I find resource management to be a fun part of the games I play, previous hearts of iron games included. I do not require over complicated systems, and in many cases abstractions work really great saving up on unnecessary micromanagement. However.... putting fuel in the same bag as other materials is an oversimplification at best, and game killer at worst.
Fuel consumption rate should not be tied 1:1 to spare parts usage/war casualties. Ammunition and other supplies is fine in the hoi4 model, as those are related to the unit they are used to supply. It can be imagined that producing 88mm shells or barrel replacements is similar to producing the tank/artillery piece that uses them. In many cases the components and resources required would be similar, as well as some generic factory output needed to produce shells/medicine/clothes for soldiers of those divisions. This is a logically acceptable solution, and to be honest, producing supplies in previous hois wasn't a very significant part of the game. It doesn't matter if the IC is used to produce a tank-replacement-supply or a generic supply like in hoi3, end effect is the same.
So I applaud, it's a great idea Paradox!
BUT, fuel? Fuel is so different. Panzer division suffering heavy damage to sudden bombardment shouldn't require paying the life time fuel supply again, while it should require only lost men/units being replaced and then a tiny bit of fuel used to fill them up. The bad thing is that essentially this system means that attrition loses, war loses and unit movement are the same thing, requiring the same materials for sustaining/replacing/refueling your army.
Also, fuel becomes just another generic resource for production. It looses its uniqueness.
Fuel being a separate resource, governed by its own modifiers sounds better to me.
I mean... if my unit just sits in a province, not fighting, not doing anything, it suffers some attrition there. If the same unit starts moving i guess it will suffer different (probably higher) attrition rate. If its fighting, it will lose it's strength etc. But in all cases, in hoi4, the fuel usage will always remain proportional to other materials used for repiairs.
In reality I would guess that a moving unit should probably have, let's say, 2x bigger attrition but 5x bigger fuel consumption than a stationary one.
If all resources are used only for production and work in the same way It means that the least common of them is the only important one for a given unit. If you compare how much unit costs to how much of specified material you produce daily, then the only important factor is the one material that is the least. You can then optimize the production so that you pick a different unit that uses some material that you have an abundance of, still, it comes down to a simple problem of how much you can build at present. If fuel was handled differently, there would be some room for planning if what you produce, by the time its produced, will be usable due to fuel restrictions. I find the second variant more appealing...
Fuel consumption rate should not be tied 1:1 to spare parts usage/war casualties. Ammunition and other supplies is fine in the hoi4 model, as those are related to the unit they are used to supply. It can be imagined that producing 88mm shells or barrel replacements is similar to producing the tank/artillery piece that uses them. In many cases the components and resources required would be similar, as well as some generic factory output needed to produce shells/medicine/clothes for soldiers of those divisions. This is a logically acceptable solution, and to be honest, producing supplies in previous hois wasn't a very significant part of the game. It doesn't matter if the IC is used to produce a tank-replacement-supply or a generic supply like in hoi3, end effect is the same.
So I applaud, it's a great idea Paradox!
BUT, fuel? Fuel is so different. Panzer division suffering heavy damage to sudden bombardment shouldn't require paying the life time fuel supply again, while it should require only lost men/units being replaced and then a tiny bit of fuel used to fill them up. The bad thing is that essentially this system means that attrition loses, war loses and unit movement are the same thing, requiring the same materials for sustaining/replacing/refueling your army.
Also, fuel becomes just another generic resource for production. It looses its uniqueness.
Fuel being a separate resource, governed by its own modifiers sounds better to me.
I mean... if my unit just sits in a province, not fighting, not doing anything, it suffers some attrition there. If the same unit starts moving i guess it will suffer different (probably higher) attrition rate. If its fighting, it will lose it's strength etc. But in all cases, in hoi4, the fuel usage will always remain proportional to other materials used for repiairs.
In reality I would guess that a moving unit should probably have, let's say, 2x bigger attrition but 5x bigger fuel consumption than a stationary one.
If all resources are used only for production and work in the same way It means that the least common of them is the only important one for a given unit. If you compare how much unit costs to how much of specified material you produce daily, then the only important factor is the one material that is the least. You can then optimize the production so that you pick a different unit that uses some material that you have an abundance of, still, it comes down to a simple problem of how much you can build at present. If fuel was handled differently, there would be some room for planning if what you produce, by the time its produced, will be usable due to fuel restrictions. I find the second variant more appealing...
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