SUGGESTION: Limit the stockpiles - three ways to do this

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LodovicoAriosto

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Some AI changes will always be necessary, but introducing another building type would mess things too much. Players would have absolutely no problems with resource handling while AI would probably make too many mistakes. Supply attrition, sliders, caps etc. should be better for the AI. The most intensive changes would be needed in AI's handling of trade.

Yes. Lennartos wrote above that he can imagine 1+2 option.

AFAIK, AI is not stockpiling much by trade in current settings so they shouldn't have many problems handling reasonable caps and decay.
 

Czarina Julie

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Alex_brunius - That's just bullshit. Each ton of resource you store is going to cost you cash. All industries today know this and tries to keep their stockpiles to a mimimum, a modern car factory have less then 8 hours of material available at the plant and are heavilly dependent on "just in time" deliveries...
And all of this is a decision by the business. They are not required to 'keep their stockpiles to a minimum' or depend upon 'just in time' deliveries. It was their decisions/choice. I never said anything that a stockpile shouldn't cost, just that there should be no cap. I like the 2 & 3 options, but no caps. Quit limiting game play for others. Want to talk caps on resources? How about the USA? They were a life line to the allies. How do you think a resource cap on US is going to make the game more realistic?

Here's another option (sticking to utilizing the 2 & 3 options). Instead of using caps (option 1), have a maximum stockpile factor/number for each resource per each country. Once the country reaches that maximum, then 2 & 3 kick in. Basically use the maximum as a trigger. Again, no caps.

Think of it like this; Currently today, the US stockpiles oil (the oil reserve). This happens every year and it's maintain at a certain level. It has the facilities and cost of running them already figured into the budget. Now with a maximum threshold value of 500 K, the US shouldn't have to pay for a new facility or any decay because it has already been allocated. But if they exceed the maximum threshold of 500 K then they should have to incur the decay and facility (building) cost to increae their maximum threshold. This is why I believe a new structure should be utilized in this scenario. A structure that would be a fairly high cost for a country to increase their maximum threshold. Once the building is constructed, then the maximum threshold is increase and no more decay incurs (until that country goes over the maximum threshold again). And as in real life, a country's stockpile could be directly bombed reducing the facility's storage capability (and reducing the country's maximum threshold). Once the threshold has been reduced and the country's stockpile is over the newly reduced maximum threshold, they would start to incur the decay again.
 
Last edited:

Cybvep

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I have proposed something similar earlier in this thread.

"Example:

pure 1 = you hit the stockpile cap and then all the resources that are your surplus are wasted, so with 100 IC you would be stuck at e.g. 20000 cap for a long time.

1 + 2 = you hit the stockpile cap and THEN the resource attrition effect kicks in, so you can still surpass it if your resource surplus is really large, but the larger the difference between the cap and your stockpile, the higher the attrition."

Introducing buildings would be a MAJOR change and probably a burden to the AI, so that's why option 3 is currently not very likely.

Also, by bombing IC you would get indirect effect of lowering resource caps, i.e. resource attrition would kick in earlier and/or be greater.

EDIT: The more I think about it, the more I like it. By combining those effects with submarine actions and strategical bombings, one could REALLY starve UK or Japan. Other countries could be hampered in their war efforts, too.
 
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Czarina Julie

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Cybvep, I can live with this...
1 + 2 = you hit the stockpile cap and THEN the resource attrition effect kicks in, so you can still surpass it if your resource surplus is really large, but the larger the difference between the cap and your stockpile, the higher the attrition."
As long as the cap can be moved up or down. Guess I was just getting hung up on the workd CAP. Meaning, no more.

I see, says the blind man.
 

Alex_brunius

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How about the USA? They were a life line to the allies. How do you think a resource cap on US is going to make the game more realistic?
It will, because a cap for their resources will simulate how its not profitable at all to stack them in piles to the moon.

Thus a cap will force a US player to trade (or give) away their resources like they historically did.
 

unmerged(159798)

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well...energy for example should NOT be stocked anyway as it is impossible to stock energy even with todays technologies...except batteries and stuff...it is one of the most unrealistic features of the HoI series...
if there is an energy exceed then it could be sold but once the energy output goes under the industrial need the IC and production should be stalled in relation to the lacking energy...which brings me to the next feature.....province building....energy plant...just imagine the possibilities of simulating real strategic warfare :rolleyes: by bombing a countrys energy plants back to stoneage...:D:rofl::rofl::rofl:
with metal, rares and oil there could be a somewhat abstract solution in relation to the IC maybe but energy should NOT be stocked
 

Alex_brunius

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Energy in HoI series generally represent coal (this is what powered most industries in the 30's and 40's.).

Thus It should be fairly easy to stockpile.
 

scalvi94

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I think the stockpiling is certainly part of planning your War and long term strategy. Without the resources you can' t maximize your IC and other expenses. Having a stockpile of Supplies allows you the flexibility to Maximize your IC while letting the Stockpiles dwindle. So if it is an emergency you can divert the resources to say production or reinforcements, or province repair at the expense of Supply.

Having the a lot of one resource should allow you to trade for other resources, which many nations need to do to survive or grow their economy. Minor nations and puppets have difficulty managing their resources. If one country only has say Energy, lots of it, and nothing else, at least they have a chance with a large surplus and stockpile of Energy to trade for everything else like Supplies or Oil. If you cap this out on these countries it could severely affect the rate at which they could grow. Making Minors and Puppets even less effective then they already are, especially under AI control.

If anything is done to resources and limits to how many you can have, I would say it should be a small percentage decrease over time. In theory, we can Stockpile, OIL, METAL, FUEL, and RARE MATERIALS in Real Life and countries do this all the time. If this stockpile Surplus remains then it would be realistic to have some decay on them. This is something I would support but do not support capping them or changing the limit from where it is now.
 

Cybvep

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It's a question of balancing. Majors should always seek resources for their war machines, while minors, while poorer, have lesser requirements. Resource-rich minors get rich by resource TRADING, not constant resource stockpiling. Resource attrition would only make them more inclined to trade.

I'm wondering whether AOD nonlinearity should be introduced to IC/resource usage ratio. We certainly don't want to make minors even weaker while making majors even more powerful and I feel that I'm not the only one who thinks that the player should feel relieved when a resource rich province falls into his/her hands...

Also, maybe each successful convoy raid should cause small dissent (say, 0.1 for each convoy)? In HOI3 we have National Unity to represent strategical warfare, but it is absent in AOD...
 

Cybvep

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Sorry for double posting, but it's a special case.

Hello!

I haven't purchased the game yet, so can't post this response. Yet, I saw that you said and was hoping you could add this for me:

Quote:Originally Posted by you
Also, maybe each successful convoy raid should cause small dissent (say, 0.1 for each convoy)? In HOI3 we have National Unity to represent strategical warfare, but it is absent in AOD...

Why tie it to a specific mechanism? Especially when you can implement the same effect effect looking at the average...

Code:
Resources:
[0]-----[Min]---------------[Cap]-----[inf]
Normal Game Mechanic Range:
xxxxxxxxxxxxxxx
Altered Game Mechanic Range:
xxxxx xxxxx
Effect:
(dissent) (decay)

So, not only could you have a [CAP] pegged to IC after which a decay function is applied, but you can have a [MIN] after which your stockpile drops below you get a dissent hit.

Which models what happens to the citizens of a country when they can't turn on their lightbulbs because there is no electric, or drive because there is no fuel. And by doing it this way you model all mechanisms/pathways that lead to a decline of stockpiles; submarine/naval blocade, strategic air campaign against industry or resource producers, etc.

- Vince

I think it's an idea worth considering...
 

Amallric

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If anything is done to resources and limits to how many you can have, I would say it should be a small percentage decrease over time. In theory, we can Stockpile, OIL, METAL, FUEL, and RARE MATERIALS in Real Life and countries do this all the time. If this stockpile Surplus remains then it would be realistic to have some decay on them. This is something I would support but do not support capping them or changing the limit from where it is now.

No country ever stockpiled several years worth of ressources. If you are to do such crazy things, then you shall pay the cost of it.
 

LodovicoAriosto

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It seems that most people agree with some kind of regulations. Those who want to limit stockpiling and don't like caps there is still the decay option. But the decay would need to be different for each country since it is obvious that some countries have better stockpiling capaticities. In that case, the decay level should be based on IC or something similar.

I think that everyone would like to have depots/silos but it is probably a too ambitious goal.

So I prefer 1+2 combination. Caps should be quite low (let's say 100 energy, 50 oil per 1 base IC) AND decay should be low too (could be around 3% monthly loss of resources ABOVE the cap).



Another thing to consider is an idea to merge all caps to a single one for all resources. A player could decide what resource he wants to focus on. This could be made by creating an overall stockpiling capacity value (derived from base IC). Each type of resources would take different space per unit. However, a more elaborate system would be needed to distribute the decay/attrition among resources if a cap was exceeded.
 

sam73

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well...energy for example should NOT be stocked anyway as it is impossible to stock energy even with todays technologies...except batteries and stuff...it is one of the most unrealistic features of the HoI series...
if there is an energy exceed then it could be sold but once the energy output goes under the industrial need the IC and production should be stalled in relation to the lacking energy...which brings me to the next feature.....province building....energy plant...just imagine the possibilities of simulating real strategic warfare :rolleyes: by bombing a countrys energy plants back to stoneage...:D:rofl::rofl::rofl:
with metal, rares and oil there could be a somewhat abstract solution in relation to the IC maybe but energy should NOT be stocked

In the HOI series, energy represents not actual energy, but its source. Mainly coal at the time.