I'd love to make the "definitive IC improvement" post, unfortunately that isn't going to happen right now, but given my observations of the topic's discussion here I think I can at least take it to a more analytic level and dispel some of the misconceptions I've seen.
There are almost certainly some mistakes, so read critically
I. Relevant Factors
1. IC improvement build time
Build time starts at 360 days (a paradox year), but is reduced by the sliders:
a. Hawk lobby
b. Free Market
The lower the build time, the more quickly the investment will pay off.
These sliders will affect build time, but not build cost (Cost will still be 5 IC, but the time will be reduced by the relevant percentage).
Note that serial builds will not reduce build time, and slider effects will not be applied to improvements already underway.
Example:
With full free market (-20%) and a -5% build time from hawk lobby an IC improvement will take 360 * .75 = 270 days.
2. Base IC increase vs. Actual IC input
The 5 IC cost of improvement is taken out of the modified IC total (like all other production), but the IC increase is applied to the unmodified base IC. This means that the input to output ratio will be better then 5:1.
IC is modified by:
a. Central planning
b. Ministers (Armaments, Intelligence, heads of state/government AFAIK)
c. Technology (The three industrial techs in the upper left corner)
d. Difficulty level
For example, if you have:
+25% (full central planning) + 20% (ministers) +15% (technology) = +60%
So for every IC increase you will get 1.0 * 1.6 = 1.6 IC increase, for a input output ratio of 5:1.6 (I hope I'm not being annoyingly simple, I just figure that if I'm trying to be informative I might as well lay it all out)
Generally the bigger your IC modifier, the quicker IC improvements will pay off.
3. Modified IC to Consumer Goods (CG) ratio (from MadViking)
Not all of the additional IC will go towards increased productive capacity; some will go towards consumer goods. Exactly how the consumer goods ratio is determined from the various modifiers is eluding me, but it's not necessary to have a formula for this analysis (I assume it is calculated from a percentage of base IC with the modifiers applied in some counterintuitive order of operations).
IC:CG ratio is affected by:
1. Central Planning/Free Market slider
2. Interventionism slider
3. Minister effects
4. At war or not
The fewer ICs that need to go to CG the more IC investment will pay off.
For example:
If 20% of your IC goes to CG (and the above situation) then your productive IC from one increase will be 1.6 *0.80 = 1.28
4. Opportunity costs
In addition to the basic opportunity cost of present v. future IC (a largely qualitative judgment beyond the scope of this discussion), there are objective changes in the costs of other production.
This will be affected by many factors including:
a. Slider changes (Hawk Lobby, Free Market)
b. Technology (Mass production techs)
c. Ministers that reduce build time
d. Gearing Bonuses (and thus drafted army)
For Example:
In 1936 it will cost Germany 7*95 = 665 IC*Days (ICD) to build an infantry unit, while in 1940 with full Hawk lobby and small arms mass production the cost will be 5.6 * 61 = 341.6 ICD, 51.4% of the 1936 cost.
(From MadViking: 61 days = 95 (base) *0.8 (hawk lobby) * 0.8 (small arms assembly); not 57= 95*.8 (hawk) - 19 (SAA) as one migh think).
II. Rough analysis
Given the above information, and considering that when changes in these factors takes place is important, it would appear to be difficult to make a meaningful formula to determine when IC investment will pay off. I'll try to run through an analysis of when 1936 IC investment pays off for Germany given reasonable assumptions.
Assumptions:
1. The first slider move is towards central planning (no immediate IC effect), and this is continued until central planning is complete
2. Interventionism & hawk lobby are allowed to progress normally
2. IC builds are started on January 3, 1936 right after the re-occupation event (giving a 5% time bonus)
3. Ministers and tech are chosen to max IC (20% minister bonus, and 15% tech bonus is the best AFAIK, done as quickly as possible)
4. Difficulty level is normal
Total IC bonuses will be assumed to be (IMHO good estimates, but not perfect):
+40% IC (15 slider, 15 minister, 10 tech), 23.2% to CG for 12/15/36 to 12/30/37
+50% IC (20 slider, 15 minister, 15 tech), 19.5% to CG from 1/1/38 to 12/30/38
+60% IC (25 slider, 20 minister, 15 tech), 15.4% to CG from 1/1/39 to 10/1/39
+60% IC (25 slider, 20 minister, 15 tech), 7.7% to CG from 10/2/39 on
Percentage of IC used on CG
Build time in 1/3/36 is 360 * .95 = 342 (done 12/15/36, for a total cost of 5 * 342 = 1710 ICD
Payoff from 12/15/36 to 12/30/37: 1.4 * 375 = 535 ICD * 76.8% = 411 ICD
1/1/38 to 12/30/39: 1.5 * 360 = 540 ICD * 80.5% = 435 ICD (total 411 + 435 = 846 ICD)
1/1/39 to 10/1/39: 1.6 * 300 = 480 ICD * 84.6% = 406 ICD (total 846 + 406 = 1252 ICD)
10/2/39 to 8/10/40: 1.6 * 310 = 496 ICD * 92.3% = 458 ICD, for a total 1252 + 485 = 1737!!!
So by early August of 1940 you have broken even in productive IC. Given that a fully geared infantry division will cost about 224 ICD at that point, you can get about 2.4 additional infantry divisions per year for every IC improvement you did in 1936.
III. Other considerations
1. TC
For every IC improvement you will be getting: 1 * IC modifier * TC modifier additional TC (this will be 1.6 * 1.8 = 2.88 additional TC given the above IC modifiers and all TC improving tech but no TC improving ministers).
2. Additional tech teams (from Malch)
A nation gets 1 tech team for every 20 IC rounded up, so the intervals 21, 41, 61, and 81 are very important (each will grant an additional tech team). Without going into a deep analysis it should be apparent that should be a serious consideration, particularly if you are close to one of the cut off points.
3. Increased energy to oil conversion (from MadViking)
When energy reserves are more than twice oil reserves then energy is converted to oil such that you get 10% of you IC in oil every day (the conversion rate is determined by tech). Naturally as you increase IC you will also get more oil from conversion.
For example if you have a +60% IC modifier then you will get 1.6 IC * 0.1 = .16 additional oil per day from conversion for every IC increase you invest in.
4. "You go to war with the army you have, not the army you wish you had, or the army you hope to have at some future time" - Rummy (paraphrased from memory)
I assume I don't need to expand
There are almost certainly some mistakes, so read critically
I. Relevant Factors
1. IC improvement build time
Build time starts at 360 days (a paradox year), but is reduced by the sliders:
a. Hawk lobby
b. Free Market
The lower the build time, the more quickly the investment will pay off.
These sliders will affect build time, but not build cost (Cost will still be 5 IC, but the time will be reduced by the relevant percentage).
Note that serial builds will not reduce build time, and slider effects will not be applied to improvements already underway.
Example:
With full free market (-20%) and a -5% build time from hawk lobby an IC improvement will take 360 * .75 = 270 days.
2. Base IC increase vs. Actual IC input
The 5 IC cost of improvement is taken out of the modified IC total (like all other production), but the IC increase is applied to the unmodified base IC. This means that the input to output ratio will be better then 5:1.
IC is modified by:
a. Central planning
b. Ministers (Armaments, Intelligence, heads of state/government AFAIK)
c. Technology (The three industrial techs in the upper left corner)
d. Difficulty level
For example, if you have:
+25% (full central planning) + 20% (ministers) +15% (technology) = +60%
So for every IC increase you will get 1.0 * 1.6 = 1.6 IC increase, for a input output ratio of 5:1.6 (I hope I'm not being annoyingly simple, I just figure that if I'm trying to be informative I might as well lay it all out)
Generally the bigger your IC modifier, the quicker IC improvements will pay off.
3. Modified IC to Consumer Goods (CG) ratio (from MadViking)
Not all of the additional IC will go towards increased productive capacity; some will go towards consumer goods. Exactly how the consumer goods ratio is determined from the various modifiers is eluding me, but it's not necessary to have a formula for this analysis (I assume it is calculated from a percentage of base IC with the modifiers applied in some counterintuitive order of operations).
IC:CG ratio is affected by:
1. Central Planning/Free Market slider
2. Interventionism slider
3. Minister effects
4. At war or not
The fewer ICs that need to go to CG the more IC investment will pay off.
For example:
If 20% of your IC goes to CG (and the above situation) then your productive IC from one increase will be 1.6 *0.80 = 1.28
4. Opportunity costs
In addition to the basic opportunity cost of present v. future IC (a largely qualitative judgment beyond the scope of this discussion), there are objective changes in the costs of other production.
This will be affected by many factors including:
a. Slider changes (Hawk Lobby, Free Market)
b. Technology (Mass production techs)
c. Ministers that reduce build time
d. Gearing Bonuses (and thus drafted army)
For Example:
In 1936 it will cost Germany 7*95 = 665 IC*Days (ICD) to build an infantry unit, while in 1940 with full Hawk lobby and small arms mass production the cost will be 5.6 * 61 = 341.6 ICD, 51.4% of the 1936 cost.
(From MadViking: 61 days = 95 (base) *0.8 (hawk lobby) * 0.8 (small arms assembly); not 57= 95*.8 (hawk) - 19 (SAA) as one migh think).
II. Rough analysis
Given the above information, and considering that when changes in these factors takes place is important, it would appear to be difficult to make a meaningful formula to determine when IC investment will pay off. I'll try to run through an analysis of when 1936 IC investment pays off for Germany given reasonable assumptions.
Assumptions:
1. The first slider move is towards central planning (no immediate IC effect), and this is continued until central planning is complete
2. Interventionism & hawk lobby are allowed to progress normally
2. IC builds are started on January 3, 1936 right after the re-occupation event (giving a 5% time bonus)
3. Ministers and tech are chosen to max IC (20% minister bonus, and 15% tech bonus is the best AFAIK, done as quickly as possible)
4. Difficulty level is normal
Total IC bonuses will be assumed to be (IMHO good estimates, but not perfect):
+40% IC (15 slider, 15 minister, 10 tech), 23.2% to CG for 12/15/36 to 12/30/37
+50% IC (20 slider, 15 minister, 15 tech), 19.5% to CG from 1/1/38 to 12/30/38
+60% IC (25 slider, 20 minister, 15 tech), 15.4% to CG from 1/1/39 to 10/1/39
+60% IC (25 slider, 20 minister, 15 tech), 7.7% to CG from 10/2/39 on
Percentage of IC used on CG
Build time in 1/3/36 is 360 * .95 = 342 (done 12/15/36, for a total cost of 5 * 342 = 1710 ICD
Payoff from 12/15/36 to 12/30/37: 1.4 * 375 = 535 ICD * 76.8% = 411 ICD
1/1/38 to 12/30/39: 1.5 * 360 = 540 ICD * 80.5% = 435 ICD (total 411 + 435 = 846 ICD)
1/1/39 to 10/1/39: 1.6 * 300 = 480 ICD * 84.6% = 406 ICD (total 846 + 406 = 1252 ICD)
10/2/39 to 8/10/40: 1.6 * 310 = 496 ICD * 92.3% = 458 ICD, for a total 1252 + 485 = 1737!!!
So by early August of 1940 you have broken even in productive IC. Given that a fully geared infantry division will cost about 224 ICD at that point, you can get about 2.4 additional infantry divisions per year for every IC improvement you did in 1936.
III. Other considerations
1. TC
For every IC improvement you will be getting: 1 * IC modifier * TC modifier additional TC (this will be 1.6 * 1.8 = 2.88 additional TC given the above IC modifiers and all TC improving tech but no TC improving ministers).
2. Additional tech teams (from Malch)
A nation gets 1 tech team for every 20 IC rounded up, so the intervals 21, 41, 61, and 81 are very important (each will grant an additional tech team). Without going into a deep analysis it should be apparent that should be a serious consideration, particularly if you are close to one of the cut off points.
3. Increased energy to oil conversion (from MadViking)
When energy reserves are more than twice oil reserves then energy is converted to oil such that you get 10% of you IC in oil every day (the conversion rate is determined by tech). Naturally as you increase IC you will also get more oil from conversion.
For example if you have a +60% IC modifier then you will get 1.6 IC * 0.1 = .16 additional oil per day from conversion for every IC increase you invest in.
4. "You go to war with the army you have, not the army you wish you had, or the army you hope to have at some future time" - Rummy (paraphrased from memory)
I assume I don't need to expand
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