Given all the sprawling conversation about the supply/fuel/resource/infrastructure implementation in HOI4 so far I thought it would be nice to collect all the proposals and form a Requirements Document now that we have an understanding of how the Mods will work in HOI4.
First of all, the best news coming out of the mod DD is that each mod can have a dependency on other mods so each section can be built, tested and implemented on it's own, followed by incorporating it into the overall project with the right dependancies.
To start with I currently see the implementation of most peoples long term goals broken into 4 major areas:
1. Expansion of detail for various nations: adding focuses, events, units etc for different countries
2. Expansion of game play detail: Adding convoy escorts, adding air resupply, adding element X to game play
3. Expansion of time line: adding necessary things to the game to allow play from date X to date Y.
4. Overhaul of production and supply system
This thread should be ideally confined to discussing things falling directly under the umbrella of item 4. Production and Supply systems. When a link between another area and Production and Supply is identified, we should capture it and create an interface document to define the link and enforce comparability with the adopted mod to the other area.
I'll start things off with 4 internal modules I think need to be addressed to make the Mod viable.
1. New resources:
To remove oil from the production of units makes sense, but all things need energy to operate, and I think it would help the balance idea to re-introduce coal (energy) to the game as it plays a massive role in powering your industry, producing steel, and synthetic fuel if you chose to peruse that. Countries with significant Hydro electric power can have a national spirit or some such to add a 'power' bonus without changing the on map resource distribution of coal.
Also a standard way of scoping and adding a resource will be useful if people want to add a timeline extension mod where you need to add Titanium to the map, or want to represent resource development in game. This needs an interface document too.
2. Production:
a. Remove generic Synthetic Plant. Add Fuel Refinery, Synthetic Rubber Factory, Synthetic Fuel Plant.
i. Fuel Refinery treated like Military factory for technology, but IC cost tbd
ii. Synthetic factories IC cost to come way down towards Civilian Factory
iii. Synthetic fuel/rubber need seperated tech tree > Interface Doc to expanded Tech Tree
b. Change production resource requirements. Add energy (coal) requirement, remove oil requirement.
c. Determine conversion rate of oil > fuel, coal > fuel, oil > rubber
3. Fuel usage and distribution
a. Make fuel a type of equipment (?) This way it can be assigned to different units in different ratios. The fuel can be burnt by applying the appropriate attrition rate for training, moving, combat.
b. Determine how to 'equip' planes and ships with fuel (or appropriately associate it to the units and burn it...)
c. Determine how to simulate distribution problem. How to attrition out fuel as a function of supply or some such. Units that are further away cost more fuel to supply, and supply with fuel (?). How to do this?
4. Balance
a. Collect historical data
i. Fuel useage of various combat units while moving (fuel burn/km) and typical combat needs (fuel burn/day in combat).
ii. Production data. Feed stock in vs target product out. For fuel, rubber etc. Also important to balance map resource distribution and resource costs.
iii. Country industry development. Production and refinery capacity in 1936 as a starting point.
b. Number Crunching.
i. Lots and Lots of Montycarlo simulations
ii. Many ants development path analysis of the various countries that are changed
c. AI interaction. Make sure that we don't break the AI scripting for how it plans development and production.
d. Game play testing.
First of all, the best news coming out of the mod DD is that each mod can have a dependency on other mods so each section can be built, tested and implemented on it's own, followed by incorporating it into the overall project with the right dependancies.
To start with I currently see the implementation of most peoples long term goals broken into 4 major areas:
1. Expansion of detail for various nations: adding focuses, events, units etc for different countries
2. Expansion of game play detail: Adding convoy escorts, adding air resupply, adding element X to game play
3. Expansion of time line: adding necessary things to the game to allow play from date X to date Y.
4. Overhaul of production and supply system
This thread should be ideally confined to discussing things falling directly under the umbrella of item 4. Production and Supply systems. When a link between another area and Production and Supply is identified, we should capture it and create an interface document to define the link and enforce comparability with the adopted mod to the other area.
I'll start things off with 4 internal modules I think need to be addressed to make the Mod viable.
1. New resources:
To remove oil from the production of units makes sense, but all things need energy to operate, and I think it would help the balance idea to re-introduce coal (energy) to the game as it plays a massive role in powering your industry, producing steel, and synthetic fuel if you chose to peruse that. Countries with significant Hydro electric power can have a national spirit or some such to add a 'power' bonus without changing the on map resource distribution of coal.
Also a standard way of scoping and adding a resource will be useful if people want to add a timeline extension mod where you need to add Titanium to the map, or want to represent resource development in game. This needs an interface document too.
2. Production:
a. Remove generic Synthetic Plant. Add Fuel Refinery, Synthetic Rubber Factory, Synthetic Fuel Plant.
i. Fuel Refinery treated like Military factory for technology, but IC cost tbd
ii. Synthetic factories IC cost to come way down towards Civilian Factory
iii. Synthetic fuel/rubber need seperated tech tree > Interface Doc to expanded Tech Tree
b. Change production resource requirements. Add energy (coal) requirement, remove oil requirement.
c. Determine conversion rate of oil > fuel, coal > fuel, oil > rubber
3. Fuel usage and distribution
a. Make fuel a type of equipment (?) This way it can be assigned to different units in different ratios. The fuel can be burnt by applying the appropriate attrition rate for training, moving, combat.
b. Determine how to 'equip' planes and ships with fuel (or appropriately associate it to the units and burn it...)
c. Determine how to simulate distribution problem. How to attrition out fuel as a function of supply or some such. Units that are further away cost more fuel to supply, and supply with fuel (?). How to do this?
4. Balance
a. Collect historical data
i. Fuel useage of various combat units while moving (fuel burn/km) and typical combat needs (fuel burn/day in combat).
ii. Production data. Feed stock in vs target product out. For fuel, rubber etc. Also important to balance map resource distribution and resource costs.
iii. Country industry development. Production and refinery capacity in 1936 as a starting point.
b. Number Crunching.
i. Lots and Lots of Montycarlo simulations
ii. Many ants development path analysis of the various countries that are changed
c. AI interaction. Make sure that we don't break the AI scripting for how it plans development and production.
d. Game play testing.
- 12
- 1