Hearts of Iron IV

Hearts of Iron IV

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Better Mechanics : Resource Wars (EAW)
   
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2.546 MB
Jan 14 @ 4:52am
May 19 @ 7:40am
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Better Mechanics : Resource Wars (EAW)

Description


Not Ironman Compatible
Current Mod Version: 1.7
Compatible with Hoi4 Version(s): 1.14.*

Compatibility patch for EAW (Standalone)

I like the resourcenkrieg mod I with the creator's permission, I took the mantle of updating the mod
Expect some updates here and tehre (The mod functions now)


If you want to give me money , you can do that here : https://bmc.link/arcanemaster

Presentation
During the 20th century total war required full investment into the war from not just the military, but the entire nation. This led to an increased strategic focus on acquiring and managing resources that supplied the home front. To expand upon this side of the war, Ressourcenkrieg adds grain and coal as resources along with stockpiling for those resources.


Features
  • New Resources

  • Resource Stockpiling

  • 21 new laws for resource management

  • Factories and synthetic refineries now cost coal

  • Populations now require food

  • De-population mechanics due to starvation


Guide
  • Dockyards, military factories, and civilian factories all now cost 1 coal per day to maintain, while synthetic refineries cost 3 coal. Failure to maintain the required coal will result in significantly decreased factory output, fuel output, and rubber output. You can manage the effect of coal shortages using the resource management laws allowing you to allocate the limited coal that you have available.

  • One grain feeds 1 million population. Failure to maintain enough food will result in food shortages. During a food shortage you will lose population, stability, compliance and suffer extra resistance growth. Depending on your nation's ideology you can use laws to prioritize feeding your core or occupied population. For example, in a severe food shortage if your core population is prioritized then a greater percentage of occupied pop will die than core pop and you will receive greater compliance and resistance penalties than stability penalties.

  • Coal, grain, and rubber can be stockpiled. Upon entering a deficit in any of these resources, that resource will start automatically being pulled from the stockpile. The stockpile limit is determined by world tension and total infrastructure level across all states. You can also raise one of your resource’s stockpile limit using the stockpile focus laws.

  • Rationing will lower the amount of food required by your people to avoid a food shortage, but it will not reduce the severity of shortage should you find yourself in one.

  • You can use the resource management laws to shut down factories in occupied states. Use this to avoid coal shortages caused by factories that can't be used anyway due to low compliance. The default law disables all factories in states with less than 40% compliance.

***IMPORTANT*** - The button that opens the resource stockpile window can be found at the top of the logistics tab as can be seen in picture #4 (shortcut = Shift + R)

***IMPORTANT*** - Pressing the coal and grain icons in the stockpile window will bring up a resource display on the top bar

Know Issues
- If someone could help me resize the UI to the left and make it fit better, I would love it
Fixed
- WIll find a way to make the Dread Leaugue, Changeling Lands and Greneclyf not require food, but might take some time
Fixed
25 Comments
portablewalmart Mar 1 @ 3:09pm 
Very cool. Thank you for picking up the project.
StingiestHornet Feb 18 @ 2:00pm 
I was wondering if you can make EaW: Tales of Griffonia compatible with this mod?
Amine Alkaline  [author] Feb 9 @ 9:58pm 
I imagine not having people ACTUALLy living in your country is a doozy in so many ways, ill see
Sir Aroun Feb 9 @ 2:08pm 
Yea didn't know where else to ask but can you create a mod to make Civ pop matter. As far as I can tell the only things that matter it total population and recruitable population, Civilian Population does nothing but a remainder and if you somehow got 100% Recruitable Population (not possible but still) it would have 0 effect on your nation
ColaKing Feb 2 @ 11:14am 
Playing as Colthage and I'm not sure if its intentional or not but the 19 coal in Zebinop are taken by Wingbardy since they have resource rights in the state, this leaves Colthage with only 7 Coal which is well below their need even at game start.
ColaKing Jan 19 @ 8:11pm 
Definitely one of the best mods I've played with in a while. It adds a surprising amount of much needed depth and strategy to the economy beyond civ/mil spam.

Some suggestions for future addition:
-Integration of new resources into focus trees

-Energy resource: Energy was a resource in earlier hoi titles and could fit well into this mod. Coal works as a decent stand in for energy but adding it as a proper resource would provide more flexibility since as a coal alternative some states could hydro power and in the later game perhaps reactors could produce power?

-Steel mils/Aluminum refineries: Expensive buildings that consume energy/coal and boast the steel/aluminum production of the state by some percentage
Sir Aroun Jan 19 @ 1:29pm 
I think you can simplify things by just a non-select able "Magic Substance" ration level. also help communicate to the player that you don't need food
Amine Alkaline  [author] Jan 19 @ 12:48pm 
Fixed
Amine Alkaline  [author] Jan 19 @ 12:36pm 
@Martin will fix rn
Martin Jan 19 @ 12:35pm 
Is there a lore-reason for why Chrysalis and Greneclyf don't need food but Thorax does?

If that's an oversight, it's in the file "RK_costs_et_limits_on_actions.txt"

It has exceptions that declare:

grain_needed_by_people = 0

for
CHN,
DED and
NCH

but not for CCN (Harmonist uprising in CHN)