An over-abundance of goods

I would like to raise a somewhat delicate subject. Anyone who has played this game for any length of time and been relatively successful in doing so, knows that one of the inane outcomes of surviving the first 30 to 40 days of the game is going from having a shortage of goods in the first 7 to 10 days, to having a super-abundance of goods -- at which point there is no useful purpose for most of the goods produced, they cannot be sold on the commodities market, and they cannot even be given away. I suppose they good be stacked up and used as defensive barricades for our troops, but that is not currently permitted. There really should be a change in the present game that either requires or permits the greater use of goods in the second half of the game . . .

Personally, I have two thoughts on point ---

First, higher levels of research should require incrementally increasing amounts of goods.

Second, higher levels of some, if not all types of units should also require incrementally increasing amounts of goods for the production of those units.

Does anyone else have any ideas how such goods could be put to productive use in the latter stages of the game?

9 Replies

i think it kind of depends on the map, tho. even in the later stages of the game the 25 player map starves for goods, as well as other resources. on the 22 player map, goods and manpower are both in superabundance towards the end. maybe clockwork soldiers w guns and uniforms, but no food requirements? another wunderwaffen research option...

ā€œI am the flail of god. Had you not created great sins, god would not have sent a punishment like me upon you.ā€
―
Genghis Khan

All resources have their own flow during a game, depending on stage of the game, map, and even avarage player quality (for example in PL games on the 22p map this season, MONEY was the most precious resource from a very early stage, with all other resources price levels dropping to ~4). If you want to discuss that, don't focus on goods only but discuss all types.

Well surely there are horses and mules that need fed, and there are always hats to be made, so there must be some straw in those goods. So the obvious thing to do is spin that straw into gold.

Part of the problem of going from shortage to overabundance is that everyone upgrades goods early with ports, infrastructure and additional levels of industry to compensate for the shortage. Hell even the AI's upgrade the mean of production. It makes some sense that higher level units would require a higher amount of resource than lower levels. Balancing that increase is key.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

I'm just thinking, does it even really matter? I mean, you have a load of resources, so what? That just means you can fight for longer in the event of a catastrophic offensive, or maybe brutal rocket attacks.

Honestly I don't think it is such a significant problem. As @Quasi-duck says, I don't have a problem with having too many resources.

What should be made however is some way of researching the ability of investing goods in food production, to improve the latter. I won my last 100 player games with somewhere around -200/h food, with my double production and two other single production provinces of food maxed with everything, to the max. Had I had another country, I wouldn't have been so lucky. I remember 100p games with -800/h and things like that. THAT needs to be fixed.

Another suggestion could be an option to donate "Red Cross Parcels" these would in turn help your troops recover faster.

The other way to approach this is that 0 food with negative production should cause a unit health decline and maybe revolt or units dying. This would reduce the over production of units forcing a balance between food production and army size. To Bytros advantage would be the food purchase with gold to maintain an army size greater than can be supported.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

Peter Mat wrote:

This would reduce the over production of units forcing a balance between food production and army size.
Then there will be nations spanning across the globe in world maps, with no food, no troops, and revolts everywhere. If there was more food to begin with, this might be a solution, but generally there just isn't enough food provinces on the maps to provide for the nations.

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