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unmerged(12283)

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Originally posted by Aetius
Nice,
I think the statistics office of the US Treasury (or like) also has something similar so you can check military spending and so on. Unfortunately this information is lacking or calculated different in different countries, so there is nothing to compare it with

OK what metals do you think would be good to include on the list?
I was thinking on the lines ((Average of world market Share of "strategic metals")+(iron ore))/2.
The following could be on the list of strategic metals:
Copper, Lead, Tin, Zinc, Nickel, Bauxite, Manganese, Tungsten, Chromium, Molybdenum (sp?), Manganese, Vandadium. They need to be "normalised" according to their strategic value so that the ratios are sort of right.
AFAIK Tungsten is mostly used as a hardning agent (in Tungsten Carbide bits for example) so I am not sure of the relative importance of the metal itself (or rather how valuable or rare individual deposits are).

Hmmm, ill think that over for a bit, but something to consider in the meantime.

As of 1.02, there are:

4276 world IC points

3011 oil
6615 steel
12800 coal (or so, i don't have the actual coal in front of me, cause i modded it)
2010 rubber.

You need 2c, 1s and .5 for 1 IC, so to produce full IC for the world requires

2138 rubber, 4276 steel, 8552 coal.


Rubber's deficient, in two ways: supply is limited to only a small # of provinces (72 - so it's harder to get supply), and because there is materially not enough of it - somewhat offset by oil and helps to put that resource to a use.

Theres 2300+ extra steel, so i think the steel should come down. If gameplay's our concern, any chop should come from the larger resources, and not smaller ones. If steel's not needed for anything but IC, could this # come down by 25% or so?

There's plenty of excess coal too, but because coal is the principal resource, there should be lots of excess(it can create rubber/oil).

oil? Hmmm...probably way too much oil for world consumption. How many oil producing units are there on the map, each using 1.2-2 oil/day? Even converting some to rubber prob. barely dents world oil supply.

The kind of thing i'd like to create, is to have a country's economy barely producing at maximum, or perhaps underproducing to some extent. This makes the seizure of resources imperitive in game terms (as it was for the axis IRL). This also rewards players for investing in industrial techs, and makes loses of key resource areas particularly troublesome/worthwhile (ie, Gallivare produces 120 steel so gaining it should be a worthy axis goal)

I'm thinking:

reduce oil by 1/3
reduce metal by 1/4
leave rubber, leave coal.

see what happens?

One thing i don't know, is if the industrial techs that give 'industrial efficiency' give a bonus to IC, and if so, if that bonus requires the above resources. If so, that throws a huge wrench in it....I think there is a 5% increase and a 10% one...which would mean some 700 extra IC or so that might have to be supplied. Plus, there is province upgrades to consider...

hmmm..
 

Aetius

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My problem with the current distribution is that most minors have excess metals and coal. They should have a surplus in one or the other but not both, since it disrupts the economy.
Rubber was in fact very unevenly distributed, perhaps 90% of all rubber was produced in SE Asia.
 

unmerged(12283)

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Originally posted by Aetius
My problem with the current distribution is that most minors have excess metals and coal. They should have a surplus in one or the other but not both, since it disrupts the economy.
Rubber was in fact very unevenly distributed, perhaps 90% of all rubber was produced in SE Asia.

I agree, but here's the catch, without adequate resources, the minors become unplayable. I don't think this is a bad thing(It was kinda cool that HoI allows you to play as any nation, but unfortunate that alot of them seemed to get bumped up in the effort to preserve some sort of gameplay), I think primarily the game should be about the major players. With that in mind, I also think that IC for alot of the minors was way overstated: particularly south america and the caribbean, so maybe we should cut those values as well?
 

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Depends on the ability of minors to aquire military units from other sources (i.e. buying them from a major power) Yes, the Minors have too much of some things, but this is a counter-balance to the fact that otherwise they would be little more than speedbumps (and small ones) to the major powers.
 

unmerged(12283)

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Originally posted by Cooptimo
Depends on the ability of minors to aquire military units from other sources (i.e. buying them from a major power) Yes, the Minors have too much of some things, but this is a counter-balance to the fact that otherwise they would be little more than speedbumps (and small ones) to the major powers.

That could be countered by giving no real reason to invade in the first place. If you look at alot of the territory in the game, there's simply no reason to hold it. an example, the desert in north africa. Yes it's nice if it's my colour, but holding it gains me absolutely nothing. So, in the game(and IRL), countries should avoid taking places with no real value.

To illustrate what occurs now(why's are listed in order of importance to my war effort):

if i'm playing italy, almost immediately i send troops to seize albania: why? coal, iron, oil, IC boost

After consolidation of ethiopia/albania I quickly send troops to greece: why? IC, iron, coal

then, Venezuala: oil, IC, coal, iron

after that, as far as natural resources go, i'm set and i start looking for high IC provinces/countries to supply my future war effort in europe.

there should be 4 reasons to invade/protect a province country:
Victory points, IC, resources, strategic position(supply line, choke hold, port etc). Right now the minors are swimming in IC/resources and so unhistorical events occur because they are to the player's advantage. The island of santo domingo/haiti gives 10 + IC, coal and iron. In comparison, this one caribbean island has the same resource/industrial capabilities as most industrialized provinces. If it wasn't worth VP(which it shouldnt be), had 1-2 IC, little iron/coal...I wouldn't be troubled to take it.

The other side that will hopefully be corrected is to make the majors concerned if a country takes a province that is high in one of those 4 areas. An italian invasion of venezuala, should at the very least provoke severe international concern, if not outright war..

anyways, just my thoughts....
 

Aetius

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Originally posted by Sharpei_Diem
I agree, but here's the catch, without adequate resources, the minors become unplayable. I don't think this is a bad thing(It was kinda cool that HoI allows you to play as any nation, but unfortunate that alot of them seemed to get bumped up in the effort to preserve some sort of gameplay), I think primarily the game should be about the major players. With that in mind, I also think that IC for alot of the minors was way overstated: particularly south america and the caribbean, so maybe we should cut those values as well?

Well you have 2 choices
You could bump up all the majors. You set the "bottom" level at the current minor level and then increase the Majors. It would require some adjustment of R&D costs to prevent ahistoric fast development. But it would make everyone playable.

Or you cut the minors down to size. Each minor needs 1IC at least for consumer goods. Most minors didn't have 15 000 men under arms and could probably not support them anyway even if they wanted to. So the bottom level is clearly 1 IC. The resources should then be set accordingly. I would start with singling out the 1 IC's first. Haiti, Dominican Republic, Bhutan, Nepal suggest themselves immediately, but I don't know much about the rest. Then I would get the minor countries that fought wars during or close to the game time, e.g. Bolivia, Paraguay, Ecuador, Peru, Thailand and Ethiopia apart from the really obvious ones in Europe. These have to be given ICs at a level that will allow them to fight these wars. The rest of the minors should be compared to these minors to get roughly the right numbers.
Now what is really important is that the "sum" of these minors should then be compared to the majors. Obviously if the sum of the minors is around the level the USSR, the numbers are way too high, maybe they should be the level of France but I honestly don't know.
 
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Lambert Simnel

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AFAIK Tungsten is mostly used as a hardning agent (in Tungsten Carbide bits for example) so I am not sure of the relative importance of the metal itself
Also used to harden armour piercing rounds and, if I am not very much mistaken, in making alloys that remain strong at the temperatures found in a jet engine, definitely an element of military importance.
 

Aetius

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Originally posted by Lambert Simnel
Also used to harden armour piercing rounds and, if I am not very much mistaken, in making alloys that remain strong at the temperatures found in a jet engine, definitely an element of military importance.
How rare was the mined tungsten ore between 1936-1941? If everyone has it is is pretty pointless, if only a few countries had it then it might be worth having on the list.
 

State Machine

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Originally posted by Aetius
Well you have 2 choices
You could bump up all the majors. You set the "bottom" level at the current minor level and then increase the Majors. It would require some adjustment of R&D costs to prevent ahistoric fast development. But it would make everyone playable.

Or you cut the minors down to size. Each minor needs 1IC at least for consumer goods. Most minors didn't have 15 000 men under arms and could probably not support them anyway even if they wanted to. So the bottom level is clearly 1 IC. The resources should then be set accordingly. I would start with singling out the 1 IC's first. Haiti, Dominican Republic, Bhutan, Nepal suggest themselves immediately, but I don't know much about the rest. Then I would get the minor countries that fought wars during or close to the game time, e.g. Bolivia, Paraguay, Ecuador, Peru, Thailand and Ethiopia apart from the really obvious ones in Europe. These have to be given ICs at a level that will allow them to fight these wars. The rest of the minors should be compared to these minors to get roughly the right numbers.
Now what is really important is that the "sum" of these minors should then be compared to the majors. Obviously if the sum of the minors is around the level the USSR, the numbers are way too high, maybe they should be the level of France but I honestly don't know.
Aetius, I've updated my geo/econ FAQ quite a bit from its beta form. See http://www.europa-universalis.com/forum/showthread.php?s=&threadid=57086. The 2nd post has links containing the resource levels for each starter country in the game (1936). It's easy enough to see where the minors are boosted and do the math to see what overall distortion is introduced. I intended to do that myself, but I don't have time until after the holidays...
 

unmerged(12283)

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Originally posted by State Machine
Aetius, I've updated my geo/econ FAQ quite a bit from its beta form. See http://www.europa-universalis.com/forum/showthread.php?s=&threadid=57086. The 2nd post has links containing the resource levels for each starter country in the game (1936). It's easy enough to see where the minors are boosted and do the math to see what overall distortion is introduced. I intended to do that myself, but I don't have time until after the holidays...

Don't suppose you have an xls version of that someplace? I can convert it, but it's kinda tedious and I like how you have them broken down into countries - makes it easier for me to balance things by country...
 

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I was hoping for some help with verification the numbers that were collected under the beta phase. :)
The marginal coal and the iron production were the big problems then already (the oil and rubber being both pretty accurate IMO). Both because of the difficulty of combining different classifications of the ore and coal qualities certainly has introduced some errors.
 

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Resource review by country in 1936

(quote this and paste into excel)
Code:
			Supply					Change per day			Transform*				Requirements		
#	#	#	#	#	#	#	#	#	#	#	#	#	#	#	#	#	#
	IC	COAL	STEEL	RUBBER	Oil	#	COAL	STEEL	RUBBER	#	Oil	Coal	#	COAL	STEEL	RUBBER	#
AFG	12	30	15	0	0	#	6	3	-6	#	-6	-3	#	33	3	-6	#
ALB	5	50	40	0	10	#	40	35	-2.5	#	5	None	#	40	35	-2.5	#
ARG	54	80	30	0	5	#	-28	-24	-27	#	-24.5	Cannot	#	-224	-24	-27	#
AST	53	245	335	0	23	#	139	282	-26.5	#	-15	-1.75	#	246.75	282	-26.5	#
AUS	44	95	35	0	2	#	7	-9	-22	#	-21	-10	#	105	-9	-22	#
BEL	53	150	100	90	0	#	44	47	63.5	#	0	106	#	44	47	63.5	#
BHU	2	10	5	0	0	#	6	3	-1	#	-1	-0.5	#	10.5	3	-1	#
BOL	19	40	10	0	0	#	2	-9	-9.5	#	-9.5	-4.75	#	44.75	-9	-9.5	#
BRA	104	160	100	65	0	#	-48	-4	13	#	0	Cannot	#	56	-4	13	#
BUL	29	40	35	0	0	#	-18	6	-14.5	#	-14.5	Cannot	#	-134	6	-14.5	#
CAN	92	140	180	0	40	#	-44	88	-46	#	-26	Cannot	#	-252	88	-46	#
CHL	35	40	80	0	0	#	-30	45	-17.5	#	-17.5	Cannot	#	-170	45	-17.5	#
CHI	68	939	870	0	0	#	803	802	-34	#	-34	-17	#	956	802	-34	#
COL	35	50	5	0	10	#	-20	-30	-17.5	#	-12.5	Cannot	#	-120	-30	-17.5	#
CHC	15	140	40	0	22	#	110	25	-7.5	#	7	None	#	110	25	-7.5	#
COS	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
CUB	10	60	15	0	0	#	40	5	-5	#	-5	-2.5	#	62.5	5	-5	#
CZE	78	136	70	0	10	#	-20	-8	-39	#	-34	Cannot	#	-292	-8	-39	#
DEN	38	20	10	0	0	#	-56	-28	-19	#	-19	Cannot	#	-208	-28	-19	#
DOM	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
ECU	18	40	10	0	10	#	4	-8	-9	#	-4	4	#	36	-8	-9	#
EST	6	40	20	0	0	#	28	14	-3	#	-3	-1.5	#	41.5	14	-3	#
ETH	5	30	15	0	0	#	20	10	-2.5	#	-2.5	-1.25	#	31.25	10	-2.5	#
FIN	45	80	45	0	0	#	-10	0	-22.5	#	-22.5	Cannot	#	-190	0	-22.5	#
FRA	192	451	365	150	5	#	67	173	54	#	0	384	#	67	173	54	#
GER	315	1255	280	0	15	#	625	-35	-157.5	#	-150	-71.25	#	1326.25	-35	-157.5	#
GRE	33	80	35	0	0	#	14	2	-16.5	#	-16.5	-8.25	#	88.25	2	-16.5	#
GUA	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
HAI	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
HOL	68	95	100	600	170	#	-41	32	566	#	0	Cannot	#	5167	32	566	#
HON	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
HUN	49	70	30	0	10	#	-28	-19	-24.5	#	-19.5	Cannot	#	-184	-19	-24.5	#
IRE	20	40	15	0	0	#	0	-5	-10	#	-10	Cannot	#	-80	-5	-10	#
IRQ	21	40	15	0	220	#	-2	-6	-10.5	#	199	Cannot	#	794	-6	-10.5	#
ITA	132	495	75	0	0	#	231	-57	-66	#	-66	-33	#	528	-57	-66	#
JAP	185	550	405	0	10	#	180	220	-92.5	#	-87.5	-41.25	#	591.25	220	-92.5	#
LAT	16	40	20	0	0	#	8	4	-8	#	-8	-4	#	44	4	-8	#
LIB	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
LIT	12	20	10	0	0	#	-4	-2	-6	#	-6	Cannot	#	-52	-2	-6	#
LUX	6	40	10	0	0	#	28	4	-3	#	-3	-1.5	#	41.5	4	-3	#
MAN	18	140	80	0	0	#	104	62	-9	#	-9	-4.5	#	144.5	62	-9	#
MEX	56	110	60	0	50	#	-2	4	-28	#	-3	Cannot	#	-26	4	-28	#
MON	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
NEP	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
NZL	26	20	10	0	0	#	-32	-16	-13	#	-13	Cannot	#	-136	-16	-13	#
NIC	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
NOR	36	40	30	0	0	#	-32	-6	-18	#	-18	Cannot	#	-176	-6	-18	#
OMN	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
PAN	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
PAR	12	20	10	0	0	#	-4	-2	-6	#	-6	Cannot	#	-52	-2	-6	#
PER	36	60	20	0	50	#	-12	-16	-18	#	14	Cannot	#	44	-16	-18	#
PRU	25	60	20	0	5	#	10	-5	-12.5	#	-10	-3.75	#	63.75	-5	-12.5	#
PHI	24	50	20	10	0	#	2	-4	-2	#	-2	32	#	18	-4	-2	#
POL	84	197	80	0	10	#	29	-4	-42	#	-37	-16	#	213	-4	-42	#
POR	31	35	15	0	0	#	-27	-16	-15.5	#	-15.5	Cannot	#	-151	-16	-15.5	#
ROM	43	110	40	0	80	#	24	-3	-21.5	#	37	None	#	24	-3	-21.5	#
SAL	5	40	10	0	0	#	30	5	-2.5	#	-2.5	-1.25	#	41.25	5	-2.5	#
SAU	11	20	10	0	2	#	-2	-1	-5.5	#	-4.5	Cannot	#	-38	-1	-5.5	#
SIA	20	25	10	40	0	#	-15	-10	30	#	0	Cannot	#	225	-10	30	#
SIK	32	170	220	25	14	#	106	188	9	#	0	64	#	106	188	9	#
SAF	32	80	110	0	0	#	16	78	-16	#	-16	-8	#	88	78	-16	#
SOV	359	1242	710	0	336	#	524	351	-179.5	#	-11.5	626	#	616	351	-179.5	#
SPR	66	230	35	0	0	#	98	-31	-33	#	-33	-16.5	#	246.5	-31	-33	#
SWE	63	120	185	0	0	#	-6	122	-31.5	#	-31.5	Cannot	#	-258	122	-31.5	#
SCH	24	35	5	0	0	#	-13	-19	-12	#	-12	Cannot	#	-109	-19	-12	#
TAN	5	20	10	0	2	#	10	5	-2.5	#	-1.5	-0.25	#	20.25	5	-2.5	#
TIB	7	20	10	0	10	#	6	3	-3.5	#	3	None	#	6	3	-3.5	#
TUR	50	170	85	0	4	#	70	35	-25	#	-23	-10.5	#	180.5	35	-25	#
ENG	287	1240	460	990	115	#	666	173	846.5	#	0	574	#	666	173	846.5	#
USA	854	2108	750	0	1506	#	400	-104	-427	#	652	None	#	400	-104	-427	#
VEN	45	45	15	0	255	#	-45	-30	-22.5	#	210	Cannot	#	795	-30	-22.5	#
YEM	5	20	10	0	0	#	10	5	-2.5	#	-2.5	-1.25	#	21.25	5	-2.5	#
YUG	53	110	45	0	10	#	4	-8	-26.5	#	-21.5	-8.25	#	118.25	-8	-26.5	#
 
Last edited:

unmerged(12283)

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Originally posted by Aetius
Well you have 2 choices
You could bump up all the majors. You set the "bottom" level at the current minor level and then increase the Majors. It would require some adjustment of R&D costs to prevent ahistoric fast development. But it would make everyone playable.

Or you cut the minors down to size. Each minor needs 1IC at least for consumer goods. Most minors didn't have 15 000 men under arms and could probably not support them anyway even if they wanted to. So the bottom level is clearly 1 IC. The resources should then be set accordingly. I would start with singling out the 1 IC's first. Haiti, Dominican Republic, Bhutan, Nepal suggest themselves immediately, but I don't know much about the rest. Then I would get the minor countries that fought wars during or close to the game time, e.g. Bolivia, Paraguay, Ecuador, Peru, Thailand and Ethiopia apart from the really obvious ones in Europe. These have to be given ICs at a level that will allow them to fight these wars. The rest of the minors should be compared to these minors to get roughly the right numbers.
Now what is really important is that the "sum" of these minors should then be compared to the majors. Obviously if the sum of the minors is around the level the USSR, the numbers are way too high, maybe they should be the level of France but I honestly don't know.

Yeah, i think that's the best approach. Raising the ICs for majors quickly spirals into something larger...good idea about the sums, i'll keep that in mind.
 

Aetius

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Resource bottlenecks (% of required amounts for full IC)

Note the "given" is the 8 coal for 1 rubber or 2 oil for 1 rubber
Code:
	Coal	Iron	Rubber
AFG	100%	100%	13%
ALB	100%	100%	100%
ARG	74%	56%	9%
AST	100%	100%	100%
AUS	100%	80%	9%
BEL	100%	100%	100%
BHU	100%	100%	75%
BOL	100%	53%	3%
BRA	77%	96%	100%
BUL	69%	100%	0%
CAN	76%	100%	43%
CHL	57%	100%	0%
CHI	100%	100%	100%
COL	71%	14%	29%
CHC	100%	100%	100%
COS	100%	100%	50%
CUB	100%	100%	100%
CZE	87%	90%	13%
DEN	26%	26%	0%
DOM	100%	100%	100%
ECU	100%	56%	61%
EST	100%	100%	100%
ETH	100%	100%	100%
FIN	89%	100%	0%
FRA	100%	100%	100%
GER	100%	89%	54%
GRE	100%	100%	11%
GUA	100%	100%	100%
HAI	100%	100%	100%
HOL	70%	100%	100%
HON	100%	100%	100%
HUN	71%	61%	20%
IRE	100%	75%	0%
IRQ	95%	71%	100%
ITA	100%	57%	44%
JAP	100%	100%	30%
LAT	100%	100%	13%
LIB	100%	100%	50%
LIT	83%	83%	0%
LUX	100%	100%	100%
MAN	100%	100%	100%
MEX	98%	100%	89%
MON	100%	100%	50%
NEP	100%	100%	50%
NZL	38%	38%	0%
NIC	100%	100%	100%
NOR	56%	83%	0%
OMN	100%	100%	50%
PAN	100%	100%	50%
PAR	83%	83%	0%
PER	83%	56%	100%
PRU	100%	80%	30%
PHI	100%	83%	85%
POL	100%	95%	21%
POR	56%	48%	0%
ROM	100%	93%	100%
SAL	100%	100%	100%
SAU	91%	91%	18%
SIA	63%	50%	100%
SIK	100%	100%	100%
SAF	100%	100%	13%
SOV	100%	100%	100%
SPR	100%	53%	37%
SWE	95%	100%	0%
SCH	73%	21%	0%
TAN	100%	100%	90%
TIB	100%	100%	100%
TUR	100%	100%	43%
ENG	100%	100%	100%
USA	100%	88%	100%
VEN	50%	33%	100%
YEM	100%	100%	50%
YUG	100%	85%	21%
 

Aetius

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Max IC given certain rates of coal conversion

Here you can see the results of coal conversion rates (% represents total amount of coal given a country)
Note that this also includes two givens (oil conversion at 2 to 1/coal at 8:1)
Code:
	Max	0%	20%	40%	60%	80%
AFG	5.1	1.5	2.7	3.9	5.1	3
ALB	5	5	5	5	5	5
ARG	16	5	9	13	16	8
AST	53	53	53	53	49	24.5
AUS	16.95	3.75	8.15	12.55	16.95	9.5
BEL	53	53	53	45	30	15
BHU	2	1.5	1.7	1.9	2	1
BOL	6.2	0.5	2.4	4.3	6.2	4
BRA	80	80	64	48	32	16
BUL	6	0	2	4	6	4
CAN	47	40	47	42	28	14
CHL	6	0	2	4	6	4
CHI	68	68	68	68	68	68
COL	5	5	5	5	5	5
CHC	15	15	15	15	15	14
COS	4	2.5	3	3.5	4	2
CUB	10	10	10	10	10	6
CZE	27.2	10	16.8	23.6	27.2	13.6
DEN	3	0	1	2	3	2
DOM	5	5	5	5	5	4
ECU	10	10	10	10	8	4
EST	6	6	6	6	6	4
ETH	5	5	5	5	5	3
FIN	12	0	4	8	12	8
FRA	192	192	180.4	135.3	90.2	45.1
GER	251	171.25	202.75	234.25	251	125.5
GRE	13.4	3.5	6.8	10.1	13.4	8
GUA	5	5	5	5	5	4
HAI	5	5	5	5	5	4
HOL	47.5	47.5	38	28.5	19	9.5
HON	5	5	5	5	5	4
HUN	17	10	13.5	17	14	7
IRE	6	0	2	4	6	4
IRQ	15	15	15	12	8	4
ITA	75	57.75	70.95	75	75	49.5
JAP	110	55	73.5	92	110	55
LAT	6.8	2	3.6	5.2	6.8	4
LIB	4	2.5	3	3.5	4	2
LIT	3	0	1	2	3	2
LUX	6	6	6	6	6	4
MAN	18	18	18	18	18	14
MEX	50	50	44	33	22	11
MON	4	2.5	3	3.5	4	2
NEP	4	2.5	3	3.5	4	2
NZL	3	0	1	2	3	2
NIC	5	5	5	5	5	4
NOR	6	0	2	4	6	4
OMN	4	2.5	3	3.5	4	2
PAN	4	2.5	3	3.5	4	2
PAR	3	0	1	2	3	2
PER	20	20	20	18	12	6
PRU	12.5	7.5	10	12.5	12	6
PHI	20	20	20	15	10	5
POL	39.4	17.25	25.65	34.05	39.4	19.7
POR	5.25	0	1.75	3.5	5.25	3.5
ROM	40	40	40	33	22	11
SAL	5	5	5	5	5	4
SAU	4	2	3	4	4	2
SIA	10	10	10	7.5	5	2.5
SIK	32	32	32	32	32	17
SAF	13.6	4	7.2	10.4	13.6	8
SOV	359	359	359	359	248.4	124.2
SPR	35	24.5	31.1	35	35	23
SWE	18	0	6	12	18	12
SCH	5	0	1.75	3.5	5	3.5
TAN	5	4.5	5	5	4	2
TIB	7	7	7	6	4	2
TUR	34	21.5	26.5	31.5	34	17
ENG	287	287	287	287	248	124
USA	750	750	750	632.4	421.6	210.8
VEN	15	15	15	13.5	9	4.5
YEM	4	2.5	3	3.5	4	2
YUG	22	11	16.3	21.6	22	11
 
Last edited:

State Machine

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Originally posted by Sharpei_Diem
Don't suppose you have an xls version of that someplace? I can convert it, but it's kinda tedious and I like how you have them broken down into countries - makes it easier for me to balance things by country...
Yeah, but it is a bit big and not perfectly organized. The relevant tabs are:

* province.csv - the raw input from the game file.
* atlas - the geographical input to the html FAQ
* econ 1936 - the "major powers" are sorted and totals accumulated. But, the minors are in there at the end, but totals are not accumulated. I did that directly in the html files for 1.02 since there weren't many changes.
* econ 1936 (2) - the original minor power html creation source. But, it is not updated for 1.02.

Here is the link (it is about 1.3MB) --> xls file

Edit: When I have time, I plan to do 1939 and 1941 scenarios. I will then clean up the tabs.
 
Last edited:

unmerged(12283)

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Re: Max IC given certain rates of coal conversion

Originally posted by Aetius
Here you can see the results of coal conversion rates (% represents total amount of coal given a country)
Note that this also includes two givens (oil conversion at 2 to 1/coal at 8:1)


WAH! I just screamed.

Perfect stuff! just what i was looking for, thanks!
 

Aetius

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Re: Re: Max IC given certain rates of coal conversion

Originally posted by Sharpei_Diem
WAH! I just screamed.

Perfect stuff! just what i was looking for, thanks!

You can work the rest out by combining the information I posted, e.g. if no conversion is allowed domestic rubber sets the upper limit on IC, provided no trade.
Note that there might be some small differences to 1.02 due to tweaking of game play but they should be very close.

This what I posted on the 0-80% coal thing as description:
This is maximum production in IC possible given a percentage of coal converted to rubber. This is apart from the surplus coal available. You can see the IC available without this conversion in the 0% column. In Afganistan's case it pays to convert 60% of the non surplus coal to IC. If I could be bothered I would do the linear programming required to get the perfect ratios for all countries. At the moment I can't be bothered because I can't save the result.
The left column contains the highest result.
 

unmerged(12283)

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Originally posted by Aetius
How rare was the mined tungsten ore between 1936-1941? If everyone has it is is pretty pointless, if only a few countries had it then it might be worth having on the list.

Australia; Austria; Belgium; Bolivia; Brazil; Canada; China; Czech Republic; France; Germany; Hungary; India; Japan; Kazakhstan; North Korea; South Korea; Mexico; Kyrgystan; Mongolia; Myanmar; Netherlands; Peru; Portugal; Russia ; Rwanda; Slovakia; Sweden; Tajikistan; UK; Ukraine; USA; Uganda; Uzbekistan; Vietnam

Thats in the last twenty years though, trying to narrow down a bit...currently china and CIS are the main suppliers(like 90+%)

hmmm, interesting the tidbits you find...

c. A memorandum prepared for Hermann Goering, dated 29 August 1939 and entitled "Raw Material Situation in Case of Mobilization" estimates the reserves of raw materials essential to armament production as follows:

Commodity / Estimated duration of supply in months from August 1939 of combined German production and reserve stocks:

Iron and steel / 8
Manganese / 20
Copper / 4.5
Lead / 11
Zinc / 39
Tin / 2.7
Wolfram (tungsten ore) / 11.25

(from http://members.tripod.com/~Sturmvogel/ussbsord.html )

well, if goering thought these minerals were essential, maybe we should just focus on them :)
 

Aetius

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Originally posted by Sharpei_Diem
Thats in the last twenty years though, trying to narrow down a bit...currently china and CIS are the main suppliers(like 90+%)
Yes the problem is that the main suppliers are usually completely different now. Believe me you need to find the numbers from around the time of the game, which means hunting down the main suppliers at the time and then finding out which mines were actually operational by 1936/1941