According to Paul Kennedy, The Rise and Fall of the Great Powers :
Table 18 : relative World-Industry-Production 1913 : USA 32%, Germany 14.8%, Great Britain 13.6%, Russia 8.2%, France 6.1%, Austria 4.4%, Italy 2.4%,
Table 15 : total Steal Production 1913 (in million tons) : USA 31.8, Germany 17.6, Great Britain 7.7, Russia 4.8, France 4.6, Austria 2.6, Italy 0.93,
Table 21 : Total Income 1914 (in billion $) : USA 37, Germany 12, Great Britain 11, Russia 7, France 6, Italy 4, Austria 3
Table 23 : British arms production (type : 1914,15,16,17,18) : (artillery : 91, 3390, 4314, 5137, 8039), (airplanes : 200, 1900, 6100, 14700, 32000), (machine guns : 300, 6100, 33500, 79700, 120900)
Table 25 : War Effort 14-19 (in billion $) : British Empire 23.0, Germany 19.9, USA 17.1, France 9.3, Russia 5.4, Austria 4.7, Italy 3.2, others 0.1-0.3
Table 25 : Mobilization 14-19 (in million men) : Germany 13.25, Russia 13, British Empire 9.5, Austria 9.0, France 8.2, Italy 5.6, USA 3.8, others (CP) 2.85, others (Entente) 2.6
2. 1914 Scenario Faction starting economic values
PP = Production Points
MP = ManPower (Recrution Pool)
AM = Ammunition
All values from a balanced game 1914 at faction's starting turn ingame
Entente :
Serbia : 30 PP (+21), 430 MP, 5 AM (+2), -24 PP Upkeep (military)
Belgium : 7 PP (+8), 170 MP, 0 AM, -5 PP Upkeep (after German attack)
France : 20 PP (+41), 1100 MP, 5 AM (+4), -47 PP Upkeep
Britain : 25 PP (+39), 600 MP, 4 AM (+5), -25 PP Upkeep
Rusiia : 20 PP (+67), 2500 MP, 6 AM (+4), -66 PP Upkeep
Central Powers :
Austria : 35 PP (+41), 1600 MP, 7 AM (+4), -40 PP Upkeep
Germany : 55 PP (+75), 1900 MP, 15 AM (+9), -77 PP Upkeep
Turkey : 10 PP (+23), 1000 MP, 3 AM (+3), (-34 PP Upkeep ???)
(Note : There are additional Upkeep costs due to Research ... -20 PP for all 5 labs)
3. Reasons for Rescale
3.1 FreeUpkeep -> 0
Full military upkeep costs are usually not visible in the management panel due to following definition in game.lua :
Code: Select all
gameplay.FreeUpkeep = 70Code: Select all
gameplay.FreeUpkeep = 0Free Upkeep of 70 PP means that each faction can have units up to 70 PP upkeep without paying any unit upkeep. They only pay for the military upkeep above 70. Germany is the only faction which starts with a military upkeep above 70 and has to pay unit upkeep from start. Russia is close. The consequence is that all smaller nations can use their full PP income to build up a military force comparable to German or Russian at start before their PP income is reduced by upkeep.
If you ignore Belgium and Turkey, it means that Entente (France, Britain, Russia and Serbia) have 4 x 70 = 280 PP free upkeep while Central Powers (CP) (Germany, Austria) only have 140 PP. With current PP income values, FreeUpkeep is necessary for CP factions, who have multiple fronts to manage, to be able to field enough troops to just cover the front line. On the other side it is also a handicap since it allows Entente to place almost twice as many units as CP.
As can be seen from the stats in 2., every faction starts with a military force whose PP upkeep is around the same value as their PP income. If FreeUpkeep is set to zero, all factions would have a negative PP income so if FreeUpkeep is to be removed, the income of all factions in game will have to be rescaled. A simple approach is just multiplying all PP income by 2 to get positive income for all factions.
3.2 Historical Reasons
As can be seen from the tables above, some factions in history had a much stronger economical / industrial basis than other factions compared to the values in the game. Therefore it would be usefull to be able to individually change the PP income for certain factions in a scenario without having to edit PP values of all their cities on the map.
The table of british arms production shows that production from 1915 to 1918 in all areas was multiplied by values between 3 and 30 or higher. In 1918, an equivalent of about 50% of british GDP was spent for the war, that is 20 times more than the peace times military budget. The numbers show that economical / industrial mobilization of a society can provide increasing resources for war for a few years, similar to an athlete in competition ... however if war continues for too long (and cities are conquered / destroyed and population is reduced), the economy will finally collapse.
The game uses WarEffort to simulate the mobilization of PP income for some nations, which means that they are increasing the part of GDP for war budget. The game also calculates the ratio of ManPower to MaxManPower ... declining ManPower reduces the GDP in game ...
4. Modding the Income-Scaling
PP Income is calculated in file "game_resources.lua".
Code: Select all
function GetFactionProduction(faction)
local income = 0
for construction in faction.constructions do
income = income + GetConstructionProduction(construction)
end
return income
endCode: Select all
function GetIncomePP(faction, ignoreWarEffort)
local income = 0
if ignoreWarEffort then
income = math.ceil(GetFactionProduction(faction) * GetMPOutput(faction) / 100)
else
income = math.ceil(GetFactionProduction(faction) * GetMPOutput(faction) / 100 * faction.luaData.warEffort / 100)
end
return income
endCode: Select all
-- new function to individually adjust Income-Modifier
function GetIncomeModifier(faction)
local modifier = 2
local turnbased_bonus = (1 + game.turn / scenario.turnLimit)
if faction.id == 0 then -- france
-- modifier = 1
end
if faction.id == 1 then -- britain
-- modifier = 1
end
if faction.id == 2 then -- germany
modifier = 2.5
end
if faction.id == 3 then -- austria
-- modifier = 1
end
if faction.id == 4 then -- russia
-- modifier = 1
end
if faction.id == 5 then -- turkey
-- modifier = 1
end
if faction.id == 6 then -- belgium
-- modifier = 1
end
if faction.id == 7 then -- serbia
-- modifier = 1
end
if faction.id == 8 then -- italy
-- modifier = 1
end
if faction.id == 9 then -- netherlands
-- modifier = 1
end
if faction.id == 10 then -- usa
-- modifier = 1
end
if faction.id == 18 then -- romania
-- modifier = 1
end
if faction.id == 19 then -- bulgaria
-- modifier = 1
end
return modifier * turnbased_bonus
endCode: Select all
function GetFactionProduction(faction)
local income = 0
for construction in faction.constructions do
income = income + GetConstructionProduction(construction)
end
return income * GetIncomeModifier(faction) -- new modifier
endThe function GetIncomeModifier(faction) in detail :
Code: Select all
local modifier = 2Code: Select all
local turnbased_bonus = (1 + game.turn / scenario.turnLimit)Code: Select all
if faction.id == 0 then -- france
-- modifier = 1
endCode: Select all
if faction.id == 2 then -- germany
modifier = 2.5
endCode: Select all
return modifier * turnbased_bonus Code: Select all
function GetFactionProduction(faction)
local income
...
return income * GetIncomeModifier(faction)
endPlease note that the PP income is still modified by WarEffort and MPOutput (standard game mechanics, see function GetIncomePP).


