DogRed said:By way of example, Italy starts off the HoI 1936 scenario at war and with 93.7 percent of its economy converted to war production (supplies, R&D, new units). In real life, Italy was only able to convert between 8 (1939) and 23 (its peak in 1941) percent of its economy to the war effort. HoI has it completely backwards.
Copper Nicus said:While there is no good thread for the topic, I think that this place is the best to discuss minister effects in the C.O.R.E. games.
As you know, ministers can be very important part of game. The most important element is of course the choice of the Minister of Industry (various supply/R&D/IC modifiers), Minister of the Security (dissent/manpower rise/IC from the occupied territories/R&D) and various "military ministers" (Head of the General Staff and so on).
Why do I mention it? Apparently, AI doesn't change the ministers, loosing serious value that can be potentially used to support it.
While many historical changes of the ministers are already included in C.O.R.E., IMO we would never add all of them - but we can make the AI only events that change ministers on the best for them.
Example:
Initially, GER got Frick (+5 dissent, +25% IC from occupied territories) as the Minister of Security. Very good minister for human controlled Germany, but due to the bad resource use, AI got problems with supporting such a bonus to the IC. Much better Security Minister for the AI is "Man of People" guy, available from the 1937 (as manpower is the other thing AI is unable to keep).
Similar thing can be done to German General Staff Chief (switching from the +10% speed to +10% R&D rocketry/artillery), to Industry Minister (instead of +15%IC better supply handling or better industrial R&D) and so on.
The events are quite easy to script... Any opinions on the idea?
And maybe someone got some more ideas how to make better use of the other countries ministers?
Copper Nicus said:Sure thing - I thought about that already. I case of the democracies and other countries with elections, we should limit those changes only to the Chief of Air/Land/Sea (and in important cases only).
For now I was thinking only about the Germany:
1 ) 1937 Schacht (+15 IC) is out, Fritz Tornow (Military Entrepreneur -15% supplies) is in,
(Note: AI Germany got problems with supporting their IC with resources, especially on the V.H. level - supplies are better)
2) 1940 Fritz Tornow is out, Todt is welcomed (+10% Industrial R&D, +5%IC)
(Note: That should help them in conversion research...)
3) Security 1937: Frick is out, Josef Wirmer (Man of the People - manpower rise) is in.
(Note - this change also makes Schacht dimission less painful - dissent (CG demand) is lower).
4) Inteligence 1944: Georg Hansen (Technical Specialist +3% R&D) is in.
5) Chief of the General Staff 1937: Beck (+10% speed) is out, Hoepner (School of Fire Support +10 artillery/rocketry R&D) is in.
(Note: AI combines tanks with infantry so it never uses speed bonus fully).
6) Chief of the General Staff 1944:Heinz Guderian(School of Mass Combat 2x MP rise, +5% supplies)
YES!
7) Chief of Navy 1943: Karl Dönitz(Indirect Approach Doctrine - sub production bonus).
That's it, no more ideas. Maybe for human player those choices are not the best, but fit very well AI style of play (high manpower use, supply/resource waste, economy meltdowns...).
Anyone got the ideas about the other nations?
On Germany: we might want to script some of the changes made for a human player as well. Like Raeder getting sacked and replaced by Donitz. As well as the changes in CoS and CoA. Also as people got reassigned to otther posts, such a Governor-General of Poland (Frick wasn't it?). Let the player have a choice to sack/replace the problem minister (like Raeder or Canaris or Frick or Von Neurath).
DogRed said:I agree with you that Italy has a large underground economy, that oil production data is often inconsistent, and that Italy had a large standing army. But I'm not entirely sure that these points touch on the overarching issue that I was addressing, namely that certain major countries (such as Italy and Japan) had economies that were not nearly as advanced as other major countries. These less advanced countries could never convert their economies to wartime production at the same ratio as the more advanced countries. My other point was that HoI has no way of allowing modders to recreate this economic aspect of history.
DogRed said:History aside, your point regarding game balance is well taken. It may be that some folks believe it best to make the Italian economy stronger than it was historically in order to make the game more fun for those who decide to play Italy. It may also be that some folks don't see a need to alter the economics of the game because it "feels right" to them. These are both very legitimate views; but they are also highly subjective and depend entirely on a player's own style and predilections.
DogRed said:Italy and Japan could build large forces prior to the war because they had decades in which to accomplish the job, not because they had massive economic power that has evaded historians and economists.
DogRed said:The point I'm making is that Japan and Italy could not squeze the same proportion of military production out of their civilian economies during war-time as the other major powers.
DogRed said:The only way to model this in HoI is through dissent penalties, which would force a human controlled Japan or Italy to devote an increased portion of its economic resources to consumer goods. This method is not ideal, however, because (1) dissent also shrinks the economy as a whole, and (2) dissent can be reduced over time, thus allowing Italy or Japan to eventaully reach ahistorical proportions of military production.
Does this mean that a minister with -1% dissent reduces consumer good demand?
DogRed said:The thing that makes it so difficult for me to understand your reasoning is that there is no blackmarket for battleships or tanks. Italy didn't have an underground economy that could allow it to produce huge quantities of military equipment. c When WW2 broke out, other countries had untapped industrial resources (idle or underutilized factories and workers) that could be put towards war production. Italy and Japan had less of these types of resources than other major powers; and thus could never obtain the same proportion of military production for each point of GDP as the other major powers.