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Second Lieutenant
Apr 5, 2007
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When we will see HOI upgrade the industry to lay out the basic categories of Production; IE Aircraft, Armour, Small Arms, Naval Builds etc. A number of past games detailed where certain industry was and like historically seen in the war, these were targeted for destruction.
I envision Paradox having you at the start of a scenario deciding what IC will be designated for each category of the War Production. 10 IC for Armour, 15 for Aircraft, etc. In addition you will have to decide where these IC's are located. Sure it seems complicated but not to seasoned gamers who crave even more realism. Added intelligence will come into play where the industry of a hex will be discovered and recorded for future Strategic Bombing or capture. During game play any targeted industry in the production que will be delayed or reduced accordingly.
Any thoughts there gamers?

Tiamat XV
 
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Mar 12, 2006
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Tiamat XV said:
When we will see HOI upgrade the industry to lay out the basic categories of Production; IE Aircraft, Armour, Small Arms, Naval Builds etc. A number of past games detailed where certain industry was and like historically seen in the war, these were targeted for destruction.
I envision Paradox having you at the start of a scenario deciding what IC will be designated for each category of the War Production. 10 IC for Armour, 15 for Aircraft, etc. In addition you will have to decide where these IC's are located. Sure it seems complicated but not to seasoned gamers who crave even more realism. Added intelligence will come into play where the industry of a hex will be discovered and recorded for future Strategic Bombing or capture. During game play any targeted industry in the production que will be delayed or reduced accordingly.
Any thoughts there gamers?

Tiamat XV


Mh,This is a great idea.
Plus,this idea will act perfectly with allso alocating of manpower!
You can have industries,but whatabout workers?
If you mobilise all quality manpower in army industry is suffering.
Allso,you cant buld thousands of planes all man them with pilots,like pilots are growing on trees.
There shouldbe manpower rearangement in HOI III I think.
manpower should be devided in classes.

1-Elite class of manpower-for pilots, sailors,elite units(armouir,speciaist infatery...).
2-Medium class manpower-for regular troops,and factories.(all factories)
3.low-class manpoewr, for ceccond line troops,and only non-military factories and duties.
4.and-woman manpower,to ad something little to army,but potentialy large to industry.
This is a bit complicated,but should be considdered it hink.
 

Lennartos

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Hmmm

I theoretically agree with some of your points, but selecting placement for your manufacturys is a little over the top.

I agree that it is quite unrealistic that i as germany can switch 300IC from ARM production to Ship production in 1 hour, without any negative effects or delays. I mean there is a lot of infrastructure and logistic planning needed to accomodate this switch. if germany hasnt build any ships the last 10 years, how can there suddenly be naval shipyards ready for 30BB + 20 CLs.. in paralell?

From where i am stading i can see a solution like this:
1) implement preparation and retooling time
2) implement an option to change the model beeing produced (using retooling time). within one type:
Small Arms
Aviation
Vehicles
Ships
Rockets
3) option to pause production ( with a small upstart delay and cost)
4) option to lenghten serial builds.
5) gearing bonus should not dissapear in one day if not on 100% IC, but decrease by X(misc.txt) percent per day.

basically, instead of building the units, you are building production lines...
It goes like this:
Imagine you have no production at all...
Now, when you start a new production line with, lets say INT(aviation), you have a fixed, pretty long, preperation time that is used to build the machinery , prepare the logistics and build some hangars to work in.
As soon as this preperation is over the production starts as we are used to it.
If you now want to produce BB ships you have to go through the same painful and expensive process of preparing.
So far so good, but all we have done yet is lengthen the production start...
BUT, and here is the clou, you can change the production within the family and avoid the preparation time and just pay the much smaller retooling price.
So when switching from INT 2 to INT 3 you dont need to build a new production line, you can just switch the production over. Also one should only loose X%(msic.txt) of the gearing bonus
retooling from INT to TAC should cost more, but its the princip that is important :p

We now have a system that awards continuus builds, and makes it more economical to Slowly increase/decrease production lines instead of switching 100% from planes to ships to tanks. Also planning ahead / seeing the bottlenecks becomes more important.

Hows this?
 

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Second Lieutenant
Apr 5, 2007
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Good feedback there Lebot and Lennartos

Yes, my introductory piece may have been a little over the top but I am glad you understood the point I was trying to get it. Indeed, having the slider producing 6 Armour Div and then building nothing because you want to simply boost the supply slider and make a nice stockpile, brings a form of exploits to new bounds.
A number of your suggestions were impressive. In the past I've re-designed some of my board war games to try and build in even more realism.
My thread here was inspired by a Computer Game from Talonsoft called "Twelve Oclock High, Bombing The Reich".
When I play HOI and capture enemy zones and their accompanying resources I'd love to see that..."ooh, I've just captured their Tank factory, etc".
Historically; when Germany occupied Chezchslovakia in their bloodless conquest, the sudden aquisition of the Skoda works was huge for the Balance of War Production in Europe at that time. New Armour Divisions were now set to be equipped. In game terms, new IC is just throw into the sum total.
Of course I am not at all complaining about any of the design, just searching for more realism and accuracy.
Your suggestions were both well received. If and when the time comes when they do enhance the IC Engine of the game some referrals to this thread should come in handy.
Thanx..

Tia
 

Myth

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imho you can really seperate IC from technology--how much is a skill 9 Krupp and a skill 9 Porsche representative of the actual armored industries of Germany? does the industry itself really need to be fractured up into discrete pockets of "only aircraft" and "only armor" and the like?
also, what would you say to this?
 

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Second Lieutenant
Apr 5, 2007
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Myth said:
imho you can really seperate IC from technology--how much is a skill 9 Krupp and a skill 9 Porsche representative of the actual armored industries of Germany? does the industry itself really need to be fractured up into discrete pockets of "only aircraft" and "only armor" and the like?
also, what would you say to this?

Ya, this is certainly a subject we can go on and on about. Its a pretty basic input into the game engine, but one I find is better than nothing. All countries had other Specialists, Companies producing for their nations. In future we'll probably see more and more of them. If we are still playing this game years from now with how it has evolved so far, we'll see us laying out a certain industry in a certain zone, applying a technology leader to research it and even find these leaders get upgraded just like the military leaders too.