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RedRalphWiggum

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Now the last week has taught me that it's unwise to call ideas 'brilliant' or 'easy to implement', but nonetheless, check out my brilliant and easy to implement idea.

Factories should give a small boost to research in the relevant area. So an artillery factory should give a boost when researching army tech, a steel factory for researching industry, a factory which produces consumer goods like furniture could give a boost to commerce tech (lets just say they are finding out more on market dynamics), etc.

It could just be a small modifier, but would reflect reality and add strategic choice to the industrialisation of one's country.
 

telesien

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I tend to agree, but I am just afraid it could result in two possible outcomes:
a) Such a small effect, that it will be more of a flavour issue
b) It would require ballancing with existing research model (if it already exists)
 

RedRalphWiggum

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It would definitely proper balancing, but it should do enough to make sure that a country with a huge steel industry has a distinct advantage when researching metallurgy over one that doesn't, likewise a country which builds loads of ships should be better at working out how to invent torpedoes than one that doesn't.

In V1, a country without the ability to produce so much as one bullet could be the most militarily advanced country on Earth. this would prevent that, and with proper balancing it wouldn't give an overwhelming boost, just enough to make sense.
 

telesien

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It would definitely proper balancing, but it should do enough to make sure that a country with a huge steel industry has a distinct advantage when researching metallurgy over one that doesn't, likewise a country which builds loads of ships should be better at working out how to invent torpedoes than one that doesn't.

In V1, a country without the ability to produce so much as one bullet could be the most militarily advanced country on Earth. this would prevent that, and with proper balancing it wouldn't give an overwhelming boost, just enough to make sense.

It sounds good, but I still feel it is something more research comlex games, otherwise it creates strange effects like ammunition factory giving bonus to doctrine research, steel factory speeding up medicine improvements or luxury goods factory making Keynes appear sooner. Although it is nice, it is something more suitable for HoI style research.
 

RedRalphWiggum

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It sounds good, but I still feel it is something more research comlex games, otherwise it creates strange effects like ammunition factory giving bonus to doctrine research, steel factory speeding up medicine improvements or luxury goods factory making Keynes appear sooner. Although it is nice, it is something more suitable for HoI style research.

But as it is, having more people working behind desks gives more research. It's an abstraction, and it works fine. This would be the same, except a bit more targeted.
 

telesien

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But as it is, having more people working behind desks gives more research. It's an abstraction, and it works fine. This would be the same, except a bit more targeted.

I know, but can you imagine the discussions on the future forum?:)

OMG this game sucks! Why the hell can steel factory research organic chemistry??? When did that happen IRL??? :rofl:

I would still like to see it, but then again I am the guy who agrees with conservative-communists and liberal fascists ;)
 

RedRalphWiggum

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I know, but can you imagine the discussions on the future forum?:)

OMG this game sucks! Why the hell can steel factory research organic chemistry??? When did that happen IRL??? :rofl:

I would still like to see it, but then again I am the guy who agrees with conservative-communists and liberal fascists ;)

This is a good point. Some people seem to forget this is a game :wacko:
 

Andrelvis

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Kind of like in EU... it is a nice idea.
 

Trin Tragula

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Mean time to happen.
And I agree. Inventions are the practical applications of your research so it makes sense to relate that to your actual factories :)
 

Andrelvis

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All of them did in V1 (except perhaps Slaves), but the bulk amount came, yes, from Clerks and Clergymen.

??? I don't think so. IIRC, In Victoria, Research Points are generated only by clerks and clergymen of your allowed cultures. Romanian clergymen in Austria-Hungary don't generate RPs. The more clerks and clergymen POPs in your 'national' population (allowed cultures) the more RPs you generate. And it was a proportion: Russia needed loads of clerks to generate the same RPs than Belgium or even Oldenburg (a little German country).
 

unmerged(138973)

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How about a reasearch system similar to the economic one.

For Industrial/Commercial technology.

Lasie Faire - reaserch paid for by capitalists. If a capitalist has over £500 instead of building a factory or rail road it could spend the £500 on research. With a % chance of getting a new tech based on average literacy in the state and education spending. The type of tech discovered influenced by factories in the capitalists home state.

Interventionist - as above but capitalists need £1000 and the player can prioritise a particular tech to increase the chance of getting a particular one next.

State Capitalist + Planned Economy could use the VIC 1 system of total player control.


For Social/Political Tech

They could be triggered by conditions within the country. A communism discovered event triggers once a country has a large enough number of craftsmen/factories.


Military Doctrine

Could use either the system VIC 1 or perhaps doctrine techs could be discovered by spending EUIII style military tradition.
 

RedRalphWiggum

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For Social/Political Tech

They could be triggered by conditions within the country. A communism discovered event triggers once a country has a large enough number of craftsmen/factories.

I would agree with this wholeheartedly. I really think that social and political discoveries should come about as events that fire because of the right conditions, not as something a country researches.
 

Andrelvis

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??? I don't think so. IIRC, In Victoria, Research Points are generated only by clerks and clergymen of your allowed cultures. Romanian clergymen in Austria-Hungary don't generate RPs. The more clerks and clergymen POPs in your 'national' population (allowed cultures) the more RPs you generate. And it was a proportion: Russia needed loads of clerks to generate the same RPs than Belgium or even Oldenburg (a little German country).

AFAIK that's because labourers, farmers and craftsmen generate much less RP than clerks.