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USA and USSR must be the leaders of Grain production but,all countrys must have some points too...thats my opinion,Thanks
Germany atacked the Ussr because of "lebensraum"(Living space) which is in part duo graain but mostly to kill all the slavs and to spread the germanic culture.
Germany also to get countrol over oil and steel etc. cause their campaign in afrika was slowy starting to lose.
Id suggest that germany and pretty all nations have grain so the can maintain their army
The Blockade thing: you cold make it so that bombings reduce the output of grain( i know that that is unrealistic) or grain gets lost over time, then longor the transport way is from a to b.
And please change the 20 % attrition maybe reduce it a little cause at the moment you cant maintain you re army you have basicly lost and its only gonna snowball against you at that point.
20% attrition?
at least all the troops for that wasnt enough grain there
i also had some equipment attrition ranging from 11 to 25 % when the units WERENT excersising our fighting just standing still
Edit: Another possible solution could be to add very expensive buildings that provide grain (something like nuclear reactor cost that provides 5 grain or something) so you aren't up ♥♥♥♥ creek when you're blockaded per se, but you will be for a while if you can't afford to build the farms
EDIT: I would support resource buildings like in modern day mod or a continous focus to gain more resources
For the first point you could add a little grain to places like Germany and the UK maybe just 1 or 2 but something would be better than 0.
A simple balancing act would be the same amount of grain is produced globally to feed the population at the start of the game globally This replicates market forces and the supply equals demand. With grain distributed globally based on the historical information of production at the time some nations are winners and others loosers. If required an adjustment to civil infastructure could also be made to meet some of the more glaring imbalances to fix the haves and have-nots.
A surplus to feed your growing army is created by either becoming more efficient, increasing productivity or opening up more land for development by building more farms. These farms would be relatively cheap to produce but lock up valuable building slots and production capacity to produce in the short term. It would also allow poorer areas to have a path to economic development as they invest in agriculture to fund their urban development by trading with the more affluent parts of the world. An additional modifier may be to have different consumption based on core vs non core populations
Negative balances could trigger negative productivity, national unity, political drift and population growth modifiers. In wartime it would accelerate a nation's decision to capitulate like how the growing unrest at home affected both Germany's and Russia's capitulations and to seek a negotiated peace in WWI. In peace time would impact development and if it was severe enough it would cause mass population decline replicating the effects that forced collectivisation had in Russia and China where the decline in agricultural output was not being balanced by replacing the shortfalls by trade or the mass migrations of people throughout history towards prosperity and away from hardship.
Random events once a year could trigger bumper crops and droughts/blights that would give nations bonus civilian factories as they trade away their surplus to those nations whose plans for expansion & development are curtailed by the need to keep their people fed. The weather will now affect both your preparations as well as the conduct of the war increasing variation and preventing the calculations of the perfect preparations for war.
To counter these effects, Strategic decisions for rationing would reduce impact of the national unity hit and reduce the population's demand by a set % or pursue a guns-vs-butter policy and feed them your surplus to keep them fat and happy. Alternatively choose to implement harsher restrictions that are required to keep a hungry populace in line. Decisions to increase manpower would also affect a nation's ability to feed itself hastening the decline. Often these features are "set-and-forget" that players never seem to need to adjust once a game begins, now they may require the expenditure of political capital to remedy an unexpected change in circumstances or fund development in other areas. Strategic decisions have broader impact and force tougher decision making.
This could have a number of spin off effects. As the effect of absorbing those densly urbanized and developed European nations create even more mouths to feed but seperating them from the colonial empires that previously supported them. Valuble production slots can then be used to expand your agricultural base or look elsewhere to seek out even greater "Lebensraum" before you chew through your stockpile of rations. In quieter parts of the globe otherwise limited nations now have new options for game play as they can now develop while maintaining good relationships with their trading partners to sell their surplus and fund future growth. Economic blockades in peacetime and attacking convoy routes in war would now be more effective weapons. Japan absorbing all those millions of Chinese in the urban coastal regions without the food supplies now act as a milstone around their neck and attrition takes its toll untill they capture those foodbowl regions as well, while China now has a tradable surplus to fund their war effort.