RHS Level 6 Economic Utility v 1.5

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

RHS Level 6 Economic Utility v 1.5

Post by el cid again »

We need a comprehensive RHS installer.

And it is useful to have other utilities. I am working on a RHS Level 6 Economic Utility at the moment.

Since no one is on the RHS Tag Team primary distribution list yet, only the RHS team will get these utilities.
Anyone who wants to be on the list needs to say so.

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tanjman
Posts: 668
Joined: Sat Jan 26, 2002 10:00 am
Location: Griffin, GA

RE: RHS Utilities

Post by tanjman »

el cid,

Why not use the JoneSoft Generic Mod Enabler instead of creating an installer that will work on any PC? http://www.users.on.net/~jscones/software/products.html
I do and plan to use it with RHS as soon as I find the time to download the latest version and install it. According to the JoneSoft License Agreement you can even bundle it with RHS.

I for one think that any utilities that are developed for RHS should be included with it.
Gunner's Mate: A Boatswain's Mate with a hunting license.
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wdolson
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Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: RHS Utilities

Post by wdolson »

I use this for a commercial program I sell: http://www.gammadyne.com/seau.htm

It is free if you are using it non-commerically. It's very easy to set up an archive creation script. It took me about an hour from scratch to set it up.

I have no connection to the company what so ever. I just find it easy to use and I like it.

Bill
WIS Development Team
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Utilities

Post by el cid again »

It is a good time to make such a bundle for Levels 5 and 6. Will advise Cobra - who uploads our packages.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Utilities

Post by el cid again »

RHS Level 6 Economic Spreadsheet (version 1.0) uploaded

Version 1.1 uploaded
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Economic Analysis Utility

Post by el cid again »

I have uploaded to the primary distribution list version 1.2 of the Level 6 Economic Utility.

In addition to reporting statistics on locations - and totaling them by nation -
this version adds economic analysis. It permits one to know the daily net surplus or deficit.
This page could be updated for later turns and would then yield current economic totals.

The Axis - if it could run all its HI and manpower centers - has a daily deficit requirement for

11,135 oil points and 2,366 resource points.

The Allies have a daily surplus of 2012 oil points and 33,374 resource points - IF all their HI and manpower centers
were fully consuming.

It is possible to have damaged or unsupplied HI Centers, Manpower Centers, Oil Centers and Resource Centers.
It is also possible to capture hexes with such centers - or with "non-center" supplies, oil, resources and/or fuel.
In this sense, the game is dynamic, and the statistics will change. But at the start Japan needs oil big time, and even needs some resources, or it cannot fully run what industry it has. As it captures industry, these requirements will grow - not decline. On the other hand, the Allies can, in theory, run at near full production and continue to build their stockpiles of both oil and resources. The missing element in these numbers is this: not everything is where it is needed. Moving the resources, oil, supplies and fuel where they are needed can be problematic - and time consuming. In RHS, both in a macro sense, and in a local sense, the game is about gaining what you need and/or denying the enemy what they need.

The Axis produces 12,551 supply points and 14,973 fuel points per day at start.

The Allies produce (or recieve) 69,604 supply points and 60,772 fuel points per day at start.

[Note: the fuel points are adjusted - non-port HI does not produce fuel]
el cid again
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RE: RHSEOS JAAF Utility

Post by el cid again »

Uploading an Excel spreadsheet with all JAAF units, divided by comand.

JAAF eventually gets 4433 active and 401 damaged aircraft (= 4834 machines) issued to its units.
These units have a theoretical maximum capacity of 4923 machines. Joe calls these "aircraft slots" -
meaning a place you can plug in an aircraft. More planes may exist - but only this many can be used
by units. Further - it is a theoretical value - because any units which are lost subtract from it.

JAAF starts with 1960 active and 273 damaged aircraft (= 2601 machines) issued to its initial units.
These reinforcement units have a maximum capacity of 2643 machines.
It gets 2473 active and 128 damaged aircraft in reinforcement units (=2233 machines).
These reinforcement units have a maximum capacity of 2280 machines.

This total excludes one strange squadron of rocket fighters which is not represented by conventional WITP aircraft.
That unit only appears after the historical war ended - since it had not become operational by then IRL.

These totals include operational training units with combat types that eventually were committed to operations.
They also include Axis Allied Air Forces - notably the Imperial Manchukuo Air Force and the Royal Thai Air Force -
and technically one unit of a fledgling Indian National Air Force. [The fledgling Indonesian Airforce and a number of
air units in China are NOT included].
They also include the para-military DNKKK airline "units" with JAAF equipment (but exclude one with flying boats)
and one unit of the para-military MNKKK airline (the smaller equipment is excluded).
These values are actually smaller than IRL - although it is difficult to find total inventories including first line, second line, training, and civil aircraft. We have excluded most trainers, all very small transports, and a number of unique aircraft which exist in too small a quantity to deal with.

Note that these values are slightly greater than is found in the other 5 RHS scenarios.
el cid again
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RE: RHS Level 6 Economic Utility v 1.5

Post by el cid again »

This mainly reflects changes made to the Dutch East Indies on Celebes and the "lower islands" (Bali to Flores).

Axis daily surplus/deficits remain 11,185 resource points and 2406 fuel points per day at start.

Allied daily surplus is now 33,120 resource points and 2015 oil points per day.

Axis production is 12,463 supply points with 128 more damaged = 12,591 and 14,923 fuel points.
Allied production is 50,435 supply points plus 9,169 damaged = 69,644;
48,577 fuel points plus 12,195 damaged = 60,722.

The large number of damaged Allied points is meant to reflect growth of supply during the war. This occurs in all forms, including supply points, fuel points, resource points, oil points and industrial facilities. Allied production will tend to grow for something over 1100 days (more than 3 years). Within the context that Allied pools will grow, the economics approximates a zero sum gain: Japan can grow - but only by capture of Axis centers - and to that extent the Allies will lose production. If it isn't used, Allied points will only accumulate to a certain point. When the pools reach a certain size - more is not added to them.
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