Production options

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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byron13
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Post by byron13 »

Originally posted by mdiehl
It's an okay point.
Okay? Okay??? It was a damned fine point. If the game starts on December 7, I have no problem with the militaries that were at peace at the time being locked in place to represent the sluggish nature of peace time redeployments.

The Pearl Harbor question is a very good one, considering about half of the people responding to a poll wanted the game to begin before December 7, 1941. Most of them want to change history in China. But if you do that, how do you provide for a Pearl Harbor? America would have to be able to react to Japanese advances prior to the start of hostilities. For example, if the game started in, say, 1939, and by the time Japan got around to attacking the U.S., Japan owned all of Southeast Asia and Malaysia, America would probably have reinforced the PI. But how would you control U.S. redeployment so that the Pacific Fleet isn't permanently dispersed thus preventing a PH type attack? Dunno, and I hope no one really goes off on this tangent.

I argued months ago for a fairly elaborate production system based on resources, but I don't think I advocate that anymore and, though workable (in my mind, anyway), I don't see Matrix making the effort. Mdiehl's system is even too complicated for me now. I guess what I foresee, or would like to see, is just a souped-up PacWar system. There could be restrictions based on resources (e.g., if Japan has no access to rubber, many factories shut down), but you would, in essence, have so many points to spend for a month or quarter, and you would divvy that out amongst whatever it is you want to buy. You could have R&D expenditures toward particular a/c kind of like in BTR that would speed up introduction of the a/c. I could see that a/c would have higher costs and delays initially to reflect tooling up and the process of working out kinks, which would provide some incentive for sticking with efficient production of current, less-capable a/c instead of immediately shifting production to the new whiz-bang a/c. PacWar did this to a degree, and I think BTR did it well. Due to delays and costs, if you kept changing production every month/quarter, nothing would ever be produced.

BTR's production was interesting. As I think you are suggesting, you had to produce in-line engines for particular a/c and radials for other a/c. In BTR you also had to devote factories to producing parts for particular a/c. And, of course, other factories had to provide enough generic stuff like weapons and avionics to feed the entire a/c industry. It was definitely challenging and some fun. But Gary embedded enough crap in there that it was more frustrating than anything else, and the BTR crowd is still trying to sort it out (right, HardSarge?). The HE-219 would only produce at a certain rate and at a certain time regardless of how much R&D you committed to it, but no one realized it. They threw billions of Reichs Marks at the factory and the design staff, but nothing happened. I am vehemently against these little programming secrets because you never know whether the problem is a bug or not. You should get what you pay for and, if you don't, you should be told why.

Sorry, I digress. Anyway, for a game with the scope of WitP, I think this kind of production is just too complicated. With everything else that you have to worry about - like supply convoys - having to worry about your balance of Merlins and Pratt & Whitneys is too much hassle. And having this kind of a system with an option to have the computer run it is just asking for trouble. I think you keep it simple but flexibile. P-40's cost one point, P-38's two points, and B-17's five points. Changing production to P-51's costs a one-time charge of X points (retooling costs), will cost 2 points to build for the first four months (inefficiencies and generic penalty) but settle to 1 point thereafter, and the factory starting production will not produce anything for one or two months. That's it.

Ships, with their long-lead times are tougher. I guess that, once you commit to building a ship, the computer automatically deducts X number of production points during each production cycle until the ship is either built or scrapped. That's it.

Maybe you have separate expansion points that you can devote to a particular type of production, i.e., army, ships, or a/c (and whatever else). Thus, you could create an unbalanced military by expanding production only of a/c factories at the expense of other capabilities. That kind of flexibility should go hand-in-hand with flexible production. And if you screw it up, tough. And there would be the option to have the computer allocate expansion points "historically" so you would have the same production mix and capability as is historically accurate and so you don't accidentally end up with an unbalanced mix out of ignorance.

But I see it's being fairly simple and a kind of blend of BTR and PacWar. You are not given the option of building the dreaded Mitsubishi XY2000 six-engined bomber, but you can speed up development of the Raiden by spending R&D on it at the expense of current production of Zeros. PacWar did a pretty good job of the a/c production, though it (i) left out R&D to speed up introduction and (ii) seemed to override by commands a lot. Do the same for ships and armies, and I think you've got an adequate system.
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byron13
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Post by byron13 »

And for the people that want six-engined bombers or to see how the Ronald Reagan and the Abraham Lincoln would fare against the IJN, that stuff can be handled by having an editor and open unit slots.
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RevRick
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I'd settle for...

Post by RevRick »

Originally posted by byron13
And for the people that want six-engined bombers or to see how the Ronald Reagan and the Abraham Lincoln would fare against the IJN, that stuff can be handled by having an editor and open unit slots.
The Ranger being built as a "real" CV, F6F's sometime in 1942, and someone with the brains to see that the P-39 needed a blower, 1.1's were a waste of metal, and that Ghormley and Fletcher should be allowed to command Arctic weather patrols in Trinidad. Let alone something almost possible - like a P-38 with Merlins.
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byron13
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Post by byron13 »

Sigh. P-38s with Merlins and a functional cockpit heater. Wouldn't that have been sweet? Almost wouldn't have needed the P-51 in Europe.
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RevRick
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And on top of that..

Post by RevRick »

Lindbergh taught the guys in the SWPAC to get some incredible ranges out of the P-38 as it was. Merlins were a lot less thirsty - so you would have needed some other facilities besides a heater - like diapers. They could have ranged a lot farther than they did. I read in a couple of books that he had them flying missions as far as 1700 miles duration back then.:D This book even has pictures of P-38s dropping torpedos. How about that in the early SWPAC campaign.

I still think the P-51 would have been built, to be sure, because it was a lot handier fighter.
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Ranger-75
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Post by Ranger-75 »

Originally posted by Jeremy Pritchard


When you look at all of the major warships built by Japan during the war years this argument really starts to lose its point. Here is the list of warships built/modified during the war, all of cruiser and larger size...

Carriers
1. Shiano "Late 44"
2. Unryu "Late 44"
3. Amagi "Late 44"
4. Katsuragi "Late 44"
5. Kasagi*
6. Aso*
7. Ikoma*
8. Taiho "Late 43"
9. Ibuki*
10. Chitose** "Late 43"
11. Chiyoda** "Late 43"
12. Shinyo** "Late 43"

Cruisers
1. Agano
2. Yahagi
3. Noshiro
4. Sakawa
5. Oyodo

* means never completed
** means a conversion of another non-combat vessel ..
The Katsuragi was never completed - sorry, comissioned. There was a hull, it floated and was used as a repatriation vessel after the surrender, but it was not completed / comissioned. There's a big difference between launching and comissioning.

You can also bet your bottom dollar that the Wasp and Ranger would have been transferred REAL FAST to the Pacific if the US lost 2 or 3 carriers at Midway.

Regarding Land uints. Say someone has 10,000 squads, 1000 guns, 500 tanks, etc. Why can't they make 10 divisions? because there is no structure / support and cadre for those 10 divisions that's why. I'm in complete agreement on not having fresh divisions "appear" because of large pool strengths. It was those large pool strengths that kept US and British units at full TOE strength during the war. The US also had some 300 independent battalions and some say these could have been formed into almot 90 more divisions, doubling the size of the US Army, but again, there was no support / control structure for this. so the US fought with a 90 division Army for the war - but it was always at full strenth with US infantry divisions often packing more punch than German Panzer divisions.

Same for Air units, although I firmly believe that players should be allowed to "shelve" an undesired plane type. The only thing is that the PacWar 4 week delay is too light a penalty, the penalty should be varied, going from F4F to F6F should be only a month or so, but going from P-40 to P-38 or from P-38 to F4U, etc., should take 2-3 months, similar values for British designs, i.e. a month of so to convert from Beaufort to Beaufighter, but 203 months to go from Whirraway to P-40 or Hurricane, etc.

The P-38 performed quite well with the Allison engines, late models with drop tanks had ranges up 2,300 miles. The later model Allisons had HP ratings up to 1,600 - too bad they didn't have these in 1941. The P-39 could have been much better if it was supercharged, but it was the Army itself, not Bell that crippled the plane, insisting ahat a supercharger would not be needed, what a bunch of fools. - Game solution - don't "produce" the P-39.
Still playing PacWar (but no so much anymore)...
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Post by mdiehl »

The P39 sans blower is indeed one of the most tragic missed opportunities of the war. Of course, you'll never see the P39 *with* a blower as a potential Allied ahistorical counterfactual because it would blow too many entrenched minds to see a well armed, highly maneuverable, very durable Allied a/c zipping around in 1941 with a top-end speed of 390 mph and a ceiling of 30,000 feet. ;)
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Post by Jeremy Pritchard »

The thing that I liked about wargames, at least some of them, was the option for some unhistorical things to occur.

For example, (I used this once before) the Avalon Hill game Operation Crusader had options that you could choose at the beginning of the game to change some factors.

For example...

Italians are veterans
South Africans are veterans
Malta captured, axis get more supplies (allies get less)

and so on.

So, it would be interesting to have options like...

Japan produces the Ki-28 (fast, heavily armed and durable aircraft) instead of the Ki-27 and take this route of aircraft development.

P-39 given blowers

and so on...

Most wargames have these options, but with some sort of penalty (possibly a VP penalty), the more you stray from history and improve your situation, the more difficult it should be for you (to make up for your improvements).
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Post by byron13 »

Interesting yes. But wouldn't you agree that Matrix cannot spend the time and the money to build an intricate production engine that would allow people to change engines, armaments, add superchargers, etc.? At least as an integral part of the game?

I think the answer for these types of things is to provide an editor that is capable of allowing the player to fiddle with the details. I'm a complete computer moron, so I don't know how the data is kept, but I could see where an editor might be able to allow you to, say, change an aircraft's top speed, manueverability rating, firepower rating, or whatever to approximate whatever modifications you want to make. You wouldn't be able to push a radio button in the game to tell Seattle to start adding superchargers on the factory line. But you could edit the characteristics of a particular model of a P-39 (or Fletcher class, or tank, etc.) so that all of that model had the characteristics you wanted to try.
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Post by showboat1 »

Doubtful the Ranger would have been transferred to the Pacific. The Navy had long before deemed her unsuitable for Pacific Ops. The Wasp would surely have been sent forthright. The Saratoga would have been the ony CV in Pacific until she arrived. You CAN bet your farm that production of Essex class CV's would have been expedited immediately AND more CVL's would probably have been converted. Probably say goodbye to Alaska's and the Missouri and Wisconsin though.

However, I must say that I favor production control. From the extreme (Empire Building) to full computer control. The players can decide how much control they wish to have. This would allow an experience American player to give a rookie Japanese player a chance of some success and vice versa.
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Post by mdiehl »

Why say goodbye to the Alaskas and the Missouri? Different shipways for these bruisers than were used for CV/CVL hulls, and more than adequate material and manpower for the manufacture. The Alaskas were cancelled because they were unnecessary, as were several of the Iowa class vessels. They were on the ways and just scrapped.

If you're gonna sacrifice anything it's gonna be the CAs. Since many of these were scrubbed in-progress as well, there's no obvious reason to believe that yet many more US CVs could not have been built above and beyond those historically deployed.
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Options?

Post by Wasp »

Could we make this an option where a player could choose from the following:

1. Totally historical production
2. Adjustable historical production with limitations
3. Adjustable historical production with alot of player control, but not totally a empire building game.
4. A total empire building game

I think #4 may be a bit impossible due to the immense database and the game restraints might make it impossible, even though it might be interesting to be able to control various parts of the war. Personally I would like to see an option for #1~3 so that everyone would be pleased with this whole production thing. An editor that allows a player to edit various fields of the game such as being able to add weapons, ships, aircraft, or plain old editing files would be really helpful so that people would have more freedom over what they want to do.

Just more ideas for everyone out there.

By the way, does anyone know if there's going to be an editor for UV that lets you edit aircraft data, replacement rates, and so on?
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Post by showboat1 »

How about converting Alaska's into CV' ? Interesting, but not very doable since I doubt there was a working plan or even a thought of that. By saying no Alaska's and no third and fourth Iowa I meant only to say that in those circumstances the USN would have put the MAJOR emphasis on carriers and said to heck with the big guns.
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Post by Svar »

Originally posted by mdiehl
Why say goodbye to the Alaskas and the Missouri? Different shipways for these bruisers than were used for CV/CVL hulls, and more than adequate material and manpower for the manufacture. The Alaskas were cancelled because they were unnecessary, as were several of the Iowa class vessels. They were on the ways and just scrapped.

A total of 6 Iowa class battleships were authorized in 1939 and 1940. All six had their keels laid but only 4 were completed during the war. The Illinois was cancelled in 12/8/45 while the Kentucky had construction suspended in 17/2/47 and was finally scrapped in 1958 after conversion to a missle ship was cancelled.
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Production

Post by Ron Saueracker »

What real difference would any of this make anyway, basically wasting much programming time and cost on something which would have little affect on the outcome? Given the limited level of Japanese production, and the massive American output, you are asking Matrix to throw good money at a marginal concept. Why would the allies not build BBs and BCs for CVs when they are cancelling CVs on the stocks anyway? Losing all six USN fleet carriers early on was a possibility which instigated the conversion of Cleveland CLs to Independence CVLs, a worst case scenario. There was nothing else to lose after this to initiate an even more enhanced CV building program. All weapons platforms were built within a temporal context (political, technical, economic etc) which is outside the scope of the game...asking Matrix/2by3 to model one (production) and not the other (context) would corrupt any attempt at a simulation and turn it into nothing more than a game.

The company which produces Europa Universalis (Firaxis?) is making a modern 19th/20th century version which may satisfy those who want more production control, and the geopolitical elements in EU would accomodate this very well. WITP is a historical simulation in my opinion, and abstract real time empire building elements should be left to companies like Firaxis.
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Re: Production

Post by Spooky »

Originally posted by Ron Saueracker
What real difference would any of this make anyway, basically wasting much programming time and cost on something which would have little affect on the outcome? Given the limited level of Japanese production, and the massive American output, you are asking Matrix to throw good money at a marginal concept. Why would the allies not build BBs and BCs for CVs when they are cancelling CVs on the stocks anyway? Losing all six USN fleet carriers early on was a possibility which instigated the conversion of Cleveland CLs to Independence CVLs, a worst case scenario. There was nothing else to lose after this to initiate an even more enhanced CV building program. All weapons platforms were built within a temporal context (political, technical, economic etc) which is outside the scope of the game...asking Matrix/2by3 to model one (production) and not the other (context) would corrupt any attempt at a simulation and turn it into nothing more than a game.

The company which produces Europa Universalis (Firaxis?) is making a modern 19th/20th century version which may satisfy those who want more production control, and the geopolitical elements in EU would accomodate this very well. WITP is a historical simulation in my opinion, and abstract real time empire building elements should be left to companies like Firaxis.
The company which produced Europa Universalis is Paradox ... not Firaxis ... and they are making a game called "Hearts of Iron" which will simulate the 1936-1946 period ... with R&D, diplomacy, ... and of course battles :)

However, I will not call it a wargame but a war simulation ...

For more information :
http://www.paradoxplaza.com/hearts.asp

And a quick review :
http://www.strategy-gaming.com/previews ... ndex.shtml

Spooky

PS : some of the UV players are beta-testers for this game ... so we will be able to have a grognard perspective on this game
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Spooky

Post by Ron Saueracker »

That's it! I love EUII. Having some UV dudes will give us a good looksee.:D
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Re: Spooky

Post by Spooky »

Originally posted by Ron Saueracker
That's it! I love EUII. Having some UV dudes will give us a good looksee.:D
Yep, EUII is also a great game ... and the Paradox team is as wonderful as the Matrix one ...

Hartmann (a well-known UV player) is a beta-tester for Heart of Iron so I think I will share his feelings with us when the game is completed & the NDA over ...
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EUII was filled with bugs and its

Post by doomonyou »

multiplayer was constantly corrupting. Didn't really do much for me. However I will say that historical production options would be really great and make for a classic game with tremendous replayability.
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EUII Interop

Post by Ron Saueracker »

Have not had the time to try multiplayer as UV and WITP taking up much of my spare time.;)
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