Hey all. I hope my english is good enough. I am new to HoI4 but i did play HoI2 long time ago. Also i am a notorious modder myself. I most of the time trying only simple general edits and i noticed that it is possible to do in this game. It seams really easy to alter general aspects of the game. To give you a quick example, i did mod the decay time (defines) of the attack bonus of battle planing to be able to micro my divisions myself without loosing the battle plan bonus as fast. Its now the same and it doesnt matter if i micro or not.
PLANNING_DECAY = 0.01 (vanilla)
PLAYER_ORDER_PLANNING_DECAY = 0.01 (modded)
Now as i played this awesome game with germany as democratic nation in a unhistorical setting just to learn the game more without beeing into war all the time, i also stumbled upon a massive performance problem at around 1942/43 in my game although i already did know that this could be possible because of my potato pc. But till then it was surprisingly smooth. Too smooth to be true in the long run i thought.
The reason why that is, i was not certain about.
As i searched about the main problem of this slowdown of the game, in my case close to the point of no-responsibility, i read that the main problem is the amount of divisions, aircraft and the amount of fights and possible the amount of small nations. All this makes my potato to have too much trouble at some point.
Therefore i did 2 rather simple things to try to have a better chance to overcome this in the later game, by ...
After that i unfortunately did again experience a big performance problem late in the game. At that point i also noticed that i already had a really big Airforce with around 10k planes. USA and UK for example got even more. Infantry divisions are like in the range of 150 - 300 for the big nations like USA, Russia and Japan, which anexed China. War between Japan, USA ( both Fascist) against Mexico and Russia (Kommies) at that time. I also noticed huges numbers of factories, civs and mils even of the smaller nations like Sweden etc at that point, which was showing me that the overall production potential is huge even for small nations, not to speak about the big nations which build up really huge amounts of factories.
Now to the crucial part of this thread.
There seems to be some basic conditions how much divisions, aircraft and navy one nation can make.
Those are, and please correct me, the amount of military equipment, aircraft and navy through military factory production, and manpower availability through conscription laws and base manpower of each state or nation. Furthermore the maximum amount of factories which is capped by the maximum allowed buildings in a given state will cap total overall production at some very late point in the game i assume then.
To boil it down: There is a cap to buildings. This means there is a point where there is no more encrease in output at some very late point.
Now i have the radical idea to alter the base production multiplier of military production in the defines section or even to increase significantly the base production costs of all millitary and dockyard production units/items. The first option to alter the production per military factory seems the much faster and easier way to go. Also manpower conscription % is easy to change.
But manpower is a special case, in that there is a neverending growth of manpower. It never stops so to speak. So manpower growth seems the ultimate enemy to cap the ability to make more divisions. Even without equipment. But without manpower growth, the game would die at some point i think.
Here are some defines settings i found that would arguably make fundamental impact in achieving the goal of decreasing the ability to make too much divisions, aircraft and navy at least for a longer game. I assume there is more settings which i just didnt find yet. Eventually someone can tell me.
(all vanilla values)
POPULATION_YEARLY_GROWTH_BASE = 0.015
BASE_FACTORY_SPEED = 5
BASE_FACTORY_SPEED_MIL = 4.75
BASE_FACTORY_SPEED_NAV = 2.5
CAPITULATE_STOCKPILES_RATIO = 0.5
To conclude my observations, i want to ask if someone did already tried to alter basic factory output and manpower growth and conscription law % significantly to achieve decreasing the division output? I know that there should be some growth of manpower and enough equippment to make them but if i decrease those values significantly it would make it only possible to have larger amounts of divisions, aircraft and navy very very late in the game where then also the cap of buildings in states is finally filled up totally with military and civilian factories and dockyards.
What do you think?
Thanks for reading and any comment is much appreciated and please correct me if i have any misconception in my observations.
PLANNING_DECAY = 0.01 (vanilla)
PLAYER_ORDER_PLANNING_DECAY = 0.01 (modded)
Now as i played this awesome game with germany as democratic nation in a unhistorical setting just to learn the game more without beeing into war all the time, i also stumbled upon a massive performance problem at around 1942/43 in my game although i already did know that this could be possible because of my potato pc. But till then it was surprisingly smooth. Too smooth to be true in the long run i thought.
The reason why that is, i was not certain about.
As i searched about the main problem of this slowdown of the game, in my case close to the point of no-responsibility, i read that the main problem is the amount of divisions, aircraft and the amount of fights and possible the amount of small nations. All this makes my potato to have too much trouble at some point.
Therefore i did 2 rather simple things to try to have a better chance to overcome this in the later game, by ...
- Merging alot of smaller, rather ww2-insignificant nations at the periphery into much bigger conglomerated regimes by using the toolpack mod to annex and core them.
- Using a mod which creates a flexible cap to division amount by connecting it to the amount of factories.
After that i unfortunately did again experience a big performance problem late in the game. At that point i also noticed that i already had a really big Airforce with around 10k planes. USA and UK for example got even more. Infantry divisions are like in the range of 150 - 300 for the big nations like USA, Russia and Japan, which anexed China. War between Japan, USA ( both Fascist) against Mexico and Russia (Kommies) at that time. I also noticed huges numbers of factories, civs and mils even of the smaller nations like Sweden etc at that point, which was showing me that the overall production potential is huge even for small nations, not to speak about the big nations which build up really huge amounts of factories.
Now to the crucial part of this thread.
There seems to be some basic conditions how much divisions, aircraft and navy one nation can make.
Those are, and please correct me, the amount of military equipment, aircraft and navy through military factory production, and manpower availability through conscription laws and base manpower of each state or nation. Furthermore the maximum amount of factories which is capped by the maximum allowed buildings in a given state will cap total overall production at some very late point in the game i assume then.
To boil it down: There is a cap to buildings. This means there is a point where there is no more encrease in output at some very late point.
Now i have the radical idea to alter the base production multiplier of military production in the defines section or even to increase significantly the base production costs of all millitary and dockyard production units/items. The first option to alter the production per military factory seems the much faster and easier way to go. Also manpower conscription % is easy to change.
But manpower is a special case, in that there is a neverending growth of manpower. It never stops so to speak. So manpower growth seems the ultimate enemy to cap the ability to make more divisions. Even without equipment. But without manpower growth, the game would die at some point i think.
Here are some defines settings i found that would arguably make fundamental impact in achieving the goal of decreasing the ability to make too much divisions, aircraft and navy at least for a longer game. I assume there is more settings which i just didnt find yet. Eventually someone can tell me.
(all vanilla values)
POPULATION_YEARLY_GROWTH_BASE = 0.015
BASE_FACTORY_SPEED = 5
BASE_FACTORY_SPEED_MIL = 4.75
BASE_FACTORY_SPEED_NAV = 2.5
CAPITULATE_STOCKPILES_RATIO = 0.5
To conclude my observations, i want to ask if someone did already tried to alter basic factory output and manpower growth and conscription law % significantly to achieve decreasing the division output? I know that there should be some growth of manpower and enough equippment to make them but if i decrease those values significantly it would make it only possible to have larger amounts of divisions, aircraft and navy very very late in the game where then also the cap of buildings in states is finally filled up totally with military and civilian factories and dockyards.
What do you think?
Thanks for reading and any comment is much appreciated and please correct me if i have any misconception in my observations.