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sjg132

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TL;DR at bottom

There has been so much talk about the new logistics system, with people trying to justify it and people trying to denigrate it that I thought I'd post my two cents.

I think the game is looking great, and I'm sure the initial release will be fantastic. Just like there are some people who want to add art to immerse themselves in the game, some are interested in implementing certain systems into the game.

Instead of having a vote on whether or not anyone wants it changed, why don't we assemble a team of those willing to mod the logistics system so that they can make the game their own, instead of warring on the forums about whether or not it should be done/how it should be done/who should do it. Those who are content with the current system can simply stop reading. This is an opt-in system.

My basic ideas, certainly open to change and discussion:

- Fuel created as equipment by civilian factories, with oil as the input. Pretty simple here.

- Capping the proceeding stockpile based on base number of civilian factories so that you can't break the game. Trading away civilian factories wouldn't reduce available stockpile space. In any case, it wouldn't be advisable or even gamey to stockpile more than a quarter of fuel, because the strategic resource system the devs created actually works nicely, and having too many civilian factories is a recipe for disaster.

- Specialized refineries for late-game fuel production. Since fuel probably has to work as equipment, and is therefore stockpile-able, which is not what anyone really wants, the emphasis has to be on having a constant flow of production from oil source to factories to fuel to units. After a while, people are going to have alot of fuel-consuming units, which will require so many civilian factories to produce enough fuel that it would unbalance the game. The obvious solution is that a large country with a great mechanized army and large navy will need refineries, otherwise there will be CF spam which is not at all the intention of this mod.

- Fuel-demanding units would need to have their demand modded in. Since the devs indicated that supply is simply requests for replacement equipment in a region by a unit, we could mod in scripts that require fuel to be "replaced" after certain conditions have been met, namely distance traveled, time, and combat.

- The devs indicated that supply works mostly as an abstract system on the map, divided into supply regions, so we could divide each supply region into normal supply and then fuel supply working parallel but separate from one another.

- Making the AI produce fuel from Oil could work as follows: Since the AI must know to replace its equipment losses on the battlefield and use the current supply system, it might not be that hard altogether to replicate that code motivating the AI to do so in order to produce fuel for its units. This is a very basic, abstract idea for which I have no code to back it up, so, like everything else, it's open to discussion.

In the end, it is imperative that people agree on what should be done and then collaborate on the mod to produce a good product. That is the intention of this post.

If this gets locked, PM me for info.

TL;DR: The game is looking great but I want to mod in a different fuel system for the sake of having options. Let's collaborate to get this done. Post your thoughts below.
 
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Axe99

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It's a good idea, and I'm in favour - but I'm also in favour of trying to keep it to one thread at least until we have the modding sub-forum :). @Commissar Yossarian put together this thread:

https://forum.paradoxplaza.com/foru...rce-mod-requirements-document-and-rfp.922002/

And I thought it was a good start. No worries if everyone wants different threads on it though, just reckon we might get better results if we all bang our heads together in the one place first (and then perhaps split off into different groups trying out different things depending on what people want).
 

Axe99

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That was kind of the point of the other thread though (it starts from a slightly different angle, but at the end of the day it's "OK, what are we going to do about fuel and the like"). I'm not worried about which thread we go with, I just don't want to be following five different "let's think about how to mod fuel and who's up for it" threads :). Doesn't mean you can't have them though, I just think it might dilute the effort rather than help it.
 

tommylotto

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Fuel as equipment is theoretically possible and can easily take advantage of the current equipment and supply system.

However, it is not currently clear how fuel usage can be regulated. The mechanism for equipment loss is attrition and battle losses. I am not sure how attrition works exactly. It goes up during training exercises and depending on terrain and lack of supplies and movement, I believe. However, does attrition effect all equipment the same, meaning -- does moving through X terrain result in Y% attrition for all equipment types? Or can moving through X terrain have Y% attrition for infantry equipment Z% attrition for tanks and trucks and AA% attrition for your new fuel equipment? If the former, fuel equipment usage will be impossible to balance in any logical manner. If the later, balancing would be a b!tch, but still, it could be done by someone very dedicated.

And remember all this work would do nothing to improve the situation with Navies and Air Forces as they do not use equipment that attritions like ground divisions -- and Navies are the biggest defier of logic with the current (no fuel use) system. So, the game would still be hopelessly out of whack.

I wish you all the luck in the world, but I'm afraid this is going to require Paradox to work out.

Plus, after you spend 1,000's of hours crafting this mod that only half fixes the problem, Paradox will release its fuel DLC that fixes it properly.
 
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Axe99

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Fuel as equipment is theoretically possible and can easily take advantage of the current equipment and supply system.

However, it is not currently clear how fuel usage can be regulated. The mechanism for equipment loss is attrition and battle losses. I am not sure how attrition works exactly. It goes up during training exercises and depending on terrain and lack of supplies and movement, I believe. However, does attrition effect all equipment the same, meaning -- does moving through X terrain result in Y% attrition for all equipment types? Or can moving through X terrain have Y% attrition for infantry equipment Z% attrition for tanks and trucks and AA% attrition for your new fuel equipment? If the former, fuel equipment usage will be impossible to balance in any logical manner. If the later, balancing would be a b!tch, but still, it could be done by someone very dedicated.

And remember all this work would do nothing to improve the situation with Navies and Air Forces as they do not use equipment that attritions like ground divisions -- and Navies are the biggest defier of logic with the current (no fuel use) system. So, the game would still be hopelessly out of whack.

I wish you all the luck in the world, but I'm afraid this is going to require Paradox to work out.

Plus, after you spend 1,000's of hours crafting this mod that only half fixes the problem, Paradox will release its fuel DLC that fixes it properly.

All very good points. I definitely don't think we should be too prescriptive about dealing with it, but in the not unlikely situation it's going to be tricky to do a per-unit equipment-based solution, there may be the possibility of more abstract-style approaches (event decisions that require spending fuel every month, if possible with the amount based on the number of battalions of X, if fuel not spent, army operates at a malus until next month when the event fires again - note, I'm not saying this is a good way of doing it, or even possible, just throwing ideas around) that are more feasible. We won't know until HoI4 launches and we have a good play (and in my experience it takes at least a few months to become on top of a game of HoI4's complexity).
 
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uther4117

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I think your idea won't work for ships very well..

I have an idea to throw as well that if it helps, I'm glad..

We need a global tab for fuel, which there is the branches of Army/Navy/Air Force presented

All 3 has sliders with which you can assign your global fuel..

Also these 3 branches has their sub categories with which you can chose to prioritize your fuel on equipment such that army gets 40% global fuel and it's not enough for it to supply all units, now you can choose your tiger s to priories than your pzII s..

OR

And alternative to sub categories would be that for ARMY, we use template priorization like system to determine where fuel goes first..
For navy and Air Force system can automatically choose the best units first..

Having deficient fuel would reduce combat efficiency and upon hitting zero units are no longer operatable or can get -%90 movement bonus due to they can be carried by other means and not to make game way too punishing.

I hope it helps :)
 

thexmassteam

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Hi guys!

I can't say if I'll buy the game for now, it will depend on what I feel about the stream of the last week before launch, but If l buy it I'm definitely 100% with you!! Just don't ask me about artistic stuff :)

As @Axe99 said and as Bice team teach us we'll find sneaky way to mod in fuel, even for navy and planes ;)
 

Marfach

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Personally, I feel Paradox will have failed if such a contentious issue among the community is not fixable by modders and considering the respect I have for the dev team and the huge amount of mod support available I seriously doubt there will be any issues creating a fuel system for ships planes and tanks. I have been a vocal critic the last few days, but overall I think the developers are doing an excellent job and they know they have a very hardcore fan-base who thrive on complexity, so any complexity they have omitted to reduce the learning curve I trust we will be able to mod back into the game.
 
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safe-keeper

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I do hope this is modded or patched in. WWII without fuel just makes very little sense.
 
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Commissar Yossarian

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@sjg132
I would like to invite you over to the thread @Axe99 mentioned:
It's a good idea, and I'm in favour - but I'm also in favour of trying to keep it to one thread at least until we have the modding sub-forum :). @Commissar Yossarian put together this thread:

https://forum.paradoxplaza.com/foru...rce-mod-requirements-document-and-rfp.922002/

And I thought it was a good start. No worries if everyone wants different threads on it though, just reckon we might get better results if we all bang our heads together in the one place first (and then perhaps split off into different groups trying out different things depending on what people want).

Your goals seem like a perfect fit to flesh out the fuel subsection of production and logistics, and it would be great to be able to start forming up teams of people based on their interest.

Daniel
 
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