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Shadow Master

Master of Shadows.
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Dec 17, 2007
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Hello everyone, this thread is all about (you guessed it) Oil.

I have had HoI2DD for about a month now, and once I discovered how I was getting all my oil (as 1936 Germany), I decided upon an intensive R&D program too make the refining process as profitable as possible. Imagine my surprise then when I discovered how the tech actually work (NOT the way they are described).

The game allows for each IC to convert 1 Energy into 0.1 oil (as the base line), and allows for researching technologies that improve this trade off over the level of the preceding tech. These levels are;

1) 1.0 Energy = 0.1 Oil at base tech.
2) 1.0 Energy = 0.25 Oil at the second level.
3) 1.0 Energy = 0.4 Oil at the third level.
4) 1.0 Energy = 0.7 Oil at the fourth level.
5) 1.0 Energy = 0.9 Oil at the fifth level.
6) 1.0 Energy = 1.1 Oil at the sixth level.
7) 1.0 Energy = 1.2 Oil at the seventh level.

That's the idea, but the reality is something quite different. I believe that the tech descriptions were written and implemented, and then a change (from what was described too what is actually done) was made, and the descriptions were never updated. The way the system currently works (v1.3a) is that each succeeding tech allows for less energy too be used in the creation of the oil, but now the conversion is based on 1 IC produces 0.1 Oil per day, and just uses less Energy.

Both the original and current system are flawed in a number of ways. Both systems force the conversion. Both systems fail to allow a players 'input' (currently, the conversion takes place when Oil stockpiles < 1/2 Energy stockpiles). I would like to be able to decide how much (if any) Energy to convert to Oil.

Additionally, both systems allow for so much 'free' Oil to be created that it defeats the purpose of having Oil as a scarce resource.

My solution?

Refineries!

I would remove the ability of IC's to convert Energy too Oil. Instead each nation would have some pre-built Refineries.

Add a provincial building, called a Refinery. Refineries can be bombed, have to be constructed (so the conversion is no longer free nor unlimited), and would have the ability too convert up to 1.0 Energy per day to an amount of Oil commensurate with your refining techs. This makes the techs useful again (If the techs only serve to preserve an already abundant resource, instead of allowing for their use in creating more and more of a scarce resource, what good are they?) and doesn't have to tie into a nations IC's. This way, a nation with lots of Energy could still make Oil.


Trade and Diplomacy.
But what if:
A nation, realizing that refineries are going to be obvious targets for their enemies bombers and not wanting to have such prime targets in his or her own backyard...



Another thing I would like too see, is trade deals for Industrialization. For instance, lets take a look at Belgium. Say Belgium, looking east and west at her much larger and more powerful neighbors decides that her only hope is too make herself a staunch ally or an indispensable trading partner.

Too this end, Belgium approaches BOTH France and Germany and makes his pitch. In exchange for two pairs of IC being built in Belgium, (by the French and Germans), the Belgians will use one IC of each pair to create one refinery after another, the output of which will be reserved for France and Germany's sole use, with the remaining pair being applicable when and where the Belgians choose. This would also allow an IC poor nation to construct Refineries (instead of paltry numbers of troops and tanks), and trade the Oil they make for some of the Energy their customers send them for conversion.


Drat! Somethings come up and I cannot Finnish this post right now, more later...
 
Upvote 0
going late to work today, so i have time to post a little...

fine post..
i think we all agree that refineries are a must. ;)
Adding a slider in the production screen for energy->oil conversion(up to amount of total refinieries) would be a good solution.
They should propably still be under the IC efficiency rule if in non-core provinces.

About the trade, the AI is just too stupid to make that kind of advanced decisions....yet....
But i suggest the diplomatic ability to just "trade" IC..
i give you 10IC, you give me 30oil/day :)
trading IC would be a solution for making your own "lend-lease" as the US.
 
Lennartos said:
About the trade, the AI is just too stupid to make that kind of advanced decisions....yet....
But i suggest the diplomatic ability to just "trade" IC..
i give you 10IC, you give me 30oil/day :)
trading IC would be a solution for making your own "lend-lease" as the US.

True, and a better and simpler Idea than what I was trying for.
 
Conversion of energy to oil is not done in a refinery - that would be a 'conversion plant'. Maybe picky, but I work in the chemical industry and such misnomers really grate (sorry). Refineries would be at the province the oil comes from - it makes sense to process it there as crude oil is not much use for anything.

While you could have separate conversion plants, my problem with this is where do you stop? Much as I love Vicky, I don't really want HoI to have separate factories for all manner of goods - it's just not where the focus of the game is or (IMO) should be.

I would have, as Lennartos suggests, the capability to trade IC-days and 1 IC able to process 5 energy to produce an amount of oil dependant on technology development. Remember that the IC will also use the 2 energy, 1 metal and 0.5 rares that it always uses...

IC trading has been discussed before, but it really does/could/should clear up a lot of issues. It makes development of zero-IC nations possible by using imported IC-days to build ICs. It makes it easier for poor countries to develop infrastructure to improve resource yields to trade for ICs to build ICs... Rich countries might even see it worthwhile to give IC-days to improve infrastructure in resource providers (also gaining relationship to aid the final 'payoff' trades). IC trading is a must, I think.

Edit: I forgot to say that I think giving the option of control over energy to oil conversion is a must. The current system does crazy things sometimes - just give a slider for conversion alongside the existing ones for Consumer Goods, etc.
 
I agree with Balesir, most of your ideas are very sound, but they seem a little too Vicky-ish. However, I still wouldn't mind, under the sole circumstance that the AI is capable of using it. I don't want it to become some gamey thing, much like IC whoring which is never done by the AI.

You're perfectly right about the conversion, though. As it is now, your oil output isn't increased at all, except maybe for the last two techs (is that even so?). Player control over the amount of energy converted would indeed be a must.