Is the irrealistic HOI economic model still present in FTM?
In all games from HOI series the economic model keeped irrealistic.
The reason is the regroup of the total industrial capacity to produce military, consumer goods, and supplies in the same bar. This represented in the producing bars where the player can chose to put all the factories(fishing instries, agriculture, furniture, etc..) of the country producing militar units, or also put the militar industry pruducing civil consumer goods. Doing only put the total IC bar full in consumer goods or producing. Also notice in the game that one country in war have a extraordinary capacity for living with a minimal consumer goods. I'm wonder how.
I think is easier to change the economic context in the game however is necessary to much work in study and some interface issues. This wil give some realist caracteristics in the countries, speacialy Urss.
My sugestion is create a two diferent buildings and specify the IC.
The IC now represents only the military capacity and reajust the required consumer goods to working.
Insert one new building to Civil industry where only reduce the consumer goods necessity. This will give the real economy stability where country need Civil industry to survive. My also, not required, appear a new resource, "products" wich can be trade.
Insert one new building to logistic military process where consume some coponents from the consumer goods and some from the IC to produce the supplies for the militar units.
I let the discuss go on for other details in the sugestion.
I've try to use the IC_TO_CONSUMER_GOODS and IC_TO_SUPPLIES to make it ineffective on the producion bar. But both didn't work with "0" value.
I will put a post in the Mods section hoping for the rarely help that appear in this matter.
Have Fun..
In all games from HOI series the economic model keeped irrealistic.
The reason is the regroup of the total industrial capacity to produce military, consumer goods, and supplies in the same bar. This represented in the producing bars where the player can chose to put all the factories(fishing instries, agriculture, furniture, etc..) of the country producing militar units, or also put the militar industry pruducing civil consumer goods. Doing only put the total IC bar full in consumer goods or producing. Also notice in the game that one country in war have a extraordinary capacity for living with a minimal consumer goods. I'm wonder how.
I think is easier to change the economic context in the game however is necessary to much work in study and some interface issues. This wil give some realist caracteristics in the countries, speacialy Urss.
My sugestion is create a two diferent buildings and specify the IC.
The IC now represents only the military capacity and reajust the required consumer goods to working.
Insert one new building to Civil industry where only reduce the consumer goods necessity. This will give the real economy stability where country need Civil industry to survive. My also, not required, appear a new resource, "products" wich can be trade.
Insert one new building to logistic military process where consume some coponents from the consumer goods and some from the IC to produce the supplies for the militar units.
I let the discuss go on for other details in the sugestion.
I've try to use the IC_TO_CONSUMER_GOODS and IC_TO_SUPPLIES to make it ineffective on the producion bar. But both didn't work with "0" value.
I will put a post in the Mods section hoping for the rarely help that appear in this matter.
Have Fun..
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