I've added in 0.25 rubber conversion in 4001 and changed rubber conversion so it is never >1 rubber per oil. This is in line with 1.04 Paradox and critical for many minor nations.
Originally posted by Steel
I've added in 0.25 rubber conversion in 4001 and changed rubber conversion so it is never >1 rubber per oil. This is in line with 1.04 Paradox and critical for many minor nations.
Originally posted by Steel
Right now they are set to 0.25. 0.5, 0.75 and 1.0. I think there's a few things we could look at there:
- A lower starting conversion rate (0.1 or maybe 0.2) which every country has.
Originally posted by Steel
- Some additional techs (improved/advanced versions) for conversion to introduce smaller steps in conversion rate (0.2, 0.35, 0.5, 0.65, 0.80 and 0.9).
Originally posted by Steel
- No 1:1 conversion at all.
Originally posted by Steel
Did anybody already test this? There is a couple of reasons I'm looking at this:
- There is always a major coal surplus in the world market and many countries build up large stockpiles, this really reduces the importance of oil and rubber provinces
Originally posted by Steel
- The industrial tech tree is completed a little too fast IMHO
Originally posted by MateDow
Would there be a place for an offshore oil installation tech? It could give a bonus like 10% in oil production(...)
Originally posted by Steel
The industry efficiency techs (assuming that's what you refer to) *increase* resource consumption.
Originally posted by Phil K
Could you explain a little further about how to utilize oil as a sub for coal? I would assume it would be a super-late tech so as to replicate the historical shift later in the war. I think it should also be a *lengthy* research time-wise.
Originally posted by PaxMondo
Not sure what you mean, is this an 'undocumented feature' where the effect is reverse of the stated intent?
In some early versions of HoI the 'industrial efficiency' techs increased ICs without increasing resource consumption; this was changed in a patch so resource consumption increased along with the ICs. I questioned this in the bug forum and was told it was WaD.Originally posted by PaxMondo
Not sure what you mean, is this an 'undocumented feature' where the effect is reverse of the stated intent?
Originally posted by jdrou
In some early versions of HoI the 'industrial efficiency' techs increased ICs without increasing resource consumption; this was changed in a patch so resource consumption increased along with the ICs. I questioned this in the bug forum and was told it was WaD.
Originally posted by Steel
Using Japan as an example (with no modifiers for tech):
183 IC
366 Coal/day
183 Steel/day
91.5 Rubber/day
Now add this to an early tech (4102 for example):
command = { type = industrial_modifier which = total value = 50 }
And instead Japan now has:
274 IC
548 Coal/day
274 Steel/day
137 Rubber/day
So very simply: if a country has 100 industry and +50 industrial_modifier, then they have 150 IC and consume resources based on the IC, not the industry.