Hearts of Iron IV

Hearts of Iron IV

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Historical Industrial Growth
   
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24 Apr @ 11:43am
16 May @ 12:20am
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Historical Industrial Growth

Description
I've made some changes to how industry is initially distributed and grows over time.

These changes are a nod at historical realism but I've tried to keep the abstractions at roughly the same level as the vanilla game. There's no new things to build or new resources to keep track of.

Changes
  1. Civilian factory construction speed is now reduced the more civilian factories you have.
  2. Military factory construction speed is now reduced by how much of your total industry is made up of military factories.
  3. Military and civilian factories have been redistributed across countries to account for my subjective view of industrial potential. The major powers are significantly more major. Minor powers are significantly more minor. Resources are also amended (using the resources from Professor's mod)
  4. The generic focus tree now only provides one military and one civilian factory.
  5. The number of factories you receive from occupations is massively reduced. Resource extraction and manpower from occupied territory is unchanged.
  6. The number of building slots per state is now 72 globally (with the exception of like wastelands and small islands). If anything it should be higher but I couldn't find any mods on the workshop to show more than that on the state screen


Rationale
Increasing civilian factory cost
In HOI4, developed economies have higher growth rates than less-developed ones.
In reality this isn't the case. As a less-developed country it's very easy to take the conceptual, technical, or scientific developments of more developed countries and apply them locally. 
 
By comparison for highly-developed countries to come up with new innovations costs significant time and money, and many of these may never pan out (the canonical example for this effect is pharmaceutical development, but many technical and manufacturing processes are the same). 

I've tried to apply this by giving countries a small buff to their initial factory building, and then penalties that get more severe as your economy grows as follows: 
 
Factories
Civ construction speed
128
-80%
64
-50%
32
-33%
16
-10%
8
-5%
4
0
2
10%

Increasing marginal military factory cost
In HOI4, there is no marginal cost to building military factories beyond the resources used to build materiel (e.g., if you have no more steel and no civilian factories to purchase it with then there's no point building more military factories). 
 
In reality there are finite stocks of things like machine tools and skilled workers, and the more factories you have the fewer of these are available for your next factory. 
 
The greater your peacetime industrial base, the less impact this has - you have to train fewer people for new military industrial employment, for example. 
 
To try to model this I've added a construction speed debuff that maps on the to your country's ratio of civilian to military factories. 

Mils as a % of civs
Mil construction speed
100%+
-90%
90–100%
-75%
80–90%
-50%
70–80%
-30%
60–70%
-20%
50–60%
-15
40–50%
-10%
30–40%
-5%
20–30%
-1%
<20%
0%
 
 
Redistribution of factories
The Irish rising up and taking over the world (or the Mapuche, or the Finns, or a resurgent Austria-Hungary, etc., etc.) is great for YouTubers but requires a distribution of economic, doctrinal and technological power that isn't necessarily realistic.

To try to amend this I regenerated the industrial capacity of all the states in the game. I've tried to use as best I can per-capital industrialisation data from Paul Bairoch, per-capita GDP data from Adam Tooze and GDP data from Mark Harrison (among some other little sources).

Lots of this is 1938 data, but I think the important part is the relative capacity of each nation rather than the precise numbers. If there's some big '36 to '38 outlier to account for (that isn't covered by, e.g., focuses) let me know.

I've included the python script I used to generate the new distribution. It uses a level of per-capita industrialisation, military spending as a percentage of GDP, and state population to generate new distributions across countries. Please feel free to tinker with it!

There's absolutely no way the distribution is correct state-by-state, but country-by-country I think it feels closer to reality. 

Country
Civilian factories
Military factories
Percentage of world industry
USA
223
7
21.30
SOV
97
15
10.37
GER
82
29
10.28
ENG
69
17
7.96
JPA
40
12
4.81
ITA
33
16
4.54
CHI
37
6
3.98
FRA
36
3
3.61
CZE
13
2
1.39
POL
13
2
1.39
CAN
13
2
1.39
BEL
11
3
1.30
GXC
12
1
1.20
BRA
13
0
1.20
SPR
11
1
1.11
 
Occupied industry
From my understanding while much of occupied Europe was exploited ruthlessly for raw resources and for forced labour, industrial output collapsed across the board (and were actively competing for limited coal and iron against overlord-based companies).

As such the number of factories granted during an occupation is now only that level given as you raise compliance or through occupation laws.
 
Geographic expansion
I think no country on the planet hit a geographic limit on their economic activity. We still haven't. A landmass the size of New Zealand could hold the entire world's population if it had the density of Manhattan!

Credits
This is indebted to and uses a little of the work from the following:
https://steamproxy.net/workshop/filedetails/?id=3207099828
https://steamproxy.net/sharedfiles/filedetails/?id=700308938
10 Comments
Rahnu 13 May @ 1:15pm 
(continued because of character limit)

It would also be neat to modify this based on the terrain - for example, plains and urban tiles having the highest building slot limits, with less and less building space for each successively more complex terrain type, ending with mountains being the most challenging terrain to build on. That's just a pie-in-the-sky thought tho, really I just kinda want building slots to not be useless!
Rahnu 13 May @ 1:14pm 
Love this mod, but a suggestion, if I may: Could you perhaps set the default max factories per state to a value to something like 48, with an upper limit of 72 through focuses/decisions/other development mods? As it is, literally anything that just adds building slots feels entirely pointless and it makes mods like the Better Mechanics: State Categories and Times of Peace mods at least partially redundant. You can think of it as performing the land clearing and leveling required for further additional development, as even if there is a lot of space there, it doesn't necessarily mean all of it is good for building space.
ehst123 12 May @ 4:03am 
In the past, Hoi was too much influenced by the general ability. I think this mode should be based on the industrial ability to win or lose the war
ShaunD 2 May @ 8:55am 
Brilliant mod. Will use this more often.
KikeLord153 1 May @ 3:52am 
Fantastic mod
Dinko Goosemas  [author] 26 Apr @ 11:52pm 
Yep it's active for all countries. It applies after a couple of weeks in-game, so if you're tag switching to check construction speeds at the very beginning it might look as if some people aren't affected, but the effects will apply to all countries by April or so at the lastest from my testing.

I'm glad you like it! Equipment degradation is also a neat idea, I might add it in a separate equipment mod (as well as an 'upkeep' cost for units in the field) :steamthumbsup:
Ghost Of Sarajevo 26 Apr @ 7:45pm 
Wait does this apply to AI aswell?
Ghost Of Sarajevo 26 Apr @ 4:49pm 
I love you for this mod... I have been trying to get a game to go on to the 90s, and now because I have a factory limiter (your mod) and a division limiter I can finally have a long game:)

Another idea for a mod could deterioration of equipment if it sits in surplus to long. For example: If I have 200k guns in surplus a significant amount could disappear every year(I say year because daily would most likely cause performance problems.)

As I said, love the mod<3
Dinko Goosemas  [author] 24 Apr @ 11:26pm 
If you have any pointers I'd love to improve this! This is my absolute first go at this, I'm positive there's miles of room for improvement everywhere.
justtxyank 24 Apr @ 4:06pm 
I'm intrigued by this. Looking through your coding, I'm wondering if you could do this more efficiently and with less use of events by utilizing on_actions at game start and scripted effects to clean up some of the events coding.