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Viktor_Vertex

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Food is something that everybody needs to survive so an argument can be made that agriculture was pretty important during WWII period.
In vanilla HOI4, food is abstracted and the player doesn't have to think much of it. Because of lack of food in the game, it loses one strategic component.
For example, a strategy to defeat the British is to sink food convoys. As it stands, a naval blockade of Great Britain is an annoyance, which negatively impacts your industrial production, but you are still pretty safe on that island with 200 divisions of defenders you can raise relatively quickly. In reality, a successfull blockade of Britain would force it to seek peace, because the island cannot produce enough food to sustain itself. Japan has the same problem.
It has also been recorded that certain military planners deliberately waited or avoided taking population centres(or other areas with high 'concentration' of people) simply because their logistics and supply wouldn't be able to feed the newly occupied population centre.
It would also add weight to choosing some historical decisions ingame, like prioritizing conquest of fertile Ukraine.
Also, nations with developed agricultural technology/land would have more manpower for factories and military.

Now that it is established how adding food would add depth and accuracy to the game, let's discuss HOW would the food mechanic work.
Generally, lack of food effects need to be abstracted so they do not resemble anything not allowed to discuss on the forums. Lack of food would increase dissent, reduce recruitable manpower, increase train time and decrease unit experience, and also reducing industrial production by a percentage(assuming there isn't enough people to work both factories and farms).
I would suggest that food production be 'global' for your empire. Every region produces food(at different productivity ofcourse), which is then put in a 'global' storage for your empire. Every city consumes food from the global storage, unless it gets surrounded on all sides including sea, then after a period of (arbitrary)3 months, the city starts losing its ability to supply its troops, as well as reducing their urban combat defender bonus.
If your nation produces less food than it consumes, and you cannot buy from the world market, you gain manpower and industry malus. This would make it even more historical, as USA giving food to the Soviets would play a factor, if minor, in their performance in the war.
Of course, fighting damages production so Operation Barbarossa would decrease worlds food supply...


About industry.
In this game, any nation can decide to start building heavy tanks, airplanes and aircraft carriers if they want to. However, this was not the case historically. The reason is this;
To make rifles and ammunition, you don't NEED factories, you need workshops. It's 'easy' to produce tons of rifles, even as relatively backwater nations like Persia. Therefore I would argue that your ability to produce infantry equipment is a function of population, not heavy industry.

However, tanks and aircraft carriers cannot be made without heavy industry, so smaller countries like Greece could not make and maintain any number of tanks on their own.
I want to propose this : Divide production into factories and workshops. Factories have capacity(say, 1 factory employs 5000 people). Factories need to be built using technology and resources. Workshops however, are much cheaper, and require less time and resources to build(if any).
The difference would be in their effectiveness in producing different items. For example
Building a medium tank-assigned a full factory gives 1 production point per day, while assigned a full workshop(same number of people) gives 0.1 point a day. Therefore producing tanks with the same amount of manpower in workshops is 10 times less efficient for tanks, prohibitively so for nations without heavy industry.
However, producing support equipment in factories gives a *2 modifier, but producing it in workshops has no bonuses nor maluses. Therefore workshop is 2 times less efficient per manpower for support equipment. This would make you have to use workshops for 'simple' items while your factories are busy making more complex items.
This would add depth to the industrial part of the game, since for example China would not be limited in their ability to produce infantry weapons, but would be SEVERELY limited in their ability to produce armor.
Basically, it would split industry into 'light industry' and 'heavy industry' with varying ability to produce different goods.

Vanilla HOI4 allows you to set your conscription law, where more extensive conscription gives you a flat % penalty to industrial production. This is a simple, but inferior solution i believe.
If you change your conscription law to all adults serve, but then do not enlist those men in the army, leaving them in their agriculture/industry/commerce jobs, it should not really affect your production. Instead, it gives you the ability to take people away from agriculture/industry and put them into uniform, thus incurring a penalty in empty workshop slots(if you get to that point). There is also an opportunity to add some 'flavor' decisions as massively employing women in factories and agriculture therefore letting you enlist more men without losing industrial ability...


Take this with a grain of salt, this is just a suggestion for a future DLC, since i believe these changes would add enough depth, value and change to the game to 'deserve' their DLC, if the community here wants an industrial centered DLC.
 
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3ishop

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It's important but would require a huge investment of a very long time. Even single cities didn't surrender during the war:
https://en.wikipedia.org/wiki/Siege_of_Leningrad

Britain would be unable to fight off an invasion before it is forced to surrender due to starvation.
 
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Caesar15

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You can't really have food because then having a lack of it would imply civilians are starving and that's frowned upon for this kind of game.
 
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Wimpola

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I couldn't imagine HoI4 becoming EU4. What? No more generic focus tree? Shut up and take my money!;)
 
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Cidadd

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You can't really have food because then having a lack of it would imply civilians are starving and that's frowned upon for this kind of game.
That is implemented on eu4 when certain dice roll causes lack of water and the number of defenders drop. If defenders is just soldiers and not civilians than you are right.
 

Anichent

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Britain would be unable to fight off an invasion before it is forced to surrender due to starvation.

Maybe not "starvation" per say, but that would make this game more realistic. Frankly blockading and bombing Britain should make it very weak but in HOI3 it had almost no impact, and it sounds like in HOI4 it wont be much different.
 
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vector1

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The developers removed the population/industry/infrastructure calculations simply because it was too obtuse and irrelevant to the gameplay. While this proposal sounds interesting, I'd imagine it suits Victoria 3 (whenever that comes) much more than HOI4 as a mechanic. Gameplay > Realism in this aspect, and Paradox is taking a far more focused approach to the core of HOI4, the buildup/diplomacy/combat trinity and pruning anything that detracts from the experience.
 
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LordOfWar16

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Well, a effective blockade should atleast hit the national unity if barely anything or if nothing at all slips through rather than just slowing down or halting the production of military equipment, i agree.

Adding food however isnt really something i personaly thing that should be reflected in the game. The population isnt really simulated in the game anyway. It only determins your manpower pool and thats really it. It isnt dynamic like in Victoria for example. Starving certainly is NOT a mechanic i personaly or paradox want in their games, since it would mainly go against the civilian population which paradox has strict policies against.

Another thing is, if you adding farming you are basicly shifting the focus from hearts of iron more into the direction of victoria, which has an focus on the internal economy, while hearts of iron sets it focus mainly on the war and only has strategic resources focused on the war effort aswell for example. Food is basicly abstracted into the supply system, just as fuel and ammunition is.
 
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Caesar15

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That is implemented on eu4 when certain dice roll causes lack of water and the number of defenders drop. If defenders is just soldiers and not civilians than you are right.

You're right, civilians are indeed dying when that happens, however, the difference is that hearts of iron is a World War II game, which has a lot more stigma and impact on people then something like eu4.
 

JerkyJerry

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Yeah, No.
 
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Mutagen_Prime

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I actually think the potential gameplay value of your stipulated workshop/factory industry divergence in particular is intriguing whilst also being simultaneously beneficial for sake of historical plausibility.

For instance, one would better be able to reflect the infantry:tanks production capacity ratio between the various nation-states and afford players the strategic capacity to anticipate and react accordingly to these variables. It'd make countries like Czechoslovakia all the more historically-accurate where regards the impetus for actually conquering them; their strategically-vital tank production capacities.
 
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Viktor_Vertex

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Lack of 'consumer goods' is implemented in HOI3, which directly affects your dissent which is a negative production modifier. Basically, food is just a 'mineable' form of consumer goods. I wasn't proposing that lack of food kills population, I was proposing that lack of food gives a malus to recruitable population %(people would avoid conscription to take care of their families/work the farm), gives a % decrease in industrial production(hungry people work slower) and an increase in dissent(obvious) and increase in division training times. If you are already lacking manpower your factories will suffer further (people are migrating to villages). I don't think that this is enough to invoke the 'civilians dying' card.

Even if you disagree with the food part, that's just half the story. If I had to choose I'd rather see the workshop/factory mechanic implemented. That would add a realistic gameplay mechanic and balance to the game, as well as magnifying the interesting position of countries like Chechoslovakia and Romania, like it was mentioned by mutagen.
Seperating workshops and factories would also mean that countries with high population in agriculture, like the Soviet Union, could mobilize more men without suffering a production hit(if they manage to solve food problems by trade or other means), which is accurate. Soviet Union could do that, while Germany for example had a harder time mobilizing
 

vector1

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Food, or any other needs are abstracted into consumer goods, which are not necessary for a game like HOI4 since it focuses on warfare. While food for troops is important, again it's abstracted into generic equipment production since it follows that if tanks are produced with all the fuel they need, then infantry/support/air/etc equipment comes with all the food they need as well.

The real question is what happens if you don't actually fill up consumer goods needs in HOI4. A certain % of factories are currently required and this in theory produces all civilian needs (food, shelter, and misc stuff). If you don't fill this because of bombing, do we get a penalty? It seems plausible that we can give the above penalties when countries are unable to fill their consumer needs, especially with regards to production, recruitable population and division training time.

Also, workshops vs factories seem like an unnecessary distinction. Mil factories in HOI4 seem to represent the smallest denominator that could work independently on a production chain. The resources of X workshops could easily be said to be the equal of a factory when viewed abstractly, and there's really no reason to model the details so finely for HOI4 since it adds to complexity. While historically speaking factories were important, the captured industry of CZE for example could be viewed as high efficiency military factories geared to produce the local tank models. Giving some kind of bonus (could be for a fixed duration) to armor production after capturing CZE as was done in HOI3 of 10% is enough to abstract the gain of those factories regardless of whether the original factories are used to produce tanks or anything else.
 
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Viktor_Vertex

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Can you see why I have a problem with *factories* producing *food* which is abstracted into consumer goods? This implies that Germany could produce as much food as the SU.

The resources of X workshops could easily be said to be the equal of a factory when viewed abstractly
Not really, if you have factories that need manpower to run.
You need 5k manpower to run a tank factory, while you need 50k manpower to run tank workshops to achieve same rate of production, a ratio of 1:10, while to produce infantry equipment you would have a ratio closer to 1:2.
As it stands, China for example can choose to produce as many industry points in tanks as they can produce in rifles, while this was simply not the case, them not having enough heavy industry for tanks, while rifles not requiring heavy industry to produce
 

Gort11

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I assume the number of factories that must be devoted to consumer goods changes as your number of operational factories changes - after all, if you build extra factories, the number of them devoted to making consumer goods rises, so it would make sense for the number to go down as factories get bombed.

So say you have 100 factories, and a consumer goods % of 25. 25 of your factories must be consumer goods, the other 75 are available for use.

Now 40 of the factories get sabotaged, leaving you 60 - only 15 of your factories now need to be consumer goods, and the other 45 are available for use.
 

Dichologos

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You can't really have food because then having a lack of it would imply civilians are starving and that's frowned upon for this kind of game.

Thank you for mentioning this. I was so busy thinking "that doesn't make any sense, why would it be frowned upon in a game?"

Then I decided to double check the forum rules, and they are actually very strict on essentially what you can and cannot say. Essentially: if something that happened in World War 2 is seen as offensive in any part of the world, you can't mention it on the forums. Many people I suppose would be upset by the idea of civilian casualties having existed, so I can understand as such.

Again, glad to have seen your post, if only because it made it so I could double check the rules. It will take some getting used to being a member of a forum with such strict rules about what you can and cannot talk about (we are on the internet after all), but I'll do my best.

As far as the topic of this thread is concerned: it seems like a good idea, but if anything involving civilian harm is not allowed to be put in the game then I doubt it would be allowed. Even if it could add to gameplay. Fortunately, I don't see this as remotely a game-breaker - it would be a nice additional feature, but isn't needed.

Perhaps a mod could come to the rescue?
 

3ishop

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Maybe not "starvation" per say, but that would make this game more realistic. Frankly blockading and bombing Britain should make it very weak but in HOI3 it had almost no impact, and it sounds like in HOI4 it wont be much different.
In game the bloackade wont impact the food enough that it'd bring them to their knees. It will lower their materials from the colonies and trade partners which will slow down production and drop the equipment they get lendlease or send to other nations. Unsure if it will impact supplying men over seas.

And of course if you do have it impact "food" you then need to add in techs and National ideas to improve their food which historically happened. Rationing, farming rabbits, turning gardens in to crops and so on.
 
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vector1

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Can you see why I have a problem with *factories* producing *food* which is abstracted into consumer goods? This implies that Germany could produce as much food as the SU.


Not really, if you have factories that need manpower to run.
You need 5k manpower to run a tank factory, while you need 50k manpower to run tank workshops to achieve same rate of production, a ratio of 1:10, while to produce infantry equipment you would have a ratio closer to 1:2.
As it stands, China for example can choose to produce as many industry points in tanks as they can produce in rifles, while this was simply not the case, them not having enough heavy industry for tanks, while rifles not requiring heavy industry to produce

So your idea doesn't change anything but the menpower taken up into production since total production is identical still? Having a two tier system production system to simulate small batch production is meaningless given the production system allows factories from Alaska and Washington to work on the same production line making equipment together. Given how the production works in HOI4, I don't think that this is viable in realism or in game since it adds too much complexity that can be abstracted away. Menpower as a requirement for factories isn't something I expect could be modded in given how the engine works, though I assume a dedicated modder could in theory subtract menpower via events after each factory is built. It would be nice if we could have a heavy/light mil industry kind of system but I'm assuming this is balanced simply by how much of each equipment can be produced per factory.

However as I said before I wouldn't mind seeing a system like this appear in Victoria 3 since that game is more about goods production and the world economy as opposed to HOI4. Don't take it as criticism of your idea , just I feel it's unsuitable in this context.
 

rutger9

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The question is though, what do you consider a workshop?
For example the argument could be made that almost all of the armament industry in germany was a workshop with practically all of the industry in the USSR being heavy industry.
Or do you literally mean a gunsmith sitting at a bench in a village twiddling with a mauser, in that case that kind of production had already died a bit of a death with most kinds of industry unless you want to get into resistance and "hidden" facilities.
 

Viktor_Vertex

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So your idea doesn't change anything but the menpower taken up into production since total production is identical still? Having a two tier system production system to simulate small batch production is meaningless given the production system allows factories from Alaska and Washington to work on the same production line making equipment together. Given how the production works in HOI4, I don't think that this is viable in realism or in game since it adds too much complexity that can be abstracted away. Menpower as a requirement for factories isn't something I expect could be modded in given how the engine works, though I assume a dedicated modder could in theory subtract menpower via events after each factory is built. It would be nice if we could have a heavy/light mil industry kind of system but I'm assuming this is balanced simply by how much of each equipment can be produced per factory.

However as I said before I wouldn't mind seeing a system like this appear in Victoria 3 since that game is more about goods production and the world economy as opposed to HOI4. Don't take it as criticism of your idea , just I feel it's unsuitable in this context.

No, I don't think I've been clear enough.
1 000 000 men in USA, all of whom work in factories can produce 100 tank production points per day.
1 000 000 men in USA, all of whom work in factories can produce 200 rifle production points per day.(Because of factory bonus x2)

To match that, china would have to have
10 000 000 men in China, all of whom work in workshops, to produce 100 tank production points per day.
But only 2 000 000 men in China, all of whom work in workshops, to produce 200 rifle production points per day.
So, if China wants tanks, it is better for them to make something simple(like rifles, consumer goods, supply, infantry equipment etc) and sell it, then use that money to buy tanks.( I know HOI4 does not have money but I'm explaining a concept).

The capacity of China to build tanks currently is (total production/tank cost), which uses the same formula as for producing rifles, which is (total production/rifle cost).
I am saying that, China should be allowed to produce as many rifles as they want, while being severely limited in their ability in producing tanks...
You can't justify the current system by saying that tanks are more costly, so it doesn't make sense for Chinese to build tanks with their industry anyway, because they still can make tanks at the same rate/cost difference as they can rifles. In the current system, their economy is no different than that of US, just 'less'. This was not the case in reality.
For the sake of the argument, US and China should have roughly the same capacity to produce rifles, but USA should be able to massively outproduce China in tanks, if both of them switch their industry to that
 
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