Supply system fix (third pass)

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el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

Supply system fix (third pass)

Post by el cid again »

The good news is that:

the supply code is more functional than the AI for combat operations

or at least it is more suitable to have rigid principles coded.

It works better than I had imagined possible - even in quite small places - if you turn it loose. Turning it loose involves tricking the code into separating the issuing of supplies and resource points by resource centers - to the extent that is appropriate - on a case by case basis.
SOMETIMES the idea of issuing both was actually right. Often, it is partly right. Sometimes it is completely wrong. I can look at the place, decide what it should be - and "eat" any excess supplies. Do that - and the resource points become valuable - they need to get to a HI center - and the supplies made there then need to go where needed - instead of being generated locally. Turning it loose also involves getting rid of things data entry people did - giving "free supplies" to lots of points - again making the real resource centers and industry centers less meaningful - and removing the need to transport.

The game does not slow down due to supply calculations. NO economy is in danger of being busted UNLESS it runs out of what it needs - or is bombed to oblivion. So I can add without fear the remaining less critical supply sinks - and add a handful of civil engineer units where they cannot "hide" inside static units.

Another issue was the need to have an inventory where industry is - and where production occurs - else the economy never really "starts".

Combine the basic system with a rating of ships based on deadweight net cargo and average cargo load efficiency - and the glut of supply movement should also go away.

Problems remain - supplies move in a day from Karachi to Rangoon over land! But it is remarkably functional overall.

pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: Supply system fix (third pass)

Post by pad152 »

Resource centers also provide supplies, so a site with 300 Rescources will also generate supplies without any heavy industry or oil!

el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: Supply system fix (third pass)

Post by el cid again »

Resource centers also provide supplies, so a site with 300 Rescources will also generate supplies without any heavy industry or oil!

Correct. So I am messing with that. Not the same as cancelling it out - I am evaluating each location to decide "should this location produce any supply - rice - logs - etc?" To the extent the answer is "no" I "eat" the surplus supplies with my "supply sink" - leaving unmatched resource points. But by making them at the resource center, it is subject to bombing and ground battle effects. And IF the "supply sink" unit dies, it will damage much of the hex - taking a day per point to repair back up. My "sinks" are made of a special kind of engineers - and of support units - in equal proportion - so that the "civil engineering unit" does not need or provide any military support. And the engineers - deprived of weapons - are almost combat ineffective - but they do destroy industry and resources like all engineers do. This also simulates that civil engineers did, in this campaign, destroy facilities. [In rare cases - 3 Japnese and 2 Allied - supply sinks also have aviation support squads. These won't move - being part of fixed units - and they represent the ground support at those locations used for militarized planes - like the Empire flying boats and the Mavis H6K2-L transports. They thus have two "jobs" - supporting the number of planes they really could support - and eating supplies just like every other part of a supply sink does.] These sinks do not normally need a slot.
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: Supply system fix (third pass)

Post by pad152 »

This also simulates that civil engineers did, in this campaign, destroy facilities.

Civil engineers built things, ports, airfields and repair facilities, combat engineers blow shit up!. In Witp engineer units with an attack rating are combat engineers and are used to help destroy fortications.
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: Supply system fix (third pass)

Post by el cid again »

This also simulates that civil engineers did, in this campaign, destroy facilities.

Civil engineers built things, ports, airfields and repair facilities, combat engineers blow **** up!. In Witp engineer units with an attack rating are combat engineers and are used to help destroy fortications.

You are correct. However, in the game construction engineers are ex-civilians, organized in military units, armed, and actually trained to fight in a basic sense (see SEABEES). But MY "civil engineers" are NOT organized into units, are NOT armed, and remain in their civilian jobs at civilian industrial facilities. I felt they should not be as effective in combat - but equally effective (I can't change it anyway - but it is right)
at industrial sabotage of facilities they know intimately well. Even an airborne assault on Palembang to prevent destruction - and cooperation of the local workers - did not prevent Dutch civil engineers from taking them 100% down. On Borneo they also destroyed every (100%) civilian vehicle - busses - trucks - cars - etc - as well as the industrial facilities. The Japanese were so mad many were (improperly) shot.
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