Event magic..I guess there will be events for Soviet industry relocation in 1941 after Barbarossa. If the Ural region is rural, how we fit our moved industry?
- 1
Event magic..I guess there will be events for Soviet industry relocation in 1941 after Barbarossa. If the Ural region is rural, how we fit our moved industry?
Already confirmed in this thread via the developer, Podcat, that region types cannot be changed in the game. (You can mod it, but it's static once you start the game)
That's what the focus tree is for. Doing things that's normally not possible.
Trying to figure out the UK map. Are the separately shaded areas on that map each a "region" colored to indicate development level, with the states being sub-areas not shown on this scale? So Eire and Scotland each have 4 regions, Wales 1, and England 10?
This change upsets me more than people can imagine, because I saw great hope in HOI4's economic system, and hoped create an exciting, yet unannounced mod for the game. I already spent at least 150 hours on doing that.
This new system is gonna be such an major downgrade for my original intentions, and I don't see any obvious workarounds to make the economic model better. I honestly don't know if I should continue this effort. I will have to think very hard through if this, if can it be modded around...
HOI4 has many great features that you can do a lot with, but it was a better economic simulation with real population, infrastructure that has effects, and division between military and civilian industry that got me hooked on beginning to mod it. Some parts of this is still there, but it has much less potential for as a rich sandbox economic game.
Infrastructure can very well work as a soft cap both to industry maximum number and industry efficiency.
For example. a 0% infrastructure region can give only 50% of the IC it would give with a 100% infrastructure.
It would easily make a better infrastructure a top demand on most countrys and regions.
My fear with this system is making it impossible to improve a region.
Wasteland being forever a wasteland etc.
Improving a region some steps should be possible. Not saying i can turn amazonas in a metropolis, but having some big regions like that staying at 0 industry because the game said so its not fun either.
How siberia is going to work? SIberia surely is a wasteland before 1938 but was fundamental to change IC there and keep the war going.
Exactly the question I thought of. Soviet evacuation of industrial, scientific and cultural assets was one of the most important strategic warfare decisions and operations in WW2.I guess there will be events for Soviet industry relocation in 1941 after Barbarossa. If the Ural region is rural, how we fit our moved industry?
Siberia shouldn't be wasteland, I guess wasteland is for inhabitable region, so could be a rural (2 IC) or pastoral (1 IC) region.
Maybe there could be regional exception, for example event could raise max IC in Siberia and lower at Rome (they work just in tertiary sector, they wouldn't go to work in the industries you build for them).
This change upsets me more than people can imagine, because I saw great hope in HOI4's economic system, and hoped create an exciting, yet unannounced mod for the game. I already spent at least 150 hours on doing that.
This new system is gonna be such an major downgrade for my original intentions, and I don't see any obvious workarounds to make the economic model better. I honestly don't know if I should continue this effort. I will have to think very hard through if this, if can it be modded around...
HOI4 has many great features that you can do a lot with, but it was a better economic simulation with real population, infrastructure that has effects, and division between military and civilian industry that got me hooked on beginning to mod it. Some parts of this is still there, but it has much less potential for as a rich sandbox economic game.
This change upsets me more than people can imagine, because I saw great hope in HOI4's economic system, and hoped create an exciting, yet unannounced mod for the game. I already spent at least 150 hours on doing that.
This new system is gonna be such an major downgrade for my original intentions, and I don't see any obvious workarounds to make the economic model better. I honestly don't know if I should continue this effort. I will have to think very hard through if this, if can it be modded around...
HOI4 has many great features that you can do a lot with, but it was a better economic simulation with real population, infrastructure that has effects, and division between military and civilian industry that got me hooked on beginning to mod it. Some parts of this is still there, but it has much less potential for as a rich sandbox economic game.
Siberia shouldn't be wasteland, I guess wasteland is for inhabitable region, so could be a rural (2 IC) or pastoral (1 IC) region.
Maybe there could be regional exception, for example event could raise max IC in Siberia and lower at Rome (they work just in tertiary sector, they wouldn't go to work in the industries you build for them).
Frankly Siberia, a name used to describe a geographical region of 13 million square kilometers, larger then any country in the world save Russia itself. Shouldn't be any one thing, there should be a number of ways to describe the varying woodlands, tundra, mountains, etc that fill out that geographical area. Places like the Omsk to Irkusk area could probably make a case for developed rural or dispersed urban where the lower Yenisei's tundra is certainly suitable to be called wasteland. I'd expect that much of the regions along the Trans-Siberian would manage at least pastoral though with more then a few areas being a fair bit better while areas away from the rail lines and rivers could certainly end up being wasteland.
this should be fairly illustrative of the variance.
This make me question how a country like Canada is going to have the IC it deserves. Or it will just break the rule and get some IC because its Canada. Would be nice the rule working for everyone and not having special cases.
On the map it looks like "Moselland" in Germany is higher developed than the Rhineland. This is quite odd, since the Rhineland region consists of the big cities like Düsseldorf, Köln, Essen and others, while Moselland has no major cities, the biggest ones there are probably Mainz and Mannheim, both significantly smaller than the cities to the North. Can you just switch the region types?
This is pretty much how I see infrastructure working and it would seem the correct way to go. Population/materials/technology should decide the production abilities while infrastructure/technology will effect how efficient they operate. If you look at late war Germany with dispersed industries which could survive allied bombings because they could never destroy all the factories or most of them for long periods of time but could be slowed to a crawl when railways or other forms of transport were destroyed. If you can't get the engines from the factory that produces them to the factory that conducts final production you still don't have a plane. Infrastructure should have a huge impact to dispersed industries to the point where it may be more efficient to bomb the infrastructure than the factories. The opposite decision in bombing choices would make sense in countries/regions that focus all of their manufacturing in a compact area. It would easier to destroy the production line altogether but if they bombed infrastructure instead it would still effect efficiency but would be less critical than to dispersed industries.
We obviously don't know for sure yet, but I'd bet we'd be able to mod in ways to both use infrastructure to affect the factory cap, and to improve the region type. From an earlier DD, you can mod in different factory or building types. I suspect it would be possible to mod in a 'development' type of building which can be improved (and, like infrastructure, doesn't take up factor slots) and have an event trigger for a state when the level of that building crosses a threshold, that changes the type of that region to the next higher. We'd need to see exactly what we could play with, but I'd expect there'd be a way around it. The economic side of things doesn't require much in the way of AI (I'd expect some fairly simple weights as to what buildings are built where), and we've generally got a fair bit of freedom over modding in new buildings, so I'm sure there's a number of different ways around this (but if I've got this wrong, by all means set me straight).
HoI4 is a game about global conflict first, and a bit short to do much in the way of deep economic development, so I think it's sensible design that the economic side is simplified (as it has been in all HoIs) - and as long as there's scope to mod it in (which I'm pretty sure there will be) then people who want a more specifically economic game can still have one.
I couldn't disagree more. I've been pre-emptively working to mod this game for a month now and in the back of my mind one question was always going to be "holy moly its going to be hard to re-balance the way the economy and industry works." This change greatly improves modability and makes it easier to balance once you start changing things.
This is a giant leap in the right direction and I am thrilled.
Well, I'm not sure if this is the right assumption. As an example Germany, the production of Tanks, Planes, Artillery and the like was still on a high output until the end of war. Just the lack fuel made them useless. Same for Japan, the submarine warfare sopped the flow of resources to Japan and so the production were stopped. The bomb war was not stopping the industrial production significantly. It was opening new fronts and was more meant to break the moral of the enemy population.
But let's not despair, let's try to find solutions:
So let's say one have 21 different region types according to a 0-20 range of possible buildings. Then initial region types are distributed according to population and infra level (calculated manually and distributed in files by the modder) Then there are events where improving infra will trigger improve your building cap in that region, by changing it's region type. Then mod in ingame a cap dependent on population, so you can't improve 0 population, 0 infra islands to 10 building, 100 infra regions with 0 population. That's great - if doable, then this is good enough for me to continue. There are some considerations here which I think will lead to it needing at least 200 events (each combo of population and needed infra as trigger with each combo of new region type as effect) But it's doable IF region type can be changed via event.
Now I need to think how to make it as little intrusive as possible, as intuitive as possible to the player what the effects on the cap from improving infra actually is, how to make the AI do efficient, economizing decisions on what to improve, and not make the system too taxing on the computer. (Not being ironic here, I will actually think this through and design something like it)