by John M. Astell
Frank Watson's thoughts on economics for Grand Europa are right on track: concentrate on the key elements and keep everything else simple. Some comments:
"Concentrate on the key elements and keep everything else simple Basic materials do boil down to iron and oil. In World War II, industrial economies could not function long without iron inputs-- stop the iron and the economy collapses. No other raw material was even close to having the same effect. Oil is also crucial, to some degree for industry but mostly to provide fuel and lubricants to the products of industry: vehicles, aircraft, and ships. Labor probably has to be quantified in some fashion. It has a direct impact on both the economy and the military: the more personnel the armed forces take up, the harder it becomes for industry to run at full production. This is why, for example, Germany became a slave labor economy, with millions of foreign nationals rounded up and sent to Germany while almost every militarilycapable German male ended up in the Wehrmacht. Industry Types: Frank's system of generalized basic industry seems the only practical way to go. (Otherwise, you end up drowning in a sea of statistics, while allowing players to exploit the simulation model to achieve unrealistic effects.) One function of basic industry, as Frank identifies, is supplying the civilian economy, both for basic needs (a rock-bottom minimum, otherwise things fall apart) and for morale purposes. Frank breaks the overall armaments industry into separate "armaments" (I prefer "equipment"), automotives, aircraft, and shipping categories. (He then suggests armaments be merged back into basic industry for simplicity.) This area needs to be looked into in detail. The number of categories and subcategories must be worked out so that the system is as simple as possible without introducing important distortions. Should armor be part of automotives or its own separate category? Should artillery be broken out of equipment? Capacity: Aside from expanding capacity, there should be considerable latitude to switch industrial capacity among categories. Locomotive concerns did end up building aircraft, for example. There would be substantial costs to pay: basic industry would be required to retool the factories, and there would be lengthy downtimes to retool and come up to production again. (Even within the same industry, downtimes for retooling were significant. For example, it took 6 months to convert an Me 109 factory over to produce FW 190s. Since the Luftwaffe needed every fighter industry could possibly produce, the Germans kept the 109 in production in 1943-45 rather than forgo six months production to get a better aircraft.) Lead Times: Frank suggests an SPI-style "cash-up-front" production cycle, with exceptions, as the mechanism for the production system. This would work, but there may be a better way: a "pay-as-you-go" production track. The track has a line for each type of item you can build, divided into "production turns" (which could be Europa turns, months, quarters, or some other measure of time). The track would list the costs you need to pay to proceed from one production-turn to the next. If your factory for the item is functioning and if you pay the cost, you advance the item one turn on the track. When it reaches the end of the track, it's built. This system allows for incremental building of items, which you could delay or advance as resources permit. There are a few details I'd like to add to Frank's discussion:
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