Allright. You are partially right. I am going from end results, engineering things backward to obtain starting conditions. This is to illustrate how we CAN use my model to get Germany going right.
Now, I am not advocating the "start with end, engineer the start" approach. I am just using it to illustrate an example. Lets just take Europe to work with as a beginning. This is what we can do:
Using my 4 resource definitions, we look up all European sources of RARE MATERIALS (ie "rubber"). We give European minors with such sources enough "rubber" to power their economy. We are not doing any math at this point, just arbitrarily giving them enough "rubber" to run their IC. We then take all those sources and find which ones EXPORTED their "rubber" or rare materials. We give them some extra rubber to make up for that trade. To get a ballpark figure how much we add extra, we look up total European IC, compared with European rubber production. We discount countries like UK because their "rubber" sources are not in Europe and they are not likely conquered by Axis. We also ignore all non-continental sources of rubber. The total European "rubber" production should be less then what IC will need, minus IC for UK. The basic idea is to provide about half of what Europe needs in local sources, giving them mostly to minors, using their rare materials as sources.
This way, both Italy and Germany can conquer minors to get some rubber, but not enough to run their economies indefinitely.
At this point we haven't decided on how much of which rare material converts to one "rubber" point in HoI. In fact, we are going to determine these ratios using values that work, not the other way around.
Anyway, we can repeat this procedure for other continents, adjusting how much "rubber" we give the countries. We will probably end with an excess quantity of rubber worldwide (given our "power initial world IC + 20%" benchmark). We can then reduce the "rubber" output in provinces that are originally super-rich in rubber (southeast Asia). We justify this by saying that we are reducing the relative importance of rubber, the actual rubber produced there. We drop the total numbers till we have as much "rubber" as we originally wanted for the world.
We run tests, tweak, till we get the shortages that we want. Then we work those values back into definite rare-material-to-"rubber"-unit ratios.
Does this clarify my thoughts?
Zerli
Now, I am not advocating the "start with end, engineer the start" approach. I am just using it to illustrate an example. Lets just take Europe to work with as a beginning. This is what we can do:
Using my 4 resource definitions, we look up all European sources of RARE MATERIALS (ie "rubber"). We give European minors with such sources enough "rubber" to power their economy. We are not doing any math at this point, just arbitrarily giving them enough "rubber" to run their IC. We then take all those sources and find which ones EXPORTED their "rubber" or rare materials. We give them some extra rubber to make up for that trade. To get a ballpark figure how much we add extra, we look up total European IC, compared with European rubber production. We discount countries like UK because their "rubber" sources are not in Europe and they are not likely conquered by Axis. We also ignore all non-continental sources of rubber. The total European "rubber" production should be less then what IC will need, minus IC for UK. The basic idea is to provide about half of what Europe needs in local sources, giving them mostly to minors, using their rare materials as sources.
This way, both Italy and Germany can conquer minors to get some rubber, but not enough to run their economies indefinitely.
At this point we haven't decided on how much of which rare material converts to one "rubber" point in HoI. In fact, we are going to determine these ratios using values that work, not the other way around.
Anyway, we can repeat this procedure for other continents, adjusting how much "rubber" we give the countries. We will probably end with an excess quantity of rubber worldwide (given our "power initial world IC + 20%" benchmark). We can then reduce the "rubber" output in provinces that are originally super-rich in rubber (southeast Asia). We justify this by saying that we are reducing the relative importance of rubber, the actual rubber produced there. We drop the total numbers till we have as much "rubber" as we originally wanted for the world.
We run tests, tweak, till we get the shortages that we want. Then we work those values back into definite rare-material-to-"rubber"-unit ratios.
Does this clarify my thoughts?
Zerli