Japanese production question

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Mynok
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RE: Japanese production question

Post by Mynok »


2.85 mil is peachy. [:D]
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Shark7
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RE: Japanese production question

Post by Shark7 »

Bah, Double Post.

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RE: Japanese production question

Post by Shark7 »

While were looking at industry pictures. How does mine look? Which one have I massively overbuilt (I'm guessing armaments btw).

And yes I'm playing a mod that requires all the engines I am producing, eventually.

My problem is that I am moderately low on supplies in the HI, but I've been shipping to China like mad to try and make some headway there. At least the AI doesn't make me pay for it as badly.

BTW, date is 4-11-42



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n01487477
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RE: Japanese production question

Post by n01487477 »

Why aren't you guys using witpTracker or decoder to have a look at this specifically ?

HI = 14120/turn
Oil = 2730 * 6 = 16380/ turn (surplus)
Expended ---
Naval = 1220 * 3 = 2660
Merchant = 1055 *3 = 3165
Arm = 741 * 6 = 4446
Veh = 124 * 6 = 744
Eng = (1861 * 18) / 30 = 1116
Air = (926 * 18) /30 = 555 (although this depends on the number of engines)

Total = 12686 HI expended/ day, so you're cool !

[edit] Except I can see, if you have a distributions problem and supply of res/oil ... so all bets are off

Sorry if the calculations are faulty, but I'm in a hurry ...
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Shark7
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RE: Japanese production question

Post by Shark7 »

Mine was more a question of how well am I doing for the long haul, sorry I wasn't more specific.
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Mike Solli
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RE: Japanese production question

Post by Mike Solli »

ORIGINAL: Shark7

While were looking at industry pictures. How does mine look? Which one have I massively overbuilt (I'm guessing armaments btw).

And yes I'm playing a mod that requires all the engines I am producing, eventually.

My problem is that I am moderately low on supplies in the HI, but I've been shipping to China like mad to try and make some headway there. At least the AI doesn't make me pay for it as badly.

BTW, date is 4-11-42



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Overall it looks good to me. A couple of comments:

Naval shipyards - You're short right now. Have you halted the Shinano? That'll save you 180 or so points a turn. If you're still short, I'd halt some RO class subs to get you in the black. I like to have about 500 points in the pool for emergencies.

Merchant shipyards - You have a big surplus. Acclerate something, like CVEs or TKs. If you're building more merchant shipyards, stop it for now. The best time to acclerate a ship is between 10x and 20x it's endurance.

If your HI pool is increasing each turn, you're doing good. You'll need the armament points later so continue to build up that pool.
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Shark7
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RE: Japanese production question

Post by Shark7 »

ORIGINAL: Mike Solli

ORIGINAL: Shark7

While were looking at industry pictures. How does mine look? Which one have I massively overbuilt (I'm guessing armaments btw).

And yes I'm playing a mod that requires all the engines I am producing, eventually.

My problem is that I am moderately low on supplies in the HI, but I've been shipping to China like mad to try and make some headway there. At least the AI doesn't make me pay for it as badly.

BTW, date is 4-11-42



Image

Overall it looks good to me. A couple of comments:

Naval shipyards - You're short right now. Have you halted the Shinano? That'll save you 180 or so points a turn. If you're still short, I'd halt some RO class subs to get you in the black. I like to have about 500 points in the pool for emergencies.

Merchant shipyards - You have a big surplus. Acclerate something, like CVEs or TKs. If you're building more merchant shipyards, stop it for now. The best time to acclerate a ship is between 10x and 20x it's endurance.

If your HI pool is increasing each turn, you're doing good. You'll need the armament points later so continue to build up that pool.

Right now my naval is down due to turning Shinano back on and accelerating Junyo and Hiyo. That was a mistake, I should have done one or the other, not both. On Merchant ships, I'm actually accelerating the dozen or so ARs I converted. Subs and LBA have already been nightmare this game, and its only going to get worse, I'm hoping to keep those ARs in the major oil/resource ports and maybe save some ships that would otherwise sink.

What about converting a couple of the smaller merchant yards to naval yards? I seem to have far more merchant points per turn than I need. And I'm not building any. I think I ordered a couple of them up (the ones that started at 1 or 3 points), but they've not been expanded since December.

I'm having trouble keeping the HI centers supplied is my biggest problem. It's an enormous task trying to keep all those different HI bases in supply. I've got plenty of TK and AK, but no where near enough escorts to properly defend them in transit.
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