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mccarty.geoff

Major
On Probation
Jul 11, 2017
641
4
Currently, consumer goods need is based upon a 20% fraction of the player's adjusted IC. Darkest Hour has begun to implement realistic manpower totals of the world population. Therefore the consumer goods fraction should be erased and the base consumer goods need should depend upon a coutries' provincial manpower sum. WIth multipliers allowing for non-national and non-owned provinces.

This would have the effect of simulating the economic drain to maintain control of massive populations such as Europe, China, or India. Realistically, these highly populated regions should be more difficult to develop. If the industrial base is severely damaged than dissent should skyrocket according to the inability of the government to feed and cloth their citizens. This is not currently so due to the equallibrium of the industrial capacity reduction and the base consumer needs value which is a static 0.2. This logical disconnect between the populace and their needs is probably one of the greatest impediments to simulating a realistic world economy for HoI2.

Effectively the AI and human player should be forced to allow for a marginal increase in dissent due to economic crisis. Perhaps there could be a cap on the amount of consumer goods production within the production slider panel. This would create a further incentive to liberate autonomous regions that would otherwise lead to the nation's economic collapse.
 
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IC variable / resource cost
  • Gormadoc

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    Meanwhile, all variants and mods of HoI introduce gearing and technological effects reducing buildtime which is completely illogical. Since Industry requires resources needed to build objects how can the buildtime be influenced without an equal rise in IC cost. Unless we're to assume that hundreds of 'units' of resources are naturally wasted by industries at their base level of production.
    For clarification: So in your opinion, there are no advances/changes in production techniques, that makes it possible to speed up production and increase output, during the timeframe the game takes place in?

    Seriously?

    One could argue, in some instances it should also require a increase in raw materials usage.
    But to claim that IC cost of production is constant and dont change during this timeframe is not very accurate.

    To give an example: Shipbuilding:
    Going from primarily rivited to welded to modular shipbuilding, has significantly reduced both production time and labor costs.