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This looks epic! Does this mean you can have multiple manufacturers/design companies picked at the same time? I.e. Supermarine and Avro?
yes since you attach the MIO when you research or design equipment so there is no country level selected design company, it purely on a variant or production line basis. so if you want to have Supermarine making and designing fighters and Avro designing and producing bombers simultaneously you can
 
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Will how many production lines we can have at once be tied to our manufacturers' levels, traits and/or numbers?
By default each MIO coms with 2 task capacity but this can be upgraded via unlocking traits in some departments and it can also be increased in some external content such as national focus's and decisions. in general it is much more common to increase task capacity for naval MIO's.
 
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I can't say that I completely understood the skill tree just by looking at this WIP, but I can make a judgment on other points, it's pretty awesome! I think companies have become much more corporate, intuitive, and natural.

On the other hand, what bothers me is how the Turkish Keçi Ticaret is represented in this system. Because I like that.

I hope this new element is a free update, and I'd like to give a shout-out to developers. Thanks!
Industrial Concern design companies remain unchanged in this new system since they represent a different type of company than those that interact with equipment normally. So MIO's replace the 4 equipment focused categories
 
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Hello @C0RAX, thanks for the exciting news. Maybe it is too early to ask, but there is a Soviet focus that allow the player to merge industrial complexes, will this one be impacted by this new update/DLC? It's just that I can't really understand how the two can coexist. But maybe I just need to wait and see :)
We are aware of this and the many other custom ways the script interacts with current design companies. we have a plan to integrate them, more on that in the future once we have completed all of that work.
 
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Will this be a mechanic we will actively be managing in 42-45 or mostly part of the prewar buildup?
I'm currently in the process of making sure the pace of interaction is good, its currently very slow by 1941 so we actually need to decrease size increase requirements so its no so much a concern right now
 
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Really awesome to share such a early WIP with us! Thanks!
  • Will the MIO grow based on how often we use it? For example for Equipment Produced? Representing experience in a field they are employed so that they get better the longer they work a certain field?
    • If so will they each track their experience in a field so a Company building Tanks for 4 years cant easily produce top tier Planes on a whim?
    • Or is this represented with the Different Trees and the trees are set up in advance so its more of a player decision which MIO they want to use?
  • How many MIO can we employ that are competing in the same field? For Example Porsche and Herschel both done Tanks.
  • Will the MIO be centered around "I want X so i command a company to do so" or are there mechanics in place that simulate a more open economy and a contract system they compete in?
    • I think historically it was more of a race to a contract -> "Military wants X" -> several company's ran to the drawing boards to come up with a solution -> the "best" won the contract.
  • yes the more research or equipment it makes the more funds it generates.
    • an mio has pre defined departments so that target specific equipment categories so if you have an entirely tank focused MIO its traits wont apply to aircraft
  • theoretically as many as you want you could have an mio focused entirely on medium tank destroyers if you want or just tanks in generalso the number is as many as are needed or wanted
  • its still a I want to research x or produce y and you pick an MIO to apply to it, ther is no deep representation of bidding and contracts
 
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Ah, so this is MIO-specific XP, not the XP generated by combat and training?

That completely changes the concept from my initial understanding. So MIOs that get 'contracts' for research and production get better.... That's a really nice design. :cool:
I realise now this isn't massively clear in our mock ups without all the peripheral information.

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So this bar is the funds held by the specific MIO, when the bar is full the MIO increases in size.
 
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This sounds super solid and fun. I can't wait to test this ingame!
  • Does this mean there is no Cap on MIO a player can have or is it limited by the Companys historically known(aka how many are implemented)?
  • Are MIO tied to a location on the map? For example gaining access to MIO of different country's if we take them over?
  • MIO's are still historical and pre defined just like current design companies
    • they can be unlocked later in the game and be can script them to because available at greater than size 0
  • We initially looked into this but it had some pretty serious problems and edge cases that would require significant amounts of works to other systems and assumptions made. because of this we chose not to have MIO's have a location and they do not transfer when you take over a country.
 
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Thanks for answering so many questions! Really Appreciated!
Just a couple more:
  • Does this mean we will get more Historical Company's added or are you only converting the existing ones for now?
  • How Mod able will the MIO be in terms of: Scripting the visibility and adding complete new ones?
  • right now just existing ones
  • 100% Modable there's very few things that are not exposed via defines or are scriptable
 
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I'm not sure I understand this. If all companies start at size 1 and they all get customisable trees, in what sense are they pre-defined?
the departments available to an MIO are predefined, you get choices within those departments. so if you have a department for medium tanks then you are only going to get stats bonuses for medium tanks.
 
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I might have missed it, but is there a cost involved in selecting the MIO option?
We are currently look into values for this, currently research attachment costs daily pp gain and equipment designing costs the relevant xp. We can add a cost to production too but right now we have turned it off in the defines following playtesting feedback
 
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  1. Exciting!
  2. Am I correct to think only one stat-improving designer can be attached to production line / equipment variant?
You can mix and match. so you can design/research a tank with Porsche (giving the variant unit stat improvements ) and then have it built by MAN (improving the production related values on that line) for example.
 
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Ok, got it. Is it correct to say that:
  1. There will be MIOs that speed up research and/or improve stats on the researched equipment and there will MIOs that cut production costs, right?
  2. Will there be more than one MIO of each type available to a nation?
  3. If yes, then will we be able to simultaneously apply more than one MIO of each class thus reaping the benefits of all or the idea is it should be a choice / trade-off?
I understand it's a WIP so many things can change after all the parts of the puzzle are put in place and tested end-to-end. It's just interesting what is the current thinking.

PS I truly think the idea is great. Extra flexibility adds depth.
  1. MIO's can do both the design team affects unit stats and the industrial manufacturer affects production values on a production line
  2. you might have multiple MIO's with some overlap but it depends on the nation. so you might have light, medium and heavy tank MIO's plus a general tank MIO as a simple example but you could do much more complex specialization combinations
  3. each equipment variant and production can only have 1 MIO attached respectively so you need to pick and choose.
 
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