Alright, we finally decided on how we want to use SRs. Rather than make Strategic Resources be natural resources, we'll instead use the concept as Strategic Assets. A Strategic Asset is a bomb-able target, such as a building or mine, that is critical to the military capacity and technological level of a country. There will be two types: Buildings and Natural Resources, and the buildings category will be by-far the largest of the two. Both will be displayed as a vanilla Strategic Resource, but how they work will be different from the base game.
The core idea revolves around production and research. Currently, the system is set up to represent all production as IC, but that's going to change. IC will instead be "split up" into two types: Assembly areas and component manufacturing. The building SRs will represent assembly areas for the final product, such as shipyards, automotive assembly plants, and arms manufacturers. IC will in turn represent the places where the components, such as ball bearings, barrels, sheet steel, etc. are built then transported to the place where the vehicle or gun will be assembled. What this means is that in order to build certain units (in-game this means they're "activated"), you have to have the assembly area SR for that unit type, and it can't be bombed to oblivion. The starting scenario will have all of these assembly areas placed that existed in 1936, so the majors and most mediums will be able to build what they start with. If certain infrastructure and IC conditions are met then an SR can be "built" via a decision if the country doesn't currently have the SR. This way smaller nations are rewarded for their investment and aren't permanently behind.
The way upgrading is handled in the game means that we have to limit research to ownership of a SR. It doesn't make sense for a nation that can't build tanks but has some it bought (think licensed build) to research improvements to the tank and then magically be able to upgrade the tank. Likewise, a nation that has ships but no shipyard shouldn't be able to research and add radar or new AA guns, since it lacks the facilities to do so.
Here is the current list of SRs and their planned final effects. Their effects will come from Strategic Effects, which will prevent the benefits of the SR from being shared. Ignore the Activation part below for the time being; that will come into play after the mod gets ported to TFH. TFH allows us to deactivate units, but FTM doesn't, so that part can't be implemented right now and the future 3.0 version of the mod won't include any changes to the activation techs.
Code:
- Small Armament Factory: Used for activation INF, MIL, GAR and CAV, one of two activators for MTN, PAR, MAR, MOT and MEC
- Heavy Armament Factory: Used for activation of Horse towed SUP, one of two activators for MOT SUP and MEC SUP
- Special Armament Factory: one of two activators for MTN, PAR and MAR
- Light Vehicle Factory: One of two activators for MOT and MOT SUP, is a pre-req to certain levels of the supply_throughput tech (increases throughput due to having actually trucks to do the job)
- Heavy Vehicle Factory: Used for activation of IST, LARM, one of the two activators for MEC and MEC SUP
- Advanced Vehicle Factory: Used for activation of ARM and HARM
- Light Aircraft Factory: Used for activation of INT, FTR, CAS and CAG
- Heavy Aircraft Factory: Used for activation of TAC, TRA, and STR; is a pre-req to later levels of the supply_throughput tech (increases throughput due to having actually abstracted TRA planes to do the job)
- Advanced Aircraft Factory: Used for activation of all Jets, Rockets and Flying Bombs
- Small Naval Yard: Used for activation of SUB, DD, TRANS
- Medium Naval Yard: Used for activation of SUB, DD, TRANS, CL, CA, CVL
- Large Naval Yard: Used for activation of SUB, DD, TRANS, CL, CA, CVL, BC, BB, CV
And the research SRs. These won't appear in the FtM version of the mod and their effects will be merged into the SRs above for 3.0. Might be merged into the above completely for 3.x; still not sure on that
Code:
- Light Weapons R&D Bureau: Like your small arsenal
- Heavy Weapons R&D Bureau: like your large arsenal
- Automotive R&D Bureau: like your Automotive plant
- Armor R&D Bureau: for IST and LArm
- Advanced Armor R&D Bureau: for ARM and HARM
- Light Aircraft R&D: For INT, FTR, CAS, CAG
- Heavy Aircraft R&D: for TAC, STR and Airtransports
- Submarine R&D: pretty obvious I think
- Naval R&D: DD, CA, CL, BC, BB
- Carrier R&D: CVL and CV.
And the natural resources:
Code:
- Uranium - access to it required to research the nuclear bomb tech; you can go through the entire nuclear tree w/o Uranium, but can't get the bomb without a source of Uranium
- Tungsten - TFH-Only; will be a requirement for a new tech that adds a bonus to armor penetration for tanks and the support brigades
- Rubber - covers both natural and synthetic; I forgot what this was supposed to do; will update when I find the notes on it :)
So, here's an example of how it would work in FtM. Let's say I'm playing as Poland and have the small shipyard at Danzig. This means I can build and research techs for destoyers, submarines, and transports, but until I build more IC, infra, and increase the port size in Danzig I won't be able to upgrade it to a medium shipyard and gain access to cruiser-hulls. In TFH you'd also have to have a naval R&D Strategic Resource to research destroyer techs and a sub R&D SR to research sub techs.
Here's another example of how increasing the size of an SR will work. Let's take the Spanish shipyard at Ferrol. Nearby La Coruna is the regional port, but Ferrol is where Spain's WW2 cruisers were built. Ferrol will have a medium shipyard SR that unlocks cruiser hull research and units. To upgrade it to a large shipyard that can build capital ships, Ferrol must have 8 infra and one of Ferrol's neighboring provinces must have both a level 9 port and 9 IC (note that these numbers haven't been finalized). La Coruna currently has a level 7 port and 3 IC, while Ferrol has 7 infra. So, for Spain to build and research capital ships one option is to build 6 IC and 2 port-levels in La Caruna and 1 infra in Ferrol, which will cause a random event to fire that will remove the medium shipyard SR and add a large shipyard SR.