This pretty much sounds like the Victoria 2 system, which you may or may not have played. In that game, China (and every other country) has hordes of Artisans, who are producers of almost all types of goods in at the start of the game. The production of artisans directly relates to their population size. As countries modernize, they build factories who use craftsmen to produce goods that become more efficient with tech while employing less people, and eventually concentrate wealth in factory owners/workers and put artisans out of work so simulating industrialization. They also have a far more complex basket of goods ranging from liquor to tanks and planes in factories that can be built up to employ more people. This system tends to collapse at some point where production outstrips demand significant and sends the economy into a sustained depression, but that's something for another forum.
Let us imagine if you actually make this system work. Countries that are low tech have workshops, which produce less heavy equipment but are ungimped for infantry kits, and others have factories that have full heavy equipment production rate. Who's going build workshops? Assuming it's locked behind tech, everyone is going to build factories only even after teching to it. Having infra slots that accommodate more workshops won't necessarily make them more attractive given similar costs to a factory if population is the key. With the HOI4 command economy, population will not be a limiting factor for most majors in how much you can build up considering the army age population for factories since it's unlikely any country will have that much industry potential to employ the entire recruitable population with the current buildup.
We come back to the dev's stated reason of scrapping the system of population and infra to determine building slots. Adding population dependency and a 4th production building type isn't going to make it any easier to balance, with minimal gains for gameplay.
Paradox is familiar with this two tier system of high/low tech production and population based production, they just chose not to put such a complicated economy system in HOI4 where it's not really much more immersive to manage complex production. The focus has been on the war, and everything else takes on a supporting role.
Let us imagine if you actually make this system work. Countries that are low tech have workshops, which produce less heavy equipment but are ungimped for infantry kits, and others have factories that have full heavy equipment production rate. Who's going build workshops? Assuming it's locked behind tech, everyone is going to build factories only even after teching to it. Having infra slots that accommodate more workshops won't necessarily make them more attractive given similar costs to a factory if population is the key. With the HOI4 command economy, population will not be a limiting factor for most majors in how much you can build up considering the army age population for factories since it's unlikely any country will have that much industry potential to employ the entire recruitable population with the current buildup.
We come back to the dev's stated reason of scrapping the system of population and infra to determine building slots. Adding population dependency and a 4th production building type isn't going to make it any easier to balance, with minimal gains for gameplay.
In december, we completely revised how you get factory slots in the game, as the previous system of three different caps, depending on hidden formulas for manpower & infrastructure was too obtuse for players, and impossible to balance.
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Paradox is familiar with this two tier system of high/low tech production and population based production, they just chose not to put such a complicated economy system in HOI4 where it's not really much more immersive to manage complex production. The focus has been on the war, and everything else takes on a supporting role.
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