operation dynamo where the british got out there trained soldiers without there equipment...still having trained men but without equipment.

And it has still the "vanilla" component - it is not highly complicated.

This will work for ground force equipment.
It will also work for air force i think.

For the navy HOI4 needs a whole new mechanics because by not ships can be on mission forever - thy will need and automatic "wear and tear" for each day at sea much more then now...at least 1/3 of there time they ned to have to stay in port and consume ahipyard production instead.
 

awmobile367

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Instead of a separate ammo production - why not include ammo into the production run of the associated device?
I think this is already part of the calculus for infantry equipment production.
 
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