真实资源(优化版)Real Resources (Optimized version)
基于原版“真实资源”以及“潜在资源”MOD进行优化的版本,对原版作者的一些设定进行了调整。
原版作者所搜集的资源储量数据来自于近年,我通过查阅历史文献与数据还原并平衡了一些资源储量数据。比如:
1. 美国明尼苏达地区在二战时期的铁矿石品质、储量及产量还是很高的,美国的高品质铁矿石资源是在经过了一百多年的高强度开采之后才逐渐枯竭的,二战时期美国的铁矿石不仅能自给自足还能向全世界出口钢铁,原作者使用近年的数据会使得游戏里美国甚至需要从外部进口钢铁,这很不合理。为了游戏性与史实性,我根据历史资料还原弥补了美国五大湖地区的钢铁产量。
2. 原作者根据近年的全世界橡胶产量数据来制作mod,而橡胶产业在二战时期与近年情况完全是不一样的,那时只有英属马来亚与荷属东印度为主要产区,泰国橡胶种植业还没有发展起来。而且那时候全世界的合成橡胶产业才刚刚起步,只有德国与苏联比较发达,美国则是在二战期间才发展起来。所以我根据二战前的数据删去了原MOD中的不合理的橡胶与合成炼油厂的数据。
3. 原MOD作者简单的将所有资源全部设定为相同的政治点与天数以及工厂使用消耗。为了游戏性以及符合史实,我查阅了大量有关全世界各国的现有资源储量及历史开采量等数据资料,对资源勘探决议进行了调整。将部分地区资源勘探需求的勘探科技等级、政治点数以及民用工厂占用调整为符合历史与现实背景(如中国大庆油田勘探与开采难度大;中东部分地区石油勘探时间很晚但品质好成本低;委内瑞拉石油开采成本高;澳大利亚铁矿发现时间晚且政治阻碍很大并且在原版游戏内官方的地图划分将西澳铁矿区划分给了三个州)。一部分游戏原版就能进行资源勘探的地区我就使用了原版的决议名称代码以及部分需求条件,同时删除了大部分原版游戏的资源勘探决议,但是保留了几个通过国策解锁的相关勘探决议(如利比亚石油与以及中国辽东铁矿)并进行了调整优化,以免重复开发资源。
4. 根据原版“潜在资源”mod作者的设定以及史实资料中1936年全世界各国工业水平数据,给部分国家在删掉不合理资源的同时弥补了一部分民用工厂(美国最多,现在美国开局拥有300个工厂数量;苏联其次,125工厂;德国100工厂;英国70工厂)。
5. 将几乎所有勘探决议的查看条件都添加了对勘探科技等级的要求,这样就不会像之前那样屏幕被大量决议填满影响视觉了,现在只有达到了相应的勘探技术才能看见相应的决议。
总之,本优化版MOD耗费了本人三四个多月的时间以及大量精力,查阅了大量的资料与文献以及游戏文件,终于搞定了,可喜可贺。遗憾的是,勘探决议的本地化名称原版作者没有做,所有勘探决议都是以代码原型显示的。我将一部分游戏原版就有的决议名称复制了一部分,但大部分的决议还是显示代码名称。我没有更多的时间和精力去继续做了。
Based on the original "real resources" and "potential resources" MOD optimized version, some of the original author’s Settings have been adjusted.
The resource reserve data collected by the original author came from recent years. I restored and balanced some resource reserve data by consulting historical literature and data. For example:
1. During the Second World War, the iron ore quality, reserves and output of Minnesota area in the United States were still very high, and the high-quality iron ore resources in the United States were gradually exhausted after more than 100 years of high-intensity mining. During the Second World War, the United States could not only self-sufficient in iron ore but also export steel to the world. The original author’s use of recent data would make the game in which the United States even needs to import steel from outside, which is very unreasonable. For gameplay and historical purposes, I reconstructed the steel production in the Great Lakes region of the United States based on historical data.
2. The original author made the mod according to the world rubber production data in recent years. However, the situation of rubber industry in the World War II was completely different from that in recent years. At that time, only British Malaya and Dutch East Indies were the main producing areas, and the rubber planting industry in Thailand had not yet developed. And at that time, the world’s synthetic rubber industry was just starting, only Germany and the Soviet Union were relatively developed, the United States was developed during World War II. So I deleted the unreasonable rubber and synthetic refinery data in the original MOD based on the data before World War II.
3. The original MOD author simply set all resources to the same political points, days and factory consumption. In order to play and conform to historical facts, I have consulted a large number of data about the existing reserves of resources and historical exploitation of various countries in the world, and adjusted the resource exploration resolution. The exploration technology level, political points and civil factory occupation of resource exploration needs in some areas should be adjusted to meet the historical and realistic background (for example, the exploration and exploitation of Daqing Oilfield in China is difficult; In parts of the Middle East, oil exploration is late but of good quality and low cost; Venezuela’s oil is expensive to extract; The Australian iron ore was discovered late and politically blocked and the official map division in the original game divided the Western Australian iron ore region into three states). In some areas where the original game can be used for resource exploration, I used the original resolution name code and some demand conditions. At the same time, I deleted most of the resource exploration resolutions of the original game, but retained a few related exploration resolutions unlocked by national policies (such as Libyan oil and iron ore in Liaodong, China) and made adjustments and optimization to avoid repeated resource development.
4. According to the setting of the author of the original "potential resources" mod and the industrial level data of all countries in the world in 1936 in the historical data, some countries have made up a part of civilian factories while removing unreasonable resources (the United States has the most, and now the United States has 300 factories in the beginning; Soviet second, 125 factories; 100 factories in Germany; UK 70 factory).
5. Add the requirement of exploration technology level to the viewing conditions of almost all exploration resolutions, so that the screen will not be filled with a large number of resolutions as before, which will affect the vision. Now, only the corresponding exploration technology can see the corresponding resolution.
In short, the optimized version of the MOD cost me more than three or four months of time and a lot of energy, access to a large number of materials and literature and game files, finally done, happy to congratulate. Unfortunately, the original author of the localization name of the exploration resolution did not do it, and all exploration resolutions are displayed as code prototypes. I copied some of the resolution names from the original game, but most of the resolution still showed code names. I have no more time and energy to continue.