8 posts
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Post by samuli on Jan 19, 2015 2:09:29 GMT
I know since the game was cancelled that there is very likely no official manual available so I'm curious if there has been a fan-made one. If not then what I need some help understanding is the factory aspect. More specifically how to know what things are needed, what things are used for what and, what you should be focusing on making and why. Some of it is fairly straight forward like military supplies, air and naval, and consumer goods but everything else is pretty hazy.
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43 posts
Skills: Historical Research, Finding Bugs, Bug Fixing, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies, Modding User Interface
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Post by Aleksey_EvW-Dev on Jan 19, 2015 7:36:55 GMT
IC is the most important thing you should build, If you have more you can build more units and supply them even more.
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8 posts
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Post by samuli on Jan 19, 2015 8:50:04 GMT
I've been under the impression that comparing EvW's economy system to HoI3's is very wrong. It has seemed to me that GDP essentially takes the place of IC as that's what allows you to afford production and research. It also seems that the two are handled fairly differently in the sense that there are a number of ways to improve your GDP. I understand most of the economics side of things in the game but I do need some advice when it comes to choosing what factories to make, when, and why. On top of that I'm having trouble figuring out how to find all of the resources and how they all relate to each other. Presumably the "Trade" screen would have them all plus more information but the game crashes when you attempt to use it.
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 19, 2015 10:13:42 GMT
If no one else has already, ill make a basic factory resource flowchart.
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 19, 2015 11:15:41 GMT
Here is a basic industry flowchart Edit: Fixed heavy industry.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 19, 2015 11:51:39 GMT
That flow chart is very helpful because we need to balance the global supply and demand and resource outputs. Big question is are these inputs and outputs just placeholders put there by the devs or were they properly tested. It seems to me like centrifuges should require alot more heavy industry as an input to stop Aruba or Luxembourg from developing nuclear weapons. The last thing we want is Aruba into Space
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 19, 2015 12:09:11 GMT
That flow chart is very helpful because we need to balance the global supply and demand and resource outputs. Big question is are these inputs and outputs just placeholders put there by the devs or were they properly tested. It seems to me like centrifuges should require alot more heavy industry as an input to stop Aruba or Luxembourg from developing nuclear weapons. The last thing we want is Aruba into Space I discussed some of this in my economics thread, and personally I have to believe that this was all placeholder. For example why would light and heavy industry both require the same amount of iron? It makes sense for heavy industry to require more. Also shouldn't rare materials be used more, otherwise they don't seem all that valuable until late game. Also why does high tech require fuel, but not heavy or even light? Shouldn't aviation require heavy industry? Military goods should probably require at least some rares. Also is it rare materials or rare metals, because what it is intended to represent changes things as well, for example which would rubber fall into rare? wood? It is my belief that economics is the most important aspect of the game, since when things are balanced properly it will certainly consume more time than military aspects, and it is essentially the source of what is needed for all other aspects.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 19, 2015 12:18:39 GMT
It's also the source (I believe) of weird shit happening like the Soviet Union going from #2 to #22 in 1 day.
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 19, 2015 12:25:54 GMT
It's also the source (I believe) of weird shit happening like the Soviet Union going from #2 to #22 in 1 day. I think that is more likely related to the Diplomacy score rating, which is probably using some overly simplistic value such as the average Relation with your nation rather than a real measure of your nation's international prestige.
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 19, 2015 12:30:46 GMT
I wonder if all economies are generating enough electricity, since this shows any lack of electricity would crash an economy.
I wonder if more power plant varieties would be helpful or harmful to world economic resilience, e.g. Wood to Electricity power plant, Fuel to Electricity power plant, Grain to Electricity power plant (obviously wood and grain should be quite inefficient without advanced techs).
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 19, 2015 12:36:26 GMT
I wonder if all economies are generating enough electricity, since this shows any lack of electricity would crash an economy. Perhaps more power plant varieties would be helpful or harmful to world economic resilience, e.g. Wood to Electricity power plant, Fuel to Electricity power plant, Grain to Electricity power plant (obviously wood and grain should be quite inefficient without advanced techs). Fuel or oil to electricity would make sense. Logically though shouldn't lack of electricity crash an economy, when one is building up a poor African nation, logically a power plant would be the first thing you would build. Could we represent hydroelectric dams without making it an exploit, perhaps large one time cost, either a few levels or only one, but have it be essentially free. Perhaps limit the number per country or something. I think the real issue is that the factory numbers are more than likely placeholders, some countries have too many, others too few.
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8 posts
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Post by samuli on Jan 19, 2015 19:01:14 GMT
That chart is immensely helpful. Thank you! One other question [for now]: I've noticed that some factories fluctuate in how many workers end up working in them with some having a full workforce and others either having none at all or going back and forth from none to around 10%. Is there anything that can be done about this or is the game just in a state where that's entirely out of our control?
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66 posts
Skills: Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Bug Fixing, AI Programming, Graphics, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Map Editing, Modding Technologies, Modding User Interface
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Post by nguyenthepatriot on Jan 19, 2015 22:45:16 GMT
That chart is immensely helpful. Thank you! One other question [for now]: I've noticed that some factories fluctuate in how many workers end up working in them with some having a full workforce and others either having none at all or going back and forth from none to around 10%. Is there anything that can be done about this or is the game just in a state where that's entirely out of our control? Its hard to tell at this stage. A complex economic system like this makes it difficult to extrapolate any single factor, and it would depend on what is and isn't hardcoded.
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8 posts
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Post by samuli on Jan 21, 2015 2:27:32 GMT
That's what I was afraid of. I notice some factories maintain a full workforce, some never get any, and yet others fluctuate constantly. The annoying thing is that it causes your income to jump all over the place. I hope someone figures this out at some point and I wish them the best of luck as I imagine working on an unfinished game is no easy task.
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