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..