RHS Supply & Resource Centers

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Buck Beach
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RHS Supply & Resource Centers

Post by Buck Beach »

I know there has been much written about this subject and I have read back several threads over the past year or more trying to get a better feel or handle on it and I keep coming up confused.

What distinguishes a Resource Center from any other resource producing base/hex (not the icon)? Same question for Supply Centers? Some Resource Centers have supply sinks (as I understand them being extra non-military type squads to eat up supplies and representing supplies needed to support the local economies) and others do not. Some supply sinks are not otherwise identified as Resource Centers. I have thought that maybe Resource & Supply Centers are given extra daily allotments, but, then that doesn't seem to be consistently applied.

Any help is appreciated.
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Alekks
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RE: RHS Supply & Resource Centers

Post by Alekks »

This is probably not a definitive answer, but from what I have seen browsing the map, those bases that have the resources icon have a Resources greater than some threshold value in the base layout, along with whatever manpower, heavy industry, oil etc they may also have.

It looked like the icon is there on the map where the base is above a resources producing threshold. It might be > 100 or more. The bases I remember checking out that have the icon on the map all had more than 100 Resources.

There is a similar pattern with the Oil icon as well. I'm sure someone will know exactly what the threshold number is, if I'm in the ballpark here. Useful as a quick visual reference, particularly for me playing Allied forces because although there's a ton of Oil in DEI, not all of the bases have the large stockpiles. Helpful to know at a glance where I can send in tankers to get the oil out of the bases with the large pool to deny their capture. For example, there's not much I can do to try to deny the oil stocks at Brunei, but I can certainly convoy some tankers to Balikapan and Tarakan and gets large quantities of oil from there and run it back to Oz before things go south. It beats having to click on each base to bring up the base window to locate the oil stockpiles. I'm sure many players will have that committed to memory. I am not one of them [:(]
el cid again
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RE: RHS Supply & Resource Centers

Post by el cid again »

Alekks is on the right track: the "threshold value" for an RHS icon is 300. This is to reduce the number of hexes with symbols to a minimum, and to alert players where significant concentrations are.

RHS is above all a logistically oriented mod of WITP I. You don't get much "free supply" on the map - and you need to know where resources, oil etc are located - both for your own use - and to deny them to the enemy. It was a visual way to help players understand this - on an ongoing basis - while playing. Another way is to look at an RHS Economic Utility, which lists what is in each hex.

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Historiker
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RE: RHS Supply & Resource Centers

Post by Historiker »

Do bases with supplies "off map" continue getting there supplies after being conquered?
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el cid again
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RE: RHS Supply & Resource Centers

Post by el cid again »

It depends on what you are talking about exactly how it works. It is all very complex and I am not sure I remember everything precisely. Or for that matter that we know everything in the first place? But approximately:

"supplies" as such come from three sources:

a) HI centers which are producing (which requires oil, resources, no enemy in hex, no damage etc)

b) Resource centers which are producing (which requires no enemy in hex, no damage, etc)

c) what I call "free supplies" - which simply appear in the hex.

To which, in RHS, add

d) supplies from units.

This is a function of units that appear with supplies, and some of them dump into the hex on the turn after the unit appears. Further - some wierd units actually get supplies every day - and in a sufficiently poor hex these might partially dump as well. In general,

a normal unit will appear with exactly its monthly supply requirement - which code should want it to have - and which should mean it neither sucks nor donates in a good hex - but in an impoverished hex it WILL donate some

a HQ unit will often appear with more than its required supplies - and the excess (above monthly requirement) will always dump into the hex

a guerilla unit will often get a few supplies every day - up to 1/30 of its monthly need if it is communist - less if it is not communist - and sometimes none at all (depending on the politics of the unit/area). Such units normally will not donate - but if the hex is severely impoverished and has other friendly units - they WILL donate some.

a few offensive units - armor and artillery - have more than 30 days supply - and they will donate the excess the day after they appear - or the first game turn if they start the game.


Now - if you conquer an enemy hex - several things happen:

1) You may CAPTURE ENEMY supplies - always a fraction of what was there - and a variable fraction - but still - you get some.

2) You DAMAGE HI centers and RESOURCE centers - and these damaged centers do NOT produce - but IF repaired up - WILL produce. Further - the code automatically REDUCES the number of centers (by 1/3 or something like that)

3) You may capture UNDAMAGED HI centers and RESOURCE centers (reduced as described above) - and both will produce supplies IF there is no enemy in the hex

4) IF the hex has "free supplies" (or resources or oil or fuel) - these will produce. [It is reported they will not. I do NOT confirm this in testing. If you capture Kodiak, Alaska, you get fish - 300 supply points per day - forever]
Mistmatz
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RE: RHS Supply & Resource Centers

Post by Mistmatz »

IIRC there was some amount of supply coming to China each turn in stock. I assume this has been replaced by local HI in Chungking and maybe elsewhere, right?

Another question regarding Burma road. Does this hardcoded supply work in RHS (if so between which bases) or has this been replaced by Burmese HI in Rangoon and the river system?
If you gained knowledge through the forum, why not putting it into the AE wiki?

http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki

Buck Beach
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RE: RHS Supply & Resource Centers

Post by Buck Beach »

ORIGINAL: el cid again

Alekks is on the right track: the "threshold value" for an RHS icon is 300. This is to reduce the number of hexes with symbols to a minimum, and to alert players where significant concentrations are.

RHS is above all a logistically oriented mod of WITP I. You don't get much "free supply" on the map - and you need to know where resources, oil etc are located - both for your own use - and to deny them to the enemy. It was a visual way to help players understand this - on an ongoing basis - while playing. Another way is to look at an RHS Economic Utility, which lists what is in each hex.


And now I am on track with those points. Thank you.

Now just one other quick question. Why are the supply sinks for Coal Harbor and Nauru placed at those locations?
Buck Beach
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RE: RHS Supply & Resource Centers

Post by Buck Beach »

ORIGINAL: el cid again

"supplies" as such come from three sources:

a) HI centers which are producing (which requires oil, resources, no enemy in hex, no damage etc)

b) Resource centers which are producing (which requires no enemy in hex, no damage, etc)



2) You DAMAGE HI centers and RESOURCE centers - and these damaged centers do NOT produce - but IF repaired up - WILL produce. Further - the code automatically REDUCES the number of centers (by 1/3 or something like that)

3) You may capture UNDAMAGED HI centers and RESOURCE centers (reduced as described above) - and both will produce supplies IF there is no enemy in the hex

While I am clear (I think) on this issue, there could be some confusion on saying DAMAGED CENTERS. The centers are made up of factories and only those factorites damaged do not produce. The Center will continue to produce to the extent of the undamaged factories. Maybe I am just saying the same thing differently.
el cid again
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RE: RHS Supply & Resource Centers

Post by el cid again »

ORIGINAL: Mistmatz

IIRC there was some amount of supply coming to China each turn in stock. I assume this has been replaced by local HI in Chungking and maybe elsewhere, right?

Another question regarding Burma road. Does this hardcoded supply work in RHS (if so between which bases) or has this been replaced by Burmese HI in Rangoon and the river system?

Lacking the ability to change hard code, it remains hard coded! 500 supply points per day appear at a location in Western China IF the road is clear of enemy units and zoc.

There are many sources of supply in China - and it is impossible to wipe them all out. It IS possible to have less supply than China wants - and flying in supply - or better sending it in by surface routes of any sort - is a good idea. Chinese units will rebuild and attack better. A related issue is construction: if you let every place try to build everything all the time you will be impverished for supplies: every item that builds eats 1000 supply per day. There is one other source of supply; Chinese guerillas are to some extent self supplied - they live off the local population and do not entirely need external supply. Theoretically a ROC guerilla regiment will stabolize at 2/3 strength while a Red guerilla unit will stabolize at full strength IF there is no combat and IF there are no friendly units needing supply nearby sucking supplies out of them. In practice, they can be at any strength - but will tend not to disappear - and will tend to rebuild if isolated. Also, they tend to be mobile when weak - but "plant" when near full strength and refuse to budge. All on purpose. [If hurt by combat, they will usually retreat and become mobile again; If they die they are reformed in 30 days at Chunking]

Supply in China is mainly from "Heavy Industry" (HI centers) and "Light Industry" (Resource Centers to the extent they don't lose supply to sinks). There is 500 per day on top of that via the Burma road, whatever you ship in by road or rail or ship or air (if you ever ship any - only the road part is automatic) - and rarely there is a small amount of "fish" (free supplies) in certain places. And the guerillas that "eat off the land."
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Historiker
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RE: RHS Supply & Resource Centers

Post by Historiker »

What do the Allies need Shipyards and manpower for?
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witpqs
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RE: RHS Supply & Resource Centers

Post by witpqs »

ORIGINAL: Historiker

What do the Allies need Shipyards and manpower for?

As I understand it the game ignores them for production purposes for the Allies. They might have been put it for possible future changes (programmers and designers do that a lot).

In RHS, they are used to eat up supplies in the early going, because after they are repaired they are no longer eating supplies. In this way they help to simulate the ramp up of Allied production efforts, particularly in North America.
el cid again
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RE: RHS Supply & Resource Centers

Post by el cid again »

I hope that repair shipyards repair - and I think they do.

Manpower is one of the principle ways supplies are eaten - possibly more than HI does.

Also - if they are captured - manpower centers are reduced - but then feed the Axis.

Same for shipyards and other industry.
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witpqs
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RE: RHS Supply & Resource Centers

Post by witpqs »

ORIGINAL: el cid again

I hope that repair shipyards repair - and I think they do.

I can confirm that they do.
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