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Autolykos

First Lieutenant
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Oct 21, 2010
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Hi!

I wonder where the numbers for IC and resources come from (I assume the devs aren't just making them up). What I'm doing right now (for a modern scenario) is taking real-world figures and scaling them so the world IC/resources is roughly the same as in the 1936 scenario (this probably makes for the best game). This gives me the following conversion rates:

1 Energy:
2 million m³ natural gas
or
3.5 Mt coal
or
1 GW electric power (gross output)

1 Metal:
1 Mt iron
or
1 Mt bauxite (which gives 300-450 kt of Aluminum)
I went for roughly the same volume of metal here.

1 Rare:
1 kt Rare Earth Oxides
or
100 kt Rubber
or
6 kg industrial grade diamonds
or
600 kt Sulphur
or
100 kt Zinc
or
500 t Uranium
or
150 kt Copper
or
30 kt Manganese
or
20 t Gold
or
50 kt Fluorites
Here I just split the amount of rares (somewhat) evenly among the categories.

1 Oil:
2 million m³ crude oil

1 IC:
10 billion US$ GDP in industrial sector (corrected for purchase power parity)

Is this a sane way to go for this, or am I missing a fundamental point? In the original game there are some provinces that produce a quite significant amount of resources despite them never having had any mines or resources whatsoever (big cities, mainly). Is this done for balance purposes, to help the AI, or what? Or are resources traded for (by private companies, not the state) also included in those figures?
While it is quite easy to find the production figures for whole countries, it is next to impossible to find them by production site. Does anyone have a good source for this (or good figures I could use for synthetic oil and rares production)?
I'd also really like to know how the devs (and other modders) did this.

Also I read in this thread that it is possible to define new building types in AoD. This would probably be a much cleaner way to implement power plants of different types (like already done with nuclear power) so energy resources really only represent coal and gas. However I couldn't find any explanation on how to actually include those new buildings. What files should I change/create, and how do I set the effects of those building types? Or is this just a promised feature that didn't make it into the final version?
 
In the original game province stats have been attributed based on 1/ balance&playability(every country should be able to sustain itself to a reasonable level; Germany should not have too much oil, etc) 2/ basic historical knowledge(lots of iron in Kiruna, oil in Texas and in Ploesti, coal in Donbass) 3/ random

Using real world values is a good intention it's just not possible. The game engine is too limited to recreate a realistic economical model. If you are to include RL production figures, you'll have to find how to include RL comsumption figures, too, and that's a completely another beast. I'm not even speaking about fluctuations in the produced amounts which are impossible to simulate in AoD whitout thousands of events.
Same goes for the IC. It's just way too abstracted. All the output of the industrial sector of a modern, vastly civilian nation cannot be used directly for military production; most of the nations of the world lack any domestic military production and rely on arms trade which can only be simulated with abstraction or events in the game, etc.
 
Cool, so non-random events not belonging to a specific country do actually fire? That sure makes my work a lot easier.
I now did the resource and IC distribution to the single provinces with the maps in my school atlas (from the mid-90s) - they are a lot more precise and complete than anything I could find on the Internet - at least one thing school was good for. The distribution for the whole countries now is so that the total production is the average between the figures in the original post (Wikipedia's figures are from 2006..2009 IIRC) and their resource consumption (but never less than the actual production), so that even a country without resources can at least run on half IC, and there is a little room for growth globally. I also reserved one National Idea slot for the level of industrial development, which has a large effect on IC and resource production - so the inflated resource output of counties like China would fall to more reasonable levels once higher wages make resource exploitation there less profitable. My map is based on the E3 map (mainly because it represents modern national borders better), so I can't use your tables and events 1:1 anyway (but still kudos for them - they must've been an awful lot of work).

However, there's still the open question about adding the new building types promised for AoD - still couldn't find any information on how to do it.
 
Just wanted to give this a bump up. It would really be great if it were possible to define new building types. If so please let us know how.

Actually you'd be able to include your own buildings in AOD:

* the gfx/map sub-directory has a bunch of reserved icon files (D02.bmp - D25.bmp)
* the gfx/interface sub-directory has a bunch of unused image files (Ill_inst_disp4.bmp - Ill_inst_disp25.bmp)
* the extra_text.csv file in the config sub-directory has several empty lines (HOIPP_D04 - HOIPP_D25 and DESC_D04 - DESC_D25; see also BOMB_D03 - BOMB_D25)

You can add your new buildings to the building_costs.txt file. But if you try to activate these by adding a line like these
command = { type = allow_building which = ic }
to one of the tech files, so that you actually can research or build them, you might get a CTD, too. It seems that there is a missing link to make them fully workable. If you check the mentioned files you'll find also elements of a half-heartedly included university. Sadly, I've never found a clue what functions buildings can actually have in AOD. It might be that these are hard-coded, so that you may use buildings only as a pre-requisite of events.
 
Fürstbischof,

thanks for the explanation. I believe however that this alone wouldn't do it. I guess you would have to modify the misc file also, to assign the new building its intended effect. Anyway, you are right something appears to be missing. I tried, just gives me a CTD. Shame. Developers could you shed some light on this?