Historically Plausible Production

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vector1

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I'm cross posting this idea from a discussion on porting HPP into HOI4. I would like some feedback if this is possible and/or original because I haven't seen anything like this discussed recently.

https://forum.paradoxplaza.com/forum/index.php?threads/hpp-and-hoi4.922852/page-2#post-21117004

@podcat I would appreciate if you could comment on the feasibility of this idea as a mod, specifically if it's possible to produce resources with resources, and whether new special slots can be added.

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I was talking to Longstreet, and I had a brainwave for the core of the new HPP.

Some background. A post regarding agriculture sidetracked into a workshop/factory concept of military industry for HOI4, with differing levels of efficiency producing heavy equipment, linked below for your perusal. I didn't buy the concept of trying to build a two tier system of production in HOI4 based on population/menpower simply because it'll be a nightmare to balance and implement.

https://forum.paradoxplaza.com/foru...lture-economy-dlc.924444/page-2#post-21080654

I then had a conversation about the realism of production in HOI4 with longstreet, and how one military type factory producing all the equipment types didn't really jive with the historical reality.

https://forum.paradoxplaza.com/forum/index.php?threads/hpp-and-hoi4.922852/page-2#post-21117004

I present
Historically Plausible Production (HPP)
I propose a two tiered production system based on historical military factories. What would happen is that we can implement a new class of strategic equipment resources that include artillery, tanks, light/heavy aircraft, light/medium/heavy ships etc. Certain states would receive new synthetic class factories that produce these resources using the necessary steel, tungsten, oil etc to represent historical heavy industry capacity. Military factories would then only require the above resources to translate into actual equipment.

For example. A tank factory (Skoda works) would take up a slot in CZE state, taking in steel, oil and other resources to produce a resource, tanks. Military factories then require tanks as a resource to actually produce tanks as an equipment, without which efficiency is terribly low.

Benefits of this system.
1) Decoupling heavy industry from the raw industrial potential means that places like China/India could have plenty of buildup potential for basic military equipment, but be unable to translate it into heavy equipment without developing the further knowledge and heavy factories as opposed to simply teching for the relevant model.
2) Heavy/specialized equipment that relied on industry capacity of a certain size and technical level can be modelled onto the map, making places like CZE with heavy industry far more valuable than just a bunch of random military factories that don't even work at capacity thanks to lack of cores.
3) Strategic bombing becomes far more important, with the late war bombing of key German factories disrupting production accurately modelled rather than bombing random military factories with the production system auto shifting unbombed factories to cover high priority equipment production preventing any real disruption.

A lot of good work locating factories of decent size and type has been done before in HPP when trying to implement strategic resources, linked here.

https://forum.paradoxplaza.com/foru...tegic-resource-implementation-for-hpp.650407/

Balancing would be required to implement the maximum number of strategic factories per state, but it should be possible considering the modding potential. We don't even need to take up factory slots if we create a new slot class to hold these based on region type.

Cons/Possible problems
1) If we're unable to use resources to produce resources this idea will fail.
2) It could be difficult to balance equipment production like this.
3) Balancing slots could be a problem if unable to create a new slot class.

I hope we can come up with new core concepts to make HPP great again, and to my knowledge I haven't found any recent discussion about this concept or possibility of a mod. Let me know your thoughts!
~~~~
 
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vector1

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It's a concept I want to explore, since it seems that there's no real restriction to 15 widely separated dockyards somehow coming together to work on a single battleship, or military factories from occupied France and Urals working on Pz IV production.

A simplification would be the abstraction of all heavy industry into a single "heavy equipment" strategic resource that is used to produced all the more technologically advanced equipment like trucks, mechanized, tanks, planes and possibly artillery. That would simply add a new dimension to industrializing if military factories won't operate at full capacity without adequate levels of heavy industry. Similarly, if capital ship construction needs to be limited, capital ship hulls could be a strategic resources only given to states with historically major dockyards to limit the maximum number that can be built at any one time, and certain level of construction needs to be done/new factories built in order to build them.

This could help prevent overspecialisation like in HOI3, where ARM spam as SOV is such a winning strategy thanks to the overwhelming practicals possible. Heavy industry will limit the maximum amount of advanced units possible and hopefully promote a more nuanced production strategy.

At this time, there's absolutely no way to punish/limit specialist countries in multiplayer given good team dynamics. For example, Germany could completely ignore infantry weapons and go for pure tank production while ITA techs ahead constantly for weapons 3, focuses their entire industry on producing it and lendleasing most of it to GER. Similar concepts worked very well in HOI3 which isn't very historical, but in this case wins games.
 
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