The classic strategy games have always had a system of economy in which you had to worry about the production of food and also the payment of your troops and generals. About the military budget, a great classic I played was P.T.O III, it was a game where you had a conference with your advisors, ministers and military commanders every three or four months to define the distribution of your GDP and your resources (ores and oil, for example). The game with this approach for me would be brilliant, the player besides worrying about military problems would also have to worry about civilian problems.
Allocating a lot of resources and budget to the military would reduce the GDP for the next conference, the player had the option to skip the conference if he found this part boring. Everything I said could be observed in Koei's games; Romance of the Three Kingdoms, Pacific Operations Theatre, Operation Europe: Road to Victory among others. Soldiers would die if the army's food supply ran out and if they didn't receive their payments, they simply deserted. The player could also ration food, but this reduced the soldiers' morale. On the part of civilians, there was the option of providing social assistance to local populations in the conquered provinces, which reduced the chances of revolt by civilians and increased their acceptance of their occupation.
It's understandable the concerns of some of you, maybe you want a game with a simpler gameplay because you are casual players. Just do not forget that new things are added to the game in the form of DLC's, something you decide whether or not you want to have in your game and the game has several DLC's, you buy the ones you like.
So, continuing with the description of the mechanics of these mentioned classics... to make an invasion, it was necessary to define the necessary supplies, 5 thousand of food, 5 thousand of material (oil, wood, things that would be used both to build structures during battles and to supply their units supplies, depending on the theme of the clear game). In PTO III, for the fleets, transport convoys could be assigned that would be used both to be transported to other bases and for their naval forces to stay longer in mission at sea.
In this case, the logistics would remain basically the same, but now you would have to ensure that the amount needed to supply your units would reach them, so it would be important to produce food, if you reduce civilian factories automatically you reduce the food supply of your nation making it more expensive to buy food to meet the needs of your armies.
Soldiers spend food and water per day and spend equipment per combat, if your food and water supply is not reaching an optimal amount, the morale of these units will be reduced. The more civilian factories, the more food is produced, making prices cheaper, and the lower the rate of unemployment, the more dissatisfied the population will be, causing an increase in support for socialist parties like the communists and fascists. Stable and democratic countries should not ascend to ideologies such as fascism and communism that only rose to power by taking advantage of the economic or social instabilities of their respective nations.
How about add these economy mechanics that includes elements such as food production? Also add in the same expansion, the budget factor, money, the player chooses how he wants to distribute his GDP, the higher the civil investment, the more your GDP will grow, resulting in a higher annual financial return. This means more money, which you can use to build things in your nation's provinces. You will also use the money to order the production of tanks, planes, ships, equipment and so on.
It would also be interesting to add the possibility of buying and selling armaments in exchange for gold, oil and other resources, except for food. Countries with different ideologies may not trade among them in case economic sanctions are added. For example, the US imposed harsh economic sanctions against the Japanese, something that prevented them from buying oil or any other resource from nations aligned with the US.
Allocating a lot of resources and budget to the military would reduce the GDP for the next conference, the player had the option to skip the conference if he found this part boring. Everything I said could be observed in Koei's games; Romance of the Three Kingdoms, Pacific Operations Theatre, Operation Europe: Road to Victory among others. Soldiers would die if the army's food supply ran out and if they didn't receive their payments, they simply deserted. The player could also ration food, but this reduced the soldiers' morale. On the part of civilians, there was the option of providing social assistance to local populations in the conquered provinces, which reduced the chances of revolt by civilians and increased their acceptance of their occupation.
It's understandable the concerns of some of you, maybe you want a game with a simpler gameplay because you are casual players. Just do not forget that new things are added to the game in the form of DLC's, something you decide whether or not you want to have in your game and the game has several DLC's, you buy the ones you like.
So, continuing with the description of the mechanics of these mentioned classics... to make an invasion, it was necessary to define the necessary supplies, 5 thousand of food, 5 thousand of material (oil, wood, things that would be used both to build structures during battles and to supply their units supplies, depending on the theme of the clear game). In PTO III, for the fleets, transport convoys could be assigned that would be used both to be transported to other bases and for their naval forces to stay longer in mission at sea.
In this case, the logistics would remain basically the same, but now you would have to ensure that the amount needed to supply your units would reach them, so it would be important to produce food, if you reduce civilian factories automatically you reduce the food supply of your nation making it more expensive to buy food to meet the needs of your armies.
Soldiers spend food and water per day and spend equipment per combat, if your food and water supply is not reaching an optimal amount, the morale of these units will be reduced. The more civilian factories, the more food is produced, making prices cheaper, and the lower the rate of unemployment, the more dissatisfied the population will be, causing an increase in support for socialist parties like the communists and fascists. Stable and democratic countries should not ascend to ideologies such as fascism and communism that only rose to power by taking advantage of the economic or social instabilities of their respective nations.
How about add these economy mechanics that includes elements such as food production? Also add in the same expansion, the budget factor, money, the player chooses how he wants to distribute his GDP, the higher the civil investment, the more your GDP will grow, resulting in a higher annual financial return. This means more money, which you can use to build things in your nation's provinces. You will also use the money to order the production of tanks, planes, ships, equipment and so on.
It would also be interesting to add the possibility of buying and selling armaments in exchange for gold, oil and other resources, except for food. Countries with different ideologies may not trade among them in case economic sanctions are added. For example, the US imposed harsh economic sanctions against the Japanese, something that prevented them from buying oil or any other resource from nations aligned with the US.
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