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Mithel

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We have released v1.11 of our Province Editor. It can be downloaded from:
http://www.mnstarfire.com/download/hoi/ProvinceEditor.html

This adds the feature of editing a country at a time. (much easier)

Also we've released a new Province.csv based on the v1.05c Province.csv file. Again, this better matches the historic economic potential of each country. Again a critical improvement is using rubber in a dual role to represent both rare resources and the agricultural production of small nations (no more minor country economic meltdowns due to horrible conversion rates).

- Mithel
 

Alexandru H.

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downloaded...I really liked the first version and the next one seems even better...good job
 

Vulture

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What are the most important changes of your province.csv when it comes to resources? Is it mainly the rubber column that is altered? Or did you also change alot of the other resources/manpower/IC?
 

Mithel

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The changes (in order of importance in my opinion) for my current Province.csv file:
1) Rubber (primarily minor countries)
2) Relative IC values (primarily minor countries)
3) Italy
4) Misc - virtually all countries tweaked a bit for coal, steel, oil & rubber

I have not altered manpower from the v1.05c values (yet).

Keep in mind my Province.csv file is a work in progress. I expect to receive a book next week with more detailed economic information that will allow me to fine tune a lot more. I still need to do a lot of work on the resources too. And my Province.csv file is intended to be used with my mod which includes major changes like the conversion ratios (much of my mod is very much like what Mathguy is working on in his mod but we have totally different approaches to representing agrarian economies).

- Mithel
 

Mithel

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Historically Italy was short of coal, steel and oil and unable to import enough to meet their needs. Italy exported agriculture and workers to Germany and Germany supplied them with some coal and steel (although not anywhere near enough to keep the Italian industries fully supplied).

So for Italy I've set them up with slight shortages of coal, steel and oil but a slight excess of rubber (agriculture). In my mod I've also created events to simulate the trade between Italy and Germany and Romania.

I don't feel we can do this completely accurately due to the limited economic model of HoI, thus I only short them a little so the Italian economy is hard pressed (unless they can conquer some resources) but doesn't "meltdown".

- Mithel
 

unmerged(1180)

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One migth want to make a Swedish province produce 2 or so oil when war hits in Europe. There are large amounts of mineral oil in layers in "skiffer" (dont know the English word for it) that was mined in great daymines during the war. It is forbidden to mine for that oil (the oil has to be separated from the stone) today, because of the extreme enviromental problems involved.
 

Mithel

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Steel, your welcome! {smile}

Hopefully my "3 file text editor" will be useful too (I should release it tonight or within the next couple days).

von Adler - I've been thinking about oil a bit and still need to do a comprehensive overview before I really start tweaking the oil. Many nations had "alternatives" to conventional petroleum that would allow them to fuel some vehicles, ships, etc. I've thought of giving every nation one or two points of oil to represent this - not enough to field multiple armored divisions but perhaps enough so they could nurse along a few units. (since we all know the world market is badly broken and unlikely to work well for human or AI for these small needs) But coal conversion might be acceptable to simulate this. Especially in my mod where the horrible 8:1 Coal-Oil-Rubber conversions no longer occur.

I will probably end up giving each nation one or two points of oil. I don't like the solution Paradox seems to use of giving large stockpiles initially to all nations. In my mod I've reduced starting stockpiles significantly.

- Mithel