KIF (original edn) buildable facilities.

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Ian R
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Joined: Tue Aug 01, 2000 8:00 am
Location: Cammeraygal Country

KIF (original edn) buildable facilities.

Post by Ian R »

Does anyone happen to know what the build cost/time numbers were on the rear of the optional specific location buildable oil "facility" counters that came with the original version of KIF, that matched WiF:FE? These were specific counters for Medan, Brunei, Lagos, and various other places, including a 2 value expansion at Houston.

I have the build costs/times for the WiFCE version, but some aspects of that changed, e.g. the Italian oil plant for Libya is now part of the option (and is cheaper to build).
"I am Alfred"
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paulderynck
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Location: Canada

RE: KIF (original edn) buildable facilities.

Post by paulderynck »

Sure. All took 4 turns to build.

A2931 (Saudi 2 oil) cost 9
BruNEI Borneo (1 oil) cost 7
Medan NEI (1oil) cost 7
Denver (1 oil) cost 7
Houston (2 oil) cost 10
Lagos Nigeria (1 oil) cost 7
Alexandrovsk (1 oil) cost 8
Novosibirsk (1 oil) cost 7
Omsk (1 oil) cost 7

There were also 3 buildable regular resources that cost 5 and took 3 turns: E1734 Ukraine, E2237 USSR, and Surabaya NEI.

Other than the obvious named locations I have not mapped the WiFFE coordinates to MWiF.
Paul
Ian R
Posts: 3440
Joined: Tue Aug 01, 2000 8:00 am
Location: Cammeraygal Country

RE: KIF (original edn) buildable facilities.

Post by Ian R »

Thanks for that.

I think the Saudi oil is built on top of the existing oil resource, or possibly on the coast next to it.

So looking at the costings, some are prima facie cheaper than a synth (coal conversion) plant, but the associated indirect costs can be quite steep.

The US and Soviet oil field facilities (not including the one on Sakhalin Is) are safely positioned and might be a sensible investment. Lagos is closer to the UK than the Gulf, so the net costs of collecting it might be cheaper. The oil rules increase the benefits of building those, even in the mid-latter game.

The Saudi oil looks cheap, and can be lifted to the head of the gulf and railed to Europe, but getting that far is likely to deliver 5 other established oil resources without the costs of occupying Saudi Arabia and building there.

The rest are in vulnerable locations, unlikely to be built by the original owners of those locations, and not readily affordable to the temporary occupants.

All in all, a nice bit of chrome but probably only of real use with the oil rules.

Having said that, in my solitaire game I just edited in the Medan oil in in mid 1940, and for some reason the exe decided
Medan should supply Japan with a TS oil point instead of Balikpapan.

I don't think Steve should spend any scarce programming time on this, but here is a house rule I would suggest:

1. Any major power production points that are lost due to non-optimal resource routing by the exe are converted to BP at the prevailing production multiple, and recorded as "lost points". Retain all fractions. CW Food-in-Flames points are included.
.

2. If and when the MP has enough lost points on hand, it can build one of the facilities available in territory it controls, using some/all of the points. Fractions are retained. It is placed in the next reinforcement placement.


Basically this means the CW will probably build the Lagos oil at some point.

3. An MP may in the alternative trade those points away to another MP if they have, in game, a trade agreement with that MP giving them something.

Basically this means that after the CW builds Lagos, it can give [TS] 'lost points' to the US in return for [TR] build points and when they, and any US lost points, accumulate to 10 BP, Houston gets built.

The facility build can be effected by an adjustment in the "G" column on the standard terrain file, which opens in a spreadsheet, rather than the save game file, but will then appear in all games being played; as always, back up your files, and in this case make a separate install of the game to isolate the change.
"I am Alfred"
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