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Post by dizzy on Jun 8, 2019 4:07:28 GMT -6
Good points.
I’m starting to focus on the mechanic aspect of this idea. If it’s not ultra simple and easy to implement, then I don’t see this idea seeing the light of day.
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Post by srndacful on Jun 8, 2019 5:59:35 GMT -6
OK, I have no idea if this is quick & dirty enough for you, but I have been trying to implement a similar system into my own (homebrew & for coding practice only) resource-based (but not resource-intensive) game for quite some time (naturally, somebody probably already thought of it & I'm way off base here) and it might be useful:
Three resources are mostly the same as in your idea: - Material (M) - used in building (+ repairing and reconstructing) ships - Oil (O) - used for running ships themselves (not really sure if coal should be represented here) - Food (F) - used for supporting the population/crew - and thus for building, repairing, reconstructing and running ships.
Next up are 3 steps done every turn to check the resources:
1. Demand: how many tonnes of each resource do you need this month? A 45000 tonne BB built over 30 months needs 1500 tonnes of Material (M) and 1500 tonnes of Food (F) each month. The same BB already built needs, let's say, 100 tonnes of M, 400 tonnes of O and 500 tonnes of F (for a total of 1000 tonnes) each month as maintenance if on Active Service in Peacetime. In war, this might go up to, say, 200 tonnes of M, 800 tonnes of O and 500 tonnes of F (for a total of 1500 tonnes) each month - while for the same ship in Mothballs you might have to pay, say, only 200 tonnes of F each month. Naturally, you add up all the costs.
2. Supply: how many tonnes of each resource do you get this month? Each Possesion nets you some (or none) amount of resources each month in excess to what it spends itself - for example, Sumatra gives 10000 tonnes of O each month. Now, this can be further reduced by transportation expenses (i.e.extra Demand of 100 tonnes of O and 100 tonnes of F per 10000 tonnes of cargo per Area crossed) and/or by, say, 2000 tonnes (randomly selected between three resources, perhaps) of cargo lost per each cargoship lost to Raiders/Subs in the strategic phase.
And, finally, 3. Result: how big are my chances of using my ships this month? Basically, Demand divided by Supply = % of chance the ship is built/repaired/available this month: So, say, if you needed 150.000 tonnes of M, and you only got 120.000 tonnes - there is only 80% chance of your ship getting enough Material to be built/repaired/available. If you needed 150.000 tonnes of O, and you got only 100.000 tonnes - there's only 66.67% chance of your ship having enough fuel to sail out on a mission this month. If you needed 200.000 tonnes of F, and only got 150.000 tonnes - there's a 25% (i.e.100% - 75%) chance of your nations Unrest level rising by 1.
Naturally, if your Supply exceeds Demand, you can easily stockpile the excess. Also, the opportunities for the various new events are enormous: various trades, embargoes and political shenanigans can all be implemented, as well as providing bigger importance to the convoy escort/attack missions and control of various Possesions. In my game it was the basis for the entire economic model - with prices (and upkeep) of ships going up and down, accordingly.
Anyway - just my 0.02$. Cheers!
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Post by gorthaff on Jun 9, 2019 13:17:53 GMT -6
Not resources necessearly, but a supply route system. So that I cannot accidentaly take over south korea as austria hungary and then completely shut russia out of the game in a single war by moving my entire fleet into NEA, crushing them there with overwhelming superiority and taking all their posessions, so we no longer share a seazone. Such a voyage should be unfeasable, nd a fleet impossible to support in such a pitiful base. And yet, I have managed to do similar things twice.
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