For all the factories for land and air units, there is production efficiency. If you are building an aircraft carrier that is 50% complete, and then you start shifting dockyards around, should that affect the production efficiency?
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I would like to know more about this line of thought.Production efficiency exists mostly to balance out tech rush
What's there to know? It simply creates additional lag between researching stuff and getting it out in a reasonable enough quantity. Fighter 3s might be superior to fighter 2s, but not to the point where you would be okay with suddenly cutting your fighter production by a factor of 10 (unless you won the game anyway). Or take Stellaris, where same upgrade in efficiency can be applied to your existing fleet via couple months in a dock - hardly noticeable for a game that spans couple hundred years, yet same retrofit speed would be a gamechanger for HOI.I would like to know more about this line of thought.
I'm having trouble imagining what the differences in what 'production efficiency' means between the different installments, for it to have been possible to build 'junk' and swap to good things?HOI3 is why we don't have production efficiency in dockyards in HOI4.
Why do I say this? Because there's literally a post in the HOI3 forum where I demonstrated how the Soviets could build a world class fleet by building practice battleships and battlecruisers to generate the production efficiency needed to build ships fast enough to catch up with US naval production.
Be careful what you wish for.
Naval production is WAY to slow in game anyways. You are basically restricted to your starting fleet (if you have one). Building a battleship (with max 5 dockyards) takes 2-3 years(!), same with carriers. So either you start with a good fleet or you don't.
Naval balancing in game is horrendous anyways. As far as I understand history, there was never a reason to not give a ship a cannon if it would fit on the hull. So, to fix the naval matter, I would increase naval output by factor 2, but make hulls(!) 50% more expensive at the same time. That would remove the "minimalist" matter AND allow realistic ship building speed.
I'm having trouble imagining what the differences in what 'production efficiency' means between the different installments, for it to have been possible to build 'junk' and swap to good things?
So... not production efficiency at all. Got it.In HOI3, you had something called "practical knowledge." When you build things, you gained X amount of practical knowledge in the relevant field. Build an interceptor wing, and you gain "light air" practicals that affect all types of air wings that fit under the rubric. Build a tank division, and you get "armor" practicals that impact all types of armor.
Without going into exhaustive detail, practicals would speed up both research and production speed. The production speed increase was a forerunner to production efficiency in MIC in HOI4. Leaving aside the research benefits of practicals, the production benefits meant that if you built, say, a clone of the Soviet Union's Marat, the Soviets could gain capital ship practicals (which they basically had zero of in the 1936 start of HOI3). The next battleship you build would be cheaper. Build, say, 3 Marat's in parallel, then when they all complete, you get a big heaping pile of practical knowledge, giving a ridiculous discount on the next battleships (at least compared to where you started).
How would this apply to HOI4?
Obviously, HOI4 reduces the potential for abuse by making production efficiency retention pretty small when swapping to a new entire model year for tanks and planes. But you do keep a vast majority of your production efficiency when swapping to a variant. Imagine building, say, your first carrier with almost no modules. You run the production line, it finishes the carrier. You have also gained a ton of production efficiency. Then you swap to a variant that has, say, all the modules. Hmmm, that might be a problem. But clever players are already thinking to themselves, "Secret Master, the pay off on capital ships abusing this mechanic would be too long. It's not the exploit you make it seem like."
But really, I'm just getting started. That's just a showcase of how the mechanic might work. Let's get really silly with production efficiency and ships.
I know a lot of players in MP love their roach builds, and a lot of players love to abuse submarines. Can you imagine for one moment how ridiculous you could get with production efficiency gains in dockyards building, say, tier 1 roach DDs. If Britain started on day 1 building cheap tier 1 DDs, by Danzig they'd be printing them off like counterfeit currency. And, if you decide later you don't want roach DDs for whatever reason, you run better modules on the DDs on the production line and keep going.
It gets spicier with submarines, though. Have Germany grab subs early using focuses and the design company, get a production line of dockyards going with stripped down minimalist 1940 submarine hulls with the worst torpedoes and engines for a few months, but when RADAR and snorkel come online, swap over to a super nice submarine with fancy torpedoes, RADAR or snorkel, and the best engine.
This does not even address how silly you could probably get with convoy production if dockyards had production efficiency.
I'm sure someone could balance it out with enough math and testing, but I can see why the Devs haven't bothered.
In HOI3 the practicals were grandted at the end of the production, in the same quantity for a low quality ship or a high quality ship. In HOI4, production efficiency increases over time during the production. No reason in your submarine example for germany to not build the best submarines they can at any point in time, making them cheap would not increase the speed at which production efficiency grows.In HOI3, you had something called "practical knowledge." When you build things, you gained X amount of practical knowledge in the relevant field. Build an interceptor wing, and you gain "light air" practicals that affect all types of air wings that fit under the rubric. Build a tank division, and you get "armor" practicals that impact all types of armor.
Without going into exhaustive detail, practicals would speed up both research and production speed. The production speed increase was a forerunner to production efficiency in MIC in HOI4. Leaving aside the research benefits of practicals, the production benefits meant that if you built, say, a clone of the Soviet Union's Marat, the Soviets could gain capital ship practicals (which they basically had zero of in the 1936 start of HOI3). The next battleship you build would be cheaper. Build, say, 3 Marat's in parallel, then when they all complete, you get a big heaping pile of practical knowledge, giving a ridiculous discount on the next battleships (at least compared to where you started).
How would this apply to HOI4?
Obviously, HOI4 reduces the potential for abuse by making production efficiency retention pretty small when swapping to a new entire model year for tanks and planes. But you do keep a vast majority of your production efficiency when swapping to a variant. Imagine building, say, your first carrier with almost no modules. You run the production line, it finishes the carrier. You have also gained a ton of production efficiency. Then you swap to a variant that has, say, all the modules. Hmmm, that might be a problem. But clever players are already thinking to themselves, "Secret Master, the pay off on capital ships abusing this mechanic would be too long. It's not the exploit you make it seem like."
But really, I'm just getting started. That's just a showcase of how the mechanic might work. Let's get really silly with production efficiency and ships.
I know a lot of players in MP love their roach builds, and a lot of players love to abuse submarines. Can you imagine for one moment how ridiculous you could get with production efficiency gains in dockyards building, say, tier 1 roach DDs. If Britain started on day 1 building cheap tier 1 DDs, by Danzig they'd be printing them off like counterfeit currency. And, if you decide later you don't want roach DDs for whatever reason, you run better modules on the DDs on the production line and keep going.
It gets spicier with submarines, though. Have Germany grab subs early using focuses and the design company, get a production line of dockyards going with stripped down minimalist 1940 submarine hulls with the worst torpedoes and engines for a few months, but when RADAR and snorkel come online, swap over to a super nice submarine with fancy torpedoes, RADAR or snorkel, and the best engine.
This does not even address how silly you could probably get with convoy production if dockyards had production efficiency.
I'm sure someone could balance it out with enough math and testing, but I can see why the Devs haven't bothered.
Finally, only some nations, or late game do people actually reach 100% production efficiency,
No reason in your submarine example for germany to not build the best submarines they can at any point in time, making them cheap would not increase the speed at which production efficiency grows.
Which is exactly how it should be.Naval production is WAY to slow in game anyways. You are basically restricted to your starting fleet (if you have one). Building a battleship (with max 5 dockyards) takes 2-3 years(!), same with carriers. So either you start with a good fleet or you don't.
Sounds like, if anything, the production research bonuses for dockyards should be improved. Instead of the +20%, maybe 30%?Liberty ship production experienced a remarkable increase in speed*. But this wasn't a matter of training individual workers in specific yards. It was more about refining the process -- how to lay out the whole shipyard to make a production line, moving work out of the actual drydock (the "ways") elsewhere and using rails to bring the pieces together, etc -- and some of it refinements to the designs and technique (which are really below the scale of the game). These benefits could be -- and were! --transferred to other yards; you could explain the changes and reasons, and other yards would learn how to build those ships faster as well.
It would probably be better to attach production efficiency numbers to a particular design (ship, tank, plane, whatever) rather than particular factories. Knock the efficiency down a little for small variants, and knock it down more for big changes (like a new model of vehicle).
Some of those improvements in process, though, will carry over even to completely different designs. It's more about expecting that you're going to build so many of something that it's worth investing in the changes and adaptations to speed up manufacture of that thing as it is about turning workers into speedy robots through muscle memory of repetitive motions and cataloging all the likely problems in detail that will occur and handy responses to avoid trial and error.
Liberty ships are the extreme case, of course. 2710 built from '41 to '45, while there were 175 Fletcher-class destroyers, 17 Baltimore-class CA, 7 New Orleans CA, and 16 Essex-class CV. Some ships you need in greater numbers than others, and the more you build, the more you'll see a return on investment from improvements -- another reason to attach production efficiency to designs and not individual factories/dockyards.
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* Averaging over 40% per year for three years, so more than 2.5x as fast after three years. It's even more remarkable if you choose to measure just from the first few ships, about 230 days each, to the last few -- down to about 40 days, or almost 6x as fast.
Naval production is WAY to slow in game anyways. You are basically restricted to your starting fleet (if you have one). Building a battleship (with max 5 dockyards) takes 2-3 years(!), same with carriers. So either you start with a good fleet or you don't.
Naval balancing in game is horrendous anyways. As far as I understand history, there was never a reason to not give a ship a cannon if it would fit on the hull. So, to fix the naval matter, I would increase naval output by factor 2, but make hulls(!) 50% more expensive at the same time. That would remove the "minimalist" matter AND allow realistic ship building speed.