Hearts of Iron IV

Hearts of Iron IV

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Test Full Realism BICE - 2025.09.29 TEST 9.1.10
   
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Jul 12 @ 3:24am
Oct 6 @ 1:27am
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Test Full Realism BICE - 2025.09.29 TEST 9.1.10

Description
Many improvements were made to ensure maximum realism.

Economy

- The entire economy has been scaled to reflect production levels similar to those in real life in specific years (Initially low productivity, which has been increasing dramatically since 1943).

- The vehicle production price scale has been changed (the starting point for calculating the scale is the average production price for the BICE medium tanks) to allow for production per unit (as with tanks) rather than in bundles of 10 or more. [REMEMBER! THE IN-GAME PRODUCTION COST IS NOT A COST IN CURRENCY, BUT ACTUALLY A COST OF PRODUCTION TIME!]

- Manpower figures have been made more realistic (Now, as in real life, Germany could have 3.8 million casualties and 8.3 million active men in the army by 1943 – a total of 12.1 million manpower, and by 1944, 7.5 million casualties and 9.48 million active men in the army – a total of 16.98 million manpower (6.5 million land forces alone). This also makes the Allies' losses more realistic – the Russians could now have over 10 million casualties (as in real life) and still have a large army).

Aviation
- Fixed manpower for aircraft (the manpower amount has been correctly adjusted to the scale of the MANPOWER_LOSS_RATIO_PLANE_SHOT parameter setting in 00_defines.lua. This parameter scales the staff-to-pilot ratio. It is 0.05 (ratio 1/20), meaning there are 19 crew members per 1 pilot. Then, for a single-seat aircraft, the manpower parameter should be 20. If the value is different, the manpower loss value will be incorrect after the aircraft is shot down. The original BICE parameter Manpower for aircraft was set as if it was unaware of this functionality, as it was below and above 20. In extreme cases, it can even reach 30, which causes the loss of 1.5 pilots in a single-seat aircraft.
After the fix, each aircraft now has the correct number of pilots.)

-Fixed aircraft parameters (I created an extensive algorithm that generates values for "attack," "defense," and "agility" based on the actual parameters of each aircraft [weight/power/type of armament]. Originally, BICE significantly overestimated Allied aircraft (especially French ones) and underestimated German ones (especially by depriving the Germans of their best fighter, the Fw 190, which they turned into a multirole aircraft from the start, reducing its agility, as if it had always been just a bomber).
Now, the FW-190 is initially a fighter (as in real life), and only from 1943 onwards, a multirole aircraft (two separate lines – one fighter, the other CAS).

Armoured Forces

- Fixed armor and penetration values based on actual data (penetration is set for 1000m real and not averaged, but BICE orginal version).

- Steel consumption is now dependent on armor thickness (the steel shortage since 1943 is now much more noticeable given the increased demand for thicker armor).

- Changed and increased armor penetration percentage scale (currently, the lowest armor destruction efficiency is 25%, not 50% as in the standard).

Navy
-Fixed ship crews.
For the BICE navy, the MANPOWER_LOSS_RATIO_ON_SUNK parameter is set to 0.5 (as standard). This means that 50% of the manpower comes from shipyard staff and 50% from the ship's crew. In this case, BICE did not adjust the MANPOWER value to this parameter.

Here are two examples in the BICE version and the current revised version:

- HC Graf Spee Class (real crew: "951 to 1150 men") :
Original BICE: manpower 748 (loss of manpower after sinking: 374)
Now: manpower 1896 (loss of manpower after sinking: 948)

- SS Type VIIA Class (real crew: "48 to 56 men") :
Original BICE: 42 (loss of manpower after sinking: 21)
Now: manpower 112 (loss of manpower after sinking: 56)

And many other minor changes affecting the realism.
27 Comments
MadDog_303 Oct 2 @ 11:53pm 
@lartur thank for u explain,now i understand
lartur  [author] Oct 2 @ 4:54am 
The production cost of all mobile equipment, including trucks, was adjusted to the average production cost of a medium tank (Pz III E).
It's important to remember that this is a time-based production cost (based on production time), not a currency-based cost!

Only in 1940 Opel alone produced 17.605 units of the two-wheel drive Opel Blitz 3.5t.
BICE cost of 5 IC per truck, this is 7.335 IC/month.
Maximum production capacity in 1940 is currently 4.77 IC/factory. This means that 51 factories would have to be allocated to achieve this result.
After reduction cost to 1,02 IC, need 10 factories to this production, which is still quite a challenge when it comes to allocating factories.
Still think the cost is too low right now?
As for Japan, you are in luck, as their automotive industry produced a huge number of vehicles.
Here is a list of truck productions:
https://www.ww2technik.de/sites/inf/tansport/lastkraftwagenmain.htm
lartur  [author] Oct 2 @ 2:47am 
The problem of AI overproduction is at the heart of the original BICE mod's mechanics.
If Germany produces 1,500 fighters by June 1940, the Allied AI will have about 3,000, and if you manage to produce ~3,000 fighters, the Allied AI will have ~6,000. Generally, they'll always have roughly twice as many fighters during the invasion of France.
MadDog_303 Sep 28 @ 8:21pm 
@lartur
Yeah, thats what im talking about.And there`s another problem.The cost of cars is too cheap, even countries like Japan that are not good at motorization can have a surplus of tens of thousands of vehicles. I think production capacity should be reduced to 10% -20%. And I found that the problem with the OP AI in Britain and France was that they had a total of 6000 fighter jets in June 1940, all of which were the most advanced versions.Overall, I think this module is quite impressive, but there is still a need to address the issue of excessive equipment production capacity
lartur  [author] Sep 28 @ 5:12am 
Theoretically, this is possible, but the IC cost would have to be rounded up or down by 1/10.

Currently, uniforms, rifles (infantry equipment), and maschinepistoles (assault equipment) are counted in "packs" of 10.

For example:
- Infantry Unit: 1200 manpower; 120 field uniforms, 115 infantry equipment (as rifles), and 5 assault equipment (as maschinepistoles).
- SS Infantry Unit: 1200 manpower; 120 field uniforms, 80 infantry equipment (as rifles), and 40 assault equipment (as maschinepistoles).
- Assault Infantry Unit: 1450 manpower; 145 field uniforms, 45 infantry equipment (as rifles), and 85 assault equipment (as maschinepistoles).
MadDog_303 Sep 25 @ 8:45am 
this is a great mod! can u make infantry equipment production number to each person? For example a 12K people division has 10K+ rifles and some Mp40 ? I think East showdown mod is very realistic in this part,makes game more fun!
Ruitor3486 Sep 7 @ 8:44am 
i think dispersed 2 should be 13%FO and dispersed 3 16%FO for being in line with the others techs
Ruitor3486 Sep 7 @ 8:13am 
production in general is very balanced in your mod and personally i like it more than original bice
Ruitor3486 Sep 7 @ 8:11am 
ok ok i didn't meant that i only noticed that dispersed industry 2 and 3 have a factory output of only 5% and that seems out of place with the others values. also that makes concentrated industry much much better
lartur  [author] Sep 6 @ 1:43am 
Part 3.

The same applies to 1944, where Efficiency CAP = 93% + 137% Factory Output, and I had 417 military factories. To achieve the historical production value for tanks, I would need 108 military factories (need 763,371 IC) and for aircraft, 152 military factories (need 1,138,649 IC).
In the test, I was able to achieve these values, but in an effort to maintain a better level of infantry supply than historically, I had the following distribution of military factories:
- 177 infantry
- 96 armor
- 144 aircraft

Therefore, I believe I managed to achieve production as realistically as possible.