Weaknesses in HoI2 production system:
- No ability to target specific production with bombing.
- Too flexible (Germany start building 15 parallel BB the day Soviet surrenders)
- Too boring (All production runs take same time, no strategic choises)
- "same" IC cost to replace a lost machine compared to a lost soldier.
- Completed units can be placed freely where needed.
How can you make production more fun, feel even more historical and suffer from strategic bombing?
My suggestion is Industries, the dynamic is similair to techteams. Make production work just like research!
You select a specific Industry(Krupp, Boeing, Vickers exc) and match each production batch with their speciallity, in some cases (shipbuilding) you are even forced to use a Industry that have shipyard acess(speciality). Each Industry and Techteam also have their HQ located in a province. By bombing here you will slow down progress off all builds and research in the province! Capturing it will destroy the current build or resarch. Just like in the real war, you will be forced to defend vital industrial areas at all cost. Production would be similair to research but use IC(and perhaps materials) instead of $ and you can run as many teams(Industries) as your IC can afford.
Pros:
- You must be smart about where you build or research. Perhaps chosing a normally worse site further from front will finish faster because it can work undisturbed from bombs?
- What happens on the strategic map have more direct impact on your production.
- Historical limits. Greatest problems for Germany in the ocean war was perhaps not its doctrine but its lack of shipping industries. Same about chinese aero industry or japanese tank industry.
- A ship built at New Yorks shipyards will appear there, and not magically at San diego. Resistance in the Ruhr area will be massive, one reason beeing most of the new tanks roll out here.
- Better historical feel, No more 20 Infantry divisions appearing simultaneously but rather reaching completion one by one as different Industries take different time to finish orders.
Cons:
- A little more micromanagement, But I know I love this kind of management, will feel historical to get to choose contractors for your orders.
- Abuse tactics such as paradropping vital industry areas or landing in shipyards to destroy progress. Guess we have to actually defend them now, huh?
Other cool stuff that could be added:
- Additional costs for some specific units, Steel for Ships or rare materials for Airplanes comes into mind as the most striking and realistic ones.
- Offers from different industries or contractors. Democracys could have to pay $ fees to start production (more for better industries) and dictatorships could pay extra IC fees.
- Events about improving industries (triggered by building IC in their province) pay materials to add/improve their speciallitys or give them more production slots. Adding IC in a province with no Industries could trigger events about getting new ones. Expanding ports or airfields could make your naval or aero industries ask for more funding (to be improved).
- Additional choises. Extra training (longer production time add oil/supplies cost) versus no training (faster time). Use high grade parts (more materials cost for better stats) versus Use substandard parts (less materials cost for worse stats).
- No model upgrades for tanks/aircraft but instead more stats upgrade via techs. Perhaps brigaded extras such as radio/sonar/radar/AA/AT or small stuff that can be upgraded often and easilly without replacing the entire unit. Old divisions can be either put on No reinfocement allowed (Soviet style) or used as rearguards then disbanded (Allied/Germany style).
- Separated manpower and materials in both production and casualties. Many other good suggestions about this, but the basic Idea is to first build only tanks(materials) and then either put them in division or use them to replace losses. When your attacked with stukas you lose tanks (expensive IC to replace) and when your attacked with militias you lose soldiers (expensive MP to replace).
- More effect of good Infrastructure and more well though out system. How can a province be repaired from 0 to 10 in a month but it will take 10years(120times as long) to build infrastructure from scratch in HoI2?
How can I have the same efficiency of resource gathering and production regardless of infrastructure in HoI2? I however must say I loved what Strategic infrastructure bombing could do to a land campaign. Make sure we get this in HoI3 aswell!
Edit: So Ive read tech teams are out. I still think production and research share alot and could use a similair mechanic. Perhaps not with specialitys, but the historical flavour of assigning certain famous teams for your research (and production) projects is really lovely.
- No ability to target specific production with bombing.
- Too flexible (Germany start building 15 parallel BB the day Soviet surrenders)
- Too boring (All production runs take same time, no strategic choises)
- "same" IC cost to replace a lost machine compared to a lost soldier.
- Completed units can be placed freely where needed.
How can you make production more fun, feel even more historical and suffer from strategic bombing?
My suggestion is Industries, the dynamic is similair to techteams. Make production work just like research!
You select a specific Industry(Krupp, Boeing, Vickers exc) and match each production batch with their speciallity, in some cases (shipbuilding) you are even forced to use a Industry that have shipyard acess(speciality). Each Industry and Techteam also have their HQ located in a province. By bombing here you will slow down progress off all builds and research in the province! Capturing it will destroy the current build or resarch. Just like in the real war, you will be forced to defend vital industrial areas at all cost. Production would be similair to research but use IC(and perhaps materials) instead of $ and you can run as many teams(Industries) as your IC can afford.
Pros:
- You must be smart about where you build or research. Perhaps chosing a normally worse site further from front will finish faster because it can work undisturbed from bombs?
- What happens on the strategic map have more direct impact on your production.
- Historical limits. Greatest problems for Germany in the ocean war was perhaps not its doctrine but its lack of shipping industries. Same about chinese aero industry or japanese tank industry.
- A ship built at New Yorks shipyards will appear there, and not magically at San diego. Resistance in the Ruhr area will be massive, one reason beeing most of the new tanks roll out here.
- Better historical feel, No more 20 Infantry divisions appearing simultaneously but rather reaching completion one by one as different Industries take different time to finish orders.
Cons:
- A little more micromanagement, But I know I love this kind of management, will feel historical to get to choose contractors for your orders.
- Abuse tactics such as paradropping vital industry areas or landing in shipyards to destroy progress. Guess we have to actually defend them now, huh?
Other cool stuff that could be added:
- Additional costs for some specific units, Steel for Ships or rare materials for Airplanes comes into mind as the most striking and realistic ones.
- Offers from different industries or contractors. Democracys could have to pay $ fees to start production (more for better industries) and dictatorships could pay extra IC fees.
- Events about improving industries (triggered by building IC in their province) pay materials to add/improve their speciallitys or give them more production slots. Adding IC in a province with no Industries could trigger events about getting new ones. Expanding ports or airfields could make your naval or aero industries ask for more funding (to be improved).
- Additional choises. Extra training (longer production time add oil/supplies cost) versus no training (faster time). Use high grade parts (more materials cost for better stats) versus Use substandard parts (less materials cost for worse stats).
- No model upgrades for tanks/aircraft but instead more stats upgrade via techs. Perhaps brigaded extras such as radio/sonar/radar/AA/AT or small stuff that can be upgraded often and easilly without replacing the entire unit. Old divisions can be either put on No reinfocement allowed (Soviet style) or used as rearguards then disbanded (Allied/Germany style).
- Separated manpower and materials in both production and casualties. Many other good suggestions about this, but the basic Idea is to first build only tanks(materials) and then either put them in division or use them to replace losses. When your attacked with stukas you lose tanks (expensive IC to replace) and when your attacked with militias you lose soldiers (expensive MP to replace).
- More effect of good Infrastructure and more well though out system. How can a province be repaired from 0 to 10 in a month but it will take 10years(120times as long) to build infrastructure from scratch in HoI2?
How can I have the same efficiency of resource gathering and production regardless of infrastructure in HoI2? I however must say I loved what Strategic infrastructure bombing could do to a land campaign. Make sure we get this in HoI3 aswell!
Edit: So Ive read tech teams are out. I still think production and research share alot and could use a similair mechanic. Perhaps not with specialitys, but the historical flavour of assigning certain famous teams for your research (and production) projects is really lovely.
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