A Plea For Allied Production

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Reg
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RE: A Plea For Allied Production

Post by Reg »


Interesting, it appears that there is a similar thread over on the BTR forum so I will repeat what I said here.
Reg - ED-BTR Forum 25Oct09

I have had a views on this topic for quite a while as it closely parallels the WITP/AE debate.

I think that most people totally miss the point of having axis production as an in-game function. One vocal fan boy advocate even went so far as to state that having Japanese (Axis) production on map where it was vulnerable to Allied action was to "PUNISH" the Axis player.

I believe GG put production on the map to allow the Allied player to attack and gradually erode the Axis's ability to wage war. As in the real war, axis war effort can be directly affected by attacks on the factories or by the denial of resources necessary for the war effort. This is not only the cornerstone of Allied strategy but central of any analysis of the conflict!!!

The reason Allied production is fixed off map is that the Ford plant at Willow Run will produce 428 aircraft per month (Aug'44) regardless of what the Axis player does. However the Mitsubishi/Messerschmidt plant output is very dependent on the in-game actions of the Allied player. I think the ability of the Axis player to adjust their factories/economy is quite consistent with this concept and allows the player to adjust and re-balance to minimise the impact of the Allied incursions.

However, the one thing I vehemently object to is the ability of the Axis player to use this flexibility to crank up production to ahistorical levels which I believe is tantamount to an exploit of the game system. If the Axis player is on track to a decisive victory, the best he should ever be able to hope for should be to maintain the current levels (I was going to say historical levels but historically they were in a downward spiral). There should be no way possible for the Axis to be increasing output to 600% of starting figures as reported in some AARs. I suspect this is possible by the economy model ignoring real world constraints that were there for a reason (probably not good ones) but are not reflected in the game.

Edit: Reading a few more posts above, I must agree with the sediment that being able to specialise on one or two aircraft types (the best in 'game' terms) is another case of ignoring the constraints of reality for the very reasons they cite.

Just my 2c [/rant off]

I'm afraid my old Grandma told me that two wrongs do not make a right.

If you give also give the Allies the ability to deviate from history, we are only deviating further and further away from what really occurred and could have realistically ever happened. I don't want a fantasy game (Warcraft XIII - Revenge of the Kimono), I want a game about the ACTUAL War in the Pacific!!!

I believe the basic concept of a fixed historical Allied reinforcement is sound, all that is needed is just to get the outrageous exploitations of the Axis production out of the game (which really is just a case of fine tuning as opposed to a complete re-write).

It's been said a thousand times but if you really want to explore alternative history, that's what MODS are for!!! Go for your life, I play them too. Just don't force it on the rest of us as the game default.

I'm sure that I am not alone with this view.

Cheers,
Reg.

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RE: A Plea For Allied Production

Post by ChezDaJez »

If you give also give the Allies the ability to deviate from history, we are only deviating further and further away from what really occurred and could have realistically ever happened. I don't want a fantasy game (Warcraft XIII - Revenge of the Kimono), I want a game about the ACTUAL War in the Pacific!!!

I believe the basic concept of a fixed historical Allied reinforcement is sound, all that is needed is just to get the outrageous exploitations of the Axis production out of the game (which really is just a case of fine tuning as opposed to a complete re-write).

It's been said a thousand times but if you really want to explore alternative history, that's what MODS are for!!! Go for your life, I play them too. Just don't force it on the rest of us as the game default.

I'm sure that I am not alone with this view.

I also share your view. The Axis player should not be free to produce unlimited numbers of aircraft and I think you will find that the economic simulation contained within AE will severely limit the ability of the Japanese player to do so. Changes must be made slowly or the Japanese player will cause more damage to his economy than any allied 4E ever will.

Chez

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RE: A Plea For Allied Production

Post by Kaoru »

ORIGINAL: ChezDaJez
ORIGINAL: Mike Scholl

KAORU certainly speaks to the dreamer in all gamers..., the part that always thinks if I could just change this or that I could do better. The problem arises in the research and programming aspects. Modeling just the military aspects of the War in the Pacific is an awesome task with thousands of variables to be researched and integrated. The current game, even with all it's improvements, still falls short in a number of these areas (the ground combat system anyone?), and could benefit from years more work.

What "production system" does exist in the game is very unsophisticated and exists primarily to give the Japanese side some wriggle room. To truly bring it up to the standards of some of the game's other programming is a daunting task..., with factors including resource availability and allocation, manpower (skilled and unskilled) availability and allocation, plant remodeling and construction, design sophistication and management expertise, transportation availability and allocation, machine tools production, industrial engineering as well as scientific research, etc., all to be analized and implemented. And I fear that if it ever was the result would be to allow the Allies (with the benefit of hindsight) to be even more overwhelming than they already were.
Well said. And I think that if it were ever implemented, no one would ever be able to find a Japanese player willing to take it on!

Welcome to the game, Kaoru!

Chez
To Mike:
There are certainly areas and elements of the game that might need to take priority over what I've suggested - especially given that, as I've acceded, the current system of just relying on the data makes for a fine game that still tends to inevitably default to its historical conclusion. And if it was decided that the ground combat system was to be revamped, and the Allied production situation ignored, I'd not cry foul - one must have priorities in all things. The two aren't necessarily mutually exclusive, though.

What you outline is certainly a dream system for anyone who wanted to have a fully-operational economic and industrial simulator present inside War in the Pacific - and while I'm not going to argue against that, by any large margin, it's not my goal. Directly in the game's title is where I consider the soul of this simulation to be, for the most part - the War in the Pacific, not necessarily every social, economic and industrial factor on the home-front that drove it.

Thus far, just about everything that exists in this game exists to supplement the warfare aspect of the game - the supply network as Japan feeds your factories, which build your tanks, your ships, and your guns. The supply network for the Allies feeds and lubes your navy and your army, not the consumers back home.

All I'm suggesting is that the level of sophistication offered to Japan - or a reasonable approximation of it - be offered to the Allied player. The rest, the intricacies of skilled vs. unskilled labor, of differing resources going to differing sectors, of industrial and scientific research - as neat as it'd be to deal with that, in the right game, I'm not entirely sure War in the Pacific is the game for that. I'm open to debate on the issue, though - I won't deny that it'd be fun to learn the intricacies of that, I just question whether it'd be in the spirit of the game that WitP is.

You're running a war, after all - and while I see that ending at dictating wartime production as an omni-national Chief of Staff/Chief of the Army/Chief of the Navy (and all their international equivalents, ministerial and otherwise) - while leaving the hows, wheres and whyfors of that intricate system up to the men running it, once I provide the material - you may see it differently. And that's cool - I'd like to hear more about that, sometime.

To Chez:
Hah - you might be surprised as to what some people will put themselves through, but, I agree - a system as complicated as the one Mike outlines might be, as I mentioned to him, better-served in a class of game all its own. Though, knowing me, I'd probably play that game, too! Regardless, it's good to be here - thanks for the warm welcome!
ORIGINAL: Reg


Interesting, it appears that there is a similar thread over on the BTR forum so I will repeat what I said here.
Reg - ED-BTR Forum 25Oct09

I have had a views on this topic for quite a while as it closely parallels the WITP/AE debate.

I think that most people totally miss the point of having axis production as an in-game function. One vocal fan boy advocate even went so far as to state that having Japanese (Axis) production on map where it was vulnerable to Allied action was to "PUNISH" the Axis player.

I believe GG put production on the map to allow the Allied player to attack and gradually erode the Axis's ability to wage war. As in the real war, axis war effort can be directly affected by attacks on the factories or by the denial of resources necessary for the war effort. This is not only the cornerstone of Allied strategy but central of any analysis of the conflict!!!

The reason Allied production is fixed off map is that the Ford plant at Willow Run will produce 428 aircraft per month (Aug'44) regardless of what the Axis player does. However the Mitsubishi/Messerschmidt plant output is very dependent on the in-game actions of the Allied player. I think the ability of the Axis player to adjust their factories/economy is quite consistent with this concept and allows the player to adjust and re-balance to minimise the impact of the Allied incursions.

However, the one thing I vehemently object to is the ability of the Axis player to use this flexibility to crank up production to ahistorical levels which I believe is tantamount to an exploit of the game system. If the Axis player is on track to a decisive victory, the best he should ever be able to hope for should be to maintain the current levels (I was going to say historical levels but historically they were in a downward spiral). There should be no way possible for the Axis to be increasing output to 600% of starting figures as reported in some AARs. I suspect this is possible by the economy model ignoring real world constraints that were there for a reason (probably not good ones) but are not reflected in the game.

Edit: Reading a few more posts above, I must agree with the sediment that being able to specialise on one or two aircraft types (the best in 'game' terms) is another case of ignoring the constraints of reality for the very reasons they cite.

Just my 2c [/rant off]

I'm afraid my old Grandma told me that two wrongs do not make a right.

If you give also give the Allies the ability to deviate from history, we are only deviating further and further away from what really occurred and could have realistically ever happened. I don't want a fantasy game (Warcraft XIII - Revenge of the Kimono), I want a game about the ACTUAL War in the Pacific!!!

I believe the basic concept of a fixed historical Allied reinforcement is sound, all that is needed is just to get the outrageous exploitations of the Axis production out of the game (which really is just a case of fine tuning as opposed to a complete re-write).

It's been said a thousand times but if you really want to explore alternative history, that's what MODS are for!!! Go for your life, I play them too. Just don't force it on the rest of us as the game default.

I'm sure that I am not alone with this view.
Whoa, whoa, whoa! Slow down a second - I like that you're pitching in, and you've clearly got this very well-thought-out, but let's make sure we're clear on one thing: As I said in my initial post and most posts after it, I am not suggesting that full Allied Production be instituted as the game default.

In fact, the initial tone of my post was the suggestion that this be implemented as an alternative option, in the vein of current "December 7th Surprise / Historical First Turn" and "Stood Down China", to name a game-option and scenario-option, respectively - or even that it not be 'officially' instituted, but rather put in place (and left open to changes) merely for modders and the like (such as myself!) to tweak and mess around with.

Now that we're copacetic there, I'll deal with the rest - which isn't a rant, incidentally, you've got some good sticklers, there. I want to address the BTR/WitP issue first, though, and the problem of Willow Run: BTR (Beyond The Reich?) is, from the sounds of it, a very different game, covering the war in Europe and surrounding parts of the 'Western' world.

Even if it plays like War in the Pacific, there's a stark difference between the two theaters, and that centers around the Allied focus: I can't speak for BTR itself, but as many here know, the vast bulk of the Allied war-material and effort was focused around the war in Europe.

While both games (rightly so, in my eyes) include Axis production as a means for the Japanese player to (as Mike and others have pointed out) 'wiggle' within their historical, wartime confines, and allow the Allied player to gradually chip away at that production capacity, the distinction between the Western theater and the Pacific theater becomes very important in War in the Pacific: Because the production capacity of Ford's famed plant, even at its wartime peak, is being primarily funneled (so I've been lead to believe, at least) towards Europe, towards Germany.

This is not the production I am suggesting the Allied player be given, because so very much of it took place off-map from where War in the Pacific covers, and little of it reached the Pacific. It is the muchly-reduced industry in the American west I would focus on, and, even more importantly than that, the industry of India, of Australia, of China and the Dutch East Indies. It would be ridiculous, un-fun, and un-balancing to give the Allied player the full, ahistoric brunt of U.S. production from the get-go, or even to make that brunt available in full until the surrender of Germany.

What would be much more enjoyable, in my eyes, would be marshalling, mustering and controlling what far-more-limited production facilities were available to the Allies in the Pacific - feeding, and building, expanding, and using, those factories, not Willow Run.

Now, the more serious issue you raise: gaming the system. Already, it's very possible - a we've seen in AARs, and our own games - for a good, savvy, intelligent player to use the flexibility inherent in even the Japanese production system to crank up production to unhistoric levels.

This appears to be a very serious issue, on the surface - if production by the Axis increases too much, you can run into a scenario where they might be able to pull a victory. In a game that attempts to accurately simulate a World War II conflict, this is obviously a big no-no.

On the other hand, though, what are 'historic' levels? You say that, during World War II, Axis production levels were in a 'downward spiral' - but this is strictly untrue. Throughout the war, up until around the end of 1944 and the beginning of 1945, Germany in particular (which you are citing with BTR) ramped up their production to insane levels.

For instance: In 1939, according to Professor Wikipedia (whose accuracy is suspect, admittedly, and I would not rely on it for exactitude) Germany produced around 370 armored vehicles. Work with me, let's take that as a ballpark. In 1944, they produced nearly 19,000.

If those figures are accurate even to the nearest thousand, that would be a 2,000% rise in overall armored vehicle production in Germany - if the figures are strictly accurate, it's a rise of about 5,000%. Airplanes tell much the same story, in reduced form - you see increases of 900% in some areas for historic production levels 1939-1944, even though some airframes did drop in their rates of production starting in 1943 (for reasons I'll not speculate on, here.)

The truth of the matter is that the Axis' production ability expanded with their conquests - in Japan and Italy and Germany, alike. It wasn't enough to keep pace with the Allies, once America weighed in on the matter, no. But let's not forget that the total GDP of the Allies was only double that of the Axis, when the Axis was at its height - and half of that was the USA. That doesn't mean that, industrially, if we exclude the USA, the Axis could've no-sweat matched the economic and wartime output of the other Allies.

But it does mean that this was not such a lopsided conflict that game was immediately over for the Axis as soon as the US joined the party. I have no doubt that there was a ceiling to Axis production beyond which they could not have advanced, in Japan and Germany alike, that, even if they'd remained unmolested by the Allies, would have seen them fall short of what the U.S. could bring to the table.

Yet I also have no doubt that the Axis did not reach that before the Allied bombing campaigns began to take their toll on industry. Put in other terms: Ramping up the Axis production 600% from where it starts isn't ahistoric if it happened. The trouble is that, in the current game-model, in both BTR and War in the Pacific, the Allies have no possible way to counter this - because they're on a fixed-reinforcement schedule.

Even in light of all of the above, though, I still definitely feel that there should be limits that approximate the historical ones, on both the Allies, and the Axis. There were, definitely, limiting factors in all involved nations, that prevented them from surpassing certain levels of growth and expansion. I don't play War in the Pacific when I'm looking to play Warcraft, indeed, and I don't play Warcraft when I'm looking to play War in the Pacific.

I just don't know whether 'what historically happened' is quite as stringent a bottleneck as you make it out to be - especially given that, as mentioned, that 'plant at Willow Run' isn't making Dauntlesses and Hellcats.

I don't think there's a vast and terrible wrongness with the current, fixed-reinforcement scheme, myself. I just think a game with more variety of the sort I propose, could be even more fun than War in the Pacific already is.

Do I still get to call this my two cents when it's this large? I suppose! So there's my take on that.
~Kaoru

P.S.:
ORIGINAL: ChezDaJez

I also share your view. The Axis player should not be free to produce unlimited numbers of aircraft and I think you will find that the economic simulation contained within AE will severely limit the ability of the Japanese player to do so. Changes must be made slowly or the Japanese player will cause more damage to his economy than any allied 4E ever will.

Chez
The Axis player shouldn't, and the Allied player shouldn't. I'm behind you 100%, on that. But even using, say, this site (Grim Economic Realities) as a basis, you can see that Japan increased her wartime production of planes over 500% from 1939-1944 - and that's not even counting from 1937, when Japan initially entered the war against China.

Besides, the idea of a limiting economic simulation seems to fit the other Allies well enough, as well. Japan shouldn't be free to produce unlimited numbers of planes, and nor should the Allies.

But both of them sure as heck did pump out a staggering number.
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RE: A Plea For Allied Production

Post by EUBanana »

Being able to change Allied production would probably have fairly drastic consequences on the historicity of the game, more so than Japanese production allows.

...I'm thinking hordes of torpedo bombing Catalinas, for example.
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RE: A Plea For Allied Production

Post by vinnie71 »

Actually I'd be in favour of a limited Allied production module. Limited as in having the ability to change some stuff produced in the area. Eg we should have access to West Coast American industry, Aussie and Indian complexes as well. The latter were pretty tiny at first and required vast influxes of resources to get up to speed. This could be the main stumbling block against having huge industrial expansion (maybe an inherent limit/cap as well?).
 
BTW as things stand, what happens to those factories producing planes which become obsolete? Will they convert to newer types (ex Wirraway to Boomerang, or Beufighter or B17s to later marks) or will those factories stop functioning?
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RE: A Plea For Allied Production

Post by Mike Scholl »

ORIGINAL: Kaoru

The Axis player shouldn't, and the Allied player shouldn't. I'm behind you 100%, on that. But even using, say, this site (Grim Economic Realities) as a basis, you can see that Japan increased her wartime production of planes over 500% from 1939-1944 - and that's not even counting from 1937, when Japan initially entered the war against China.

Besides, the idea of a limiting economic simulation seems to fit the other Allies well enough, as well. Japan shouldn't be free to produce unlimited numbers of planes, and nor should the Allies.

But both of them sure as heck did pump out a staggering number.


Yes they did. Though if you look more closely than just the numbers you will find some staggering differences as well. The US had established and run pilot and crew training facilities in staggering numbers as well, to the point that in 1943 they produced 82,700 fully trained pilots (plus 240,000 aircrew to man the other flying positions). In 1943 Japan produced 5,500 rather less well trained pilots..., barely covering her own losses.

Japan didn't even begin to try to expand her flight schools until the disasters of 1943 hit home. But by then she faced huge hurdles in doing so. She needed to create and expand the facilities, meaning a large increase in training A/C and skilled instructors and service personnel..., but couldn't spare any of the later two from the front if she was to maintain any semblance of an air presence. The results were a large increase in "trained pilots" with barely 60-70 hours of flight time who could barely get their planes into the air to be "gobbled up" by their better trained and equipped Allied opponants.

In 1944, Japanese A/C production soared due to two factors. One, labor in the A/C industry increased by 57% (virtually all unskilled women, students, and Koreans). This diluted the workforce to the point of having only one skilled foreman for every 2,000 unskilled laborers. Result? Well,for example, as many as 30% of all the engine parts "produced" wound up being rejected and scrapped as unusable. By contrast in 1944, US A/C production peaked out while the number of laborers employed actually decreased by 16.5%! But thanks to advanced US production techniques and management, the actual output of an American A/C worker was almost 4 times that of his Japanese counterpart.

The second reason for the large increase in numbers of A/C Japan produced in 1944 was the type shift. The emphasis went to fighters and single engined A/C that would prove useful as "kamikazes"; and away from larger and more complicated planes. For the comparison to be truly meaningful numbers-wise, we need to look at different numbers. In 1944, Japan produced 111,000,000 pounds of A/C; the US 951,600,000 pounds. Japan produced 46,526 aircraft engines; the US 256,932. And the US A/C were of better construction and quality.

Just plain numbers don't really tell the story. The figures are taken from Overy's THE AIR WAR, 1939-1945.


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RE: A Plea For Allied Production

Post by Kaoru »

ORIGINAL: EUBanana

Being able to change Allied production would probably have fairly drastic consequences on the historicity of the game, more so than Japanese production allows.

...I'm thinking hordes of torpedo bombing Catalinas, for example.
Haha. Let's not be silly, here - I figure any decent system would be set up such that a scenario like the one you've pictured, there, wouldn't come about.
ORIGINAL: Offworlder

Actually I'd be in favour of a limited Allied production module. Limited as in having the ability to change some stuff produced in the area. Eg we should have access to West Coast American industry, Aussie and Indian complexes as well. The latter were pretty tiny at first and required vast influxes of resources to get up to speed. This could be the main stumbling block against having huge industrial expansion (maybe an inherent limit/cap as well?).

BTW as things stand, what happens to those factories producing planes which become obsolete? Will they convert to newer types (ex Wirraway to Boomerang, or Beufighter or B17s to later marks) or will those factories stop functioning?
See, this is exactly what I'm talking about. Offworlder has the right idea, so far as I'm concerned - his definition of a 'limited' Allied production module is the entirety of what I'm arguing for (well, with the other Pacific industrial areas - China, Dutch East Indies, maaaybe New Zealand, added in if possible). All three of the above industries were relatively small at the outset of the war (The Western American industry admittedly less so) and required a lot of resources and work and effort, and time, to become real powerhouses. This means that you wouldn't be anywhere near ruling the waves from day one, as the allies.
~Kaoru

P.S.:
ORIGINAL: Mike Scholl

ORIGINAL: Kaoru
-snip-


Yes they did. Though if you look more closely than just the numbers you will find some staggering differences as well. The US had established and run pilot and crew training facilities in staggering numbers as well, to the point that in 1943 they produced 82,700 fully trained pilots (plus 240,000 aircrew to man the other flying positions). In 1943 Japan produced 5,500 rather less well trained pilots..., barely covering her own losses.

Japan didn't even begin to try to expand her flight schools until the disasters of 1943 hit home. But by then she faced huge hurdles in doing so. She needed to create and expand the facilities, meaning a large increase in training A/C and skilled instructors and service personnel..., but couldn't spare any of the later two from the front if she was to maintain any semblance of an air presence. The results were a large increase in "trained pilots" with barely 60-70 hours of flight time who could barely get their planes into the air to be "gobbled up" by their better trained and equipped Allied opponants.

In 1944, Japanese A/C production soared due to two factors. One, labor in the A/C industry increased by 57% (virtually all unskilled women, students, and Koreans). This diluted the workforce to the point of having only one skilled foreman for every 2,000 unskilled laborers. Result? Well,for example, as many as 30% of all the engine parts "produced" wound up being rejected and scrapped as unusable. By contrast in 1944, US A/C production peaked out while the number of laborers employed actually decreased by 16.5%! But thanks to advanced US production techniques and management, the actual output of an American A/C worker was almost 4 times that of his Japanese counterpart.

The second reason for the large increase in numbers of A/C Japan produced in 1944 was the type shift. The emphasis went to fighters and single engined A/C that would prove useful as "kamikazes"; and away from larger and more complicated planes. For the comparison to be truly meaningful numbers-wise, we need to look at different numbers. In 1944, Japan produced 111,000,000 pounds of A/C; the US 951,600,000 pounds. Japan produced 46,526 aircraft engines; the US 256,932. And the US A/C were of better construction and quality.

Just plain numbers don't really tell the story. The figures are taken from Overy's THE AIR WAR, 1939-1945.
I believe all of the above. I'm in no way arguing that Japan, by her lonesome or otherwise, had a hope in heck of equalling the U.S. war production, in full. According to your figures, a tenth of the total U.S. production would've been enough to match the Japanese effort for sheer output, and for quality, well... the late-war casualty totals for Japanese pilots speak for themselves.

I'm not silly enough to get drawn into any land wars in Asia, though - er, debates about Japanese vs. U.S. production potentials. The Japanese will lose, every time. As I said above - there are definite real-world considerations that come with ramping up production to those levels, and as Reg mentioned, these aren't precisely modeled in the game as it stands - nor are the consequences, both short-term and long-term. But we've gotten off-topic.

The ability of the Japanese player to boost production to ahistoric levels, while interesting when considered side-by-side with what I'm suggesting, does not directly factor into the argument as I see it. If we can find a way to de-game the system for Japan, we can probably find a way to do likewise for the Allies - and if we don't want to de-game it for Japan, we could still de-game it for Allies. Perhaps a 'factory level' to go along with the nationalistic restrictions I mentioned earlier?

Namely, factories could have levels that they must be expanded to, similar to airbases and ports (With or without the default-level setup they have, there, considering how much extra research that would take!) before they can produce planes, or ships, or the like, of a given level of size, complexity, tonnage, et cetera. Limit (using a national assignment system) the various national industries to producing only their own kinds of planes, ships, et cetera - so you'd have to have, say, 300 heavy industry points in total, in Australia, to build an Australian destroyer (I'm pulling numbers out of thin air, here) and factories of a certain size in individual cities or bases, to build better Aussie planes there than the Wirraway I.

To put your numbers into practice, though, the maximum size of industry allowed in an area could be a factor of its manpower value. (Which might even decrease somewhat, as industry increased.) This would put a hard population cap on the expansion of industry, no matter how gamey someone wanted to get. Just an idea.
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RE: A Plea For Allied Production

Post by Reg »

Hi Kaoru,

Welcome to the forum by the way - I really should have been more hospitable to a new member. [:)]

My comments were very general and you may have noticed that they didn't specifically address any of your points but were related to the topic in general. It was just based of tired frustration brought on by many months of listening to the fan boys who are quite happy to outproduce the USA by a factor of two to one with only the best types and still relentlessly petition for even more concessions...

You have put together a very eloquent reply and have addressed most of my arguments. I was aware of the increase in Axis production but even at its peak it never approached Allied levels so I perhaps over simplified things to keep the post reasonably brief. The parallels between WITP and BTR (yes it is Bombing the Reich) once again was intended to be on a simplistic level as they are both Gary Grigsby products with an extremely similar game concept (though differing in detail).

I am an Australian so believe me when I say I would love the have all the Australian factories on the map (I grew up in Queensland just down the road from one of the shipyards where they built a couple of the Bathurst class minesweepers).

My issue is that a good simulation model needs some sort of normalising factor i.e. tends to bring the results toward the average rather than encouraging extreme results. Unfortunately I have not seen much evidence on this in the past (in WITP AARs) where some really outrageous situations have resulted. I must confess that my stance is influenced by the fact that some anchor is needed to keep the game results to something approaching reality and the most attractive seems to be to apply the historical rates to the Allied side though it puts the player somewhat at a disadvantage. However they have enough other advantages and are better placed than the Axis to overcome this. I do not believe allowing both sides to spiral off into fantasy is the solution either.

As you may have surmised I very much a historical player and feel strongly the game should have a strong tie to reality as it's baseline though as a simulation it is also a fantastic tool to explore the what if's (as a Mod).

Edit:
ORIGINAL: Kaoru
ORIGINAL: Offworlder

Actually I'd be in favour of a limited Allied production module. Limited as in having the ability to change some stuff produced in the area. Eg we should have access to West Coast American industry, Aussie and Indian complexes as well. The latter were pretty tiny at first and required vast influxes of resources to get up to speed. This could be the main stumbling block against having huge industrial expansion (maybe an inherent limit/cap as well?).

See, this is exactly what I'm talking about. Offworlder has the right idea, so far as I'm concerned - his definition of a 'limited' Allied production module is the entirety of what I'm arguing for (well, with the other Pacific industrial areas - China, Dutch East Indies, maaaybe New Zealand, added in if possible). All three of the above industries were relatively small at the outset of the war (The Western American industry admittedly less so) and required a lot of resources and work and effort, and time, to become real powerhouses. This means that you wouldn't be anywhere near ruling the waves from day one, as the allies.

I wouldn't necessarily be against limited Allied on map production as as long as it wasn't the primary mode of Allied reinforcement or large enough to produce the results I was arguing against above. Its inclusion would certainly add interest and flavor to the game.

Cheers,
Reg.

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RE: A Plea For Allied Production

Post by vinnie71 »

Yes with a tight hold on what could be produced where. So no B17 production in Australia or Spitfires in Calcutta! Putting a tight cap on the numbers would also be ok.
 
BTW with the present system, what happens to the factories that are producing planes which become obsolete? Will they:
 
a) stop producing these planes and upgrade to later marks/designs?
b) stop producing anything?
c) keep producing the same planes even if they are obsolete?
 
tnx
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RE: A Plea For Allied Production

Post by Kaoru »

ORIGINAL: Reg
Hi Kaoru,

Welcome to the forum by the way - I really should have been more more hospitable to a new member. [:)]

My comments were very general and you may have noticed that they didn't specifically address any of your points but were related to the topic in general. It was just based of tired frustration brought on by many months of listening to the fan boys who are quite happy to outproduce the USA by a factor of two to one with only the best types and still relentlessly petition for even more concessions...

You have put together a very eloquent reply and have addressed most of my arguments. I was aware of the increase in Axis production but even at its peak it never approached Allied levels so I perhaps over simplified things to keep the post reasonably brief. The parallels between WITP and BTR (yes it is Bombing the Reich) once again was intended to be on a simplistic level as they are both Gary Grigsby products with an extremely similar game concept (though differing in detail).

I am an Australian so believe me when I say I would love the have all the Australian factories on the map (I grew up in Queensland just down the road from one of the shipyards where they built a couple of the Bathurst class minesweepers).

My issue is that a good simulation model needs some sort of normalising factor i.e. tends to bring the results toward the average rather than encouraging extreme results. Unfortunately I have not seen much evidence on this in the past (in WITP AARs) where some really outrageous situations have resulted. I must confess that my stance is influenced by the fact that some anchor is needed to keep the game results to something approaching reality and the most attractive seems to be to apply the historical rates to the Allied side though it puts the player somewhat at a disadvantage. However they have enough other advantages and are better placed than the Axis to overcome this. I do not believe allowing both sides to spiral off into fantasy is the solution either.

As you may have surmised I very much a historical player and feel strongly the game should have a strong tie to reality as it's baseline though as a simulation it is also a fantastic tool to explore the what if's (as a Mod).
Thank you for the welcome! Don't worry, I didn't take anything to heart - I realize that for a lot of people, this is a very fleshed-out, tired issue, that's been argued at length from a lot of different viewpoints - some of them more, uh, ahistoric than others. There's nothing wrong with being a little tired of hearing the same thing, over and over and over again, anyone would get sick of that.

Putting all my cards on the table, I'm not strictly a historic player, and I'm not strictly an ahistoric player. I love historical games - but I also like to be able to go beyond the bound of history, in a game that's suited to it. I don't think that War in the Pacific is one of those games, though - its historicity is a strength. I don't believe that the default game, and its default scenarios, should - all other things being equal - regularly, normally or frequently deviate in any serious way from the historical path of the war.

I completely agree with your 'issue', as well. Even with my admittedly-limited knowledge of simulations in general, I understand, accept, and believe that normalizing factors are not only a benefit, but are absolutely required - what's the use in a simulation that gives you drastically-different results, every time? Not much by my ledgermain, honestly.

That's one reason I give credence to the current system, because it's one way to limit the Allies and apply that 'norm', to keep things from going entirely off the rails, and out of control. I just don't think it's the only way. I haven't read as many AARs as you have, I'm sure, but I've heard about some of the wilder ones, and they're not the sort of thing I'd want to happen in my everyday games of WitP.

But I don't think that the current system is the best system, nor the only system that'd work.

I also think that there's a lot of call for purely-historical players, in a game like War in the Pacific. One of the things that I find so enchanting about it is that it is unapologetically realistic and historic - and I'm sure that players like you helped to make it that way. For that, you have my thanks.

You have no idea how refreshing and delightful it is to come from a game like Hearts of Iron (which I do like on its own merits), where, say, loading troops is as simple as putting a transport and a unit in the same place and clicking 'load', to a game like War in the Pacific, where you have to find a transport (or fleet of transports) with sufficient capacity, dock them at a large enough port, with the right mission, and put the infantry in the right mode (strategic for cargo, combat for amphibious) - just to load up a few soldiers. I don't have enough superlatives to describe how, as a budding armchair general, that sort of complexity makes my heart sing.

To be quite frank I think that War in the Pacific should definitely maintain a very powerful link to what is real, what is possible, and what realistically could-have-been. Being a modder myself, I have no problem leaving anything else to the realm of mods - which is, in War in the Pacific's case, definitely where the wildly ahistorical things belong (at least in my eyes.)

I love to play mods, as well, they have their purpose, and the default game has its own, and with mods, there's no reason someone (maybe even myself!) couldn't play a finely-balanced retail game one day, and, the next, play a mod where the roles are reversed - where Japan has the industrial potential to actually beat back the Allies, as in some of the more extreme gametypes you've mentioned, and it's up to the Allies to struggle to hold them off and claim victory in the face of near-certain defeat.

But now I'm day-dreaming, and that's not good. [:'(] The bottom line is, you and I are on the same page, I think. We're just reading different paragraphs. (Which isn't hard to do - I write so darn many of them!)
~Kaoru

P.S.:
ORIGINAL: Reg
ORIGINAL: Kaoru
ORIGINAL: Offworlder
-snip-
-snip-
I wouldn't necessarily be against limited Allied on map production as as long as it wasn't the primary mode of Allied reinforcement or large enough to produce the results I was arguing against above. Its inclusion would certainly add interest and flavor to the game.
I don't imagine it would be - not the system I'm arguing for. Both near the end of the war, and even as the conflict dragged on, American industry, off-map American industry, provided the bulk of the forces that fought in the Pacific Theater (to my understanding). I don't imagine the system I'm envisioning would allow the player to have anywhere near the output that's basically dropped into his lap as 1943-44-45 roll around.

With the right limitations, it'd also certainly not be a regularly-unbalancing force, in warfare. I see it more as getting more use and flavor out of all of the other forces that fought in the theater, all of whom definitely played their part, as well, and provided quite a bit more than the game currently shows them to.
ORIGINAL: Offworlder

Yes with a tight hold on what could be produced where. So no B17 production in Australia or Spitfires in Calcutta! Putting a tight cap on the numbers would also be ok.

BTW with the present system, what happens to the factories that are producing planes which become obsolete? Will they:

a) stop producing these planes and upgrade to later marks/designs?
b) stop producing anything?
c) keep producing the same planes even if they are obsolete?

tnx
It seems we're in agreement, at least - now the issue simply stands at bringing the rest of the world to see things this way! [:D] At least for modding purposes, though, I'd hope that any 'hard limits' would be adjustable in the editor.
As for the present system, I honestly don't know! I only started playing the game a few days ago, and I haven't yet run into any obsolete planes. Sorry I didn't answer your question earlier - though I didn't have the answer then, either.
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RE: A Plea For Allied Production

Post by Mike Scholl »

ORIGINAL: Kaoru
To put your numbers into practice, though, the maximum size of industry allowed in an area could be a factor of its manpower value. (Which might even decrease somewhat, as industry increased.) This would put a hard population cap on the expansion of industry, no matter how gamey someone wanted to get. Just an idea.


KAORU. First let me say I am enjoying this because you seem to be both a gentleman and a rational fellow. So if I have hurt your feelings in anyway with my comments, I appologise. That was not my intent.

But to continue in the role of "Devil's Advocate", there is still a distinct problem in what you propose above. Before and during World War Two, the United States was the worlds undisputed master in the techniques, practice, and industrial design of "Mass Production". The Axis powers lagged far behind even the Soviet Union in this regard.

What this meant was that when the US mobilized for war, suitability for mass production was an intrigal part of every design from GI socks to Aircraft Plants. And one of the keys to mass production techniques was the reduction in the need for skilled craftsmen through the use of specialized machines. Which is why the US had by far the world's largest machine tool industry.

What this means is that America (and to a lesser extent her Allies) were much more able to expand both quantity and quality of production through the use of unskilled labor than their Axis opponants. The machines and the production lines and the plants themselves provided much of the "skill" needed. Most workers simply repeated whatever simple "step" of that process they were assigned.

Which explains why Ford's Willow Run B-24 plant could produce more poundage of aircraft in 1944 than all of Japan..., even though it came online during the middle of the war when skilled labor was at a premium. So you see it's not just volume of labor (or people) that creates a workforce, it's also the ability of industry and management to make the most of that workforce. Which is why the Japanese A/C industry's labor force was only 26% as productive on a man-for-man basis as America's in 1944.

The same is true to a greater or lesser extent in virtually every field of war manufacturing. Raw numbers just don't tell the story...


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RE: A Plea For Allied Production

Post by Kaoru »

EDIT: That's better. Now, then.
ORIGINAL: Mike Scholl
ORIGINAL: Kaoru
-snip-
KAORU. First let me say I am enjoying this because you seem to be both a gentleman and a rational fellow. So if I have hurt your feelings in anyway with my comments, I appologise. That was not my intent.

But to continue in the role of "Devil's Advocate", there is still a distinct problem in what you propose above. Before and during World War Two, the United States was the worlds undisputed master in the techniques, practice, and industrial design of "Mass Production". The Axis powers lagged far behind even the Soviet Union in this regard.

What this meant was that when the US mobilized for war, suitability for mass production was an intrigal part of every design from GI socks to Aircraft Plants. And one of the keys to mass production techniques was the reduction in the need for skilled craftsmen through the use of specialized machines. Which is why the US had by far the world's largest machine tool industry.

What this means is that America (and to a lesser extent her Allies) were much more able to expand both quantity and quality of production through the use of unskilled labor than their Axis opponants. The machines and the production lines and the plants themselves provided much of the "skill" needed. Most workers simply repeated whatever simple "step" of that process they were assigned.

Which explains why Ford's Willow Run B-24 plant could produce more poundage of aircraft in 1944 than all of Japan..., even though it came online during the middle of the war when skilled labor was at a premium. So you see it's not just volume of labor (or people) that creates a workforce, it's also the ability of industry and management to make the most of that workforce. Which is why the Japanese A/C industry's labor force was only 26% as productive on a man-for-man basis as America's in 1944.

The same is true to a greater or lesser extent in virtually every field of war manufacturing. Raw numbers just don't tell the story...
I think there's been some slight confusion, here - that's probably my fault, for making my point so hard to find amidst all of my ramblings! For what it's worth, I'm enjoying this too - on all sides, I'm being presented with reasonable and reasoned, rational debate, and there's little I like more than a good discussion. Gets the brain working, sharpens the intellect - all good, all good.

And despite a few little hiccups, I've been afforded a shockingly-good reception by everyone who's responded to me, bar none - they've listened to me, they've read what I had to say, they've given me the time of day. This is more than I expected from a first post on a forum that had never heard of me.

I just wish you and I were talking about the same thing, Mike! I actually want to compliment you: While on a very basic level I knew about the disparity between trained, skilled labor, and unskilled labor, that existed in Japan as opposed to the U.S. and the allies-at-large, and (having done plenty of personal studies on World War II that went beyond the warfare aspect) on the role of superior industry - and, more importantly, industrial techniques, that contributed to greater Allied production, you're definitely offering sharp edges in my understanding of the topic, where before I had only vague outlines.

But the issue I wanted to press home wasn't Japanese industrial ability - I think I might've gotten off-track when I started answering Reg's post, about the confusing nature of what is or isn't 'historical' production. I think that Japan's bottlenecked and difficult-to-use production schema is right where it belongs, development-wise, though of course I'd not scoff at additional enhancements.

For all of the reasons you've listed, and more, there is and never was any chance that Japan could - numerically, qualitatively, or otherwise - have matched even the United States alone, to say nothing of all the other Allied Powers. My initial suggestion had to do with Allied Production, though, not Japanese Production.

Believe me, I don't think it's right that, in a game like WitP, Japan should be able to get and maintain output that could make a military victory over the Allies possible. My only purpose for arguing about the extreme levels of production that Japan achieved, was simply to come at my own goal from long angles - and suggest that, as historically happened, Australia, India, Canada et al should be allowed to utilize and develop their industry, rather than leaving it at its pre-war production levels. That way, they could help to counter (in their own ways) Japanese gaminess, if necessary.

Sorry to be confusing!
~Kaoru

P.S.: My feelings weren't hurt in the least. You've conducted yourself like a gentleman, Mike, and if I didn't have anyone to play Devil's Advocate for me, I'd get bored! I just know better than to get into a losing battle regarding Japanese vs. American production levels.
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RE: A Plea For Allied Production

Post by eMonticello »

A little light reading for Christmas vacation...

The Origins of The Second World War in Asia and the Pacific
, Iriye, Akira, 1987.  A quick little primer (200pp) explaining what happened in "our half" of the world (I tossed this here to help understand the relationship between Japan and the US before the war).

The US Economy in World War II, Vatter, Harold, 1985. A brief survey (198pp) of the US economy and economic policy during WWII.

Arsenal of World War II: The Political Economy of American Warfare, 1940-1945, Koistinen, Paul, 2004. An extensive analysis (657pp) of how the American economy mobilized for WWII and, by 1943, demobilized back to a civilian economy.

If an Allied production model were added, you also need to model the demobilization.  I can imagine the rants if folks had to decrease production capacity in mid-1943 or face a loss of buku PP :)


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RE: A Plea For Allied Production

Post by Kaoru »

ORIGINAL: eMonticello
A little light reading for Christmas vacation...

The Origins of The Second World War in Asia and the Pacific
, Iriye, Akira, 1987. A quick little primer (200pp) explaining what happened in "our half" of the world (I tossed this here to help understand the relationship between Japan and the US before the war).

The US Economy in World War II, Vatter, Harold, 1985. A brief survey (198pp) of the US economy and economic policy during WWII.

Arsenal of World War II: The Political Economy of American Warfare, 1940-1945, Koistinen, Paul, 2004. An extensive analysis (657pp) of how the American economy mobilized for WWII and, by 1943, demobilized back to a civilian economy.

If an Allied production model were added, you also need to model the demobilization. I can imagine the rants if folks had to decrease production capacity in mid-1943 or face a loss of buku PP :)
Careful - I'm a voracious reader. I might just read all of those! They are, though, rather secondary to what it is I'm suggesting. For the most part, US economic mobilization is out of the sphere in which we, as WitP players, operate. Its full mobilization and demobilization is best left as an exercise to the mind. I'd have to read those books to find out whether the West Coast industry started demobilizing in 1943, too - but it's the only part of what I'm suggesting that'd be affected by the demobilization process. They sound like good books, though, for a student of socioeconomics like myself.
~Kaoru

P.S.: It's about 5:30 in the morning here, and, unfortunately, I'm no superman - I need to grab a few hours of shuteye. I won't have any classes today, though - I've managed to catch pneumonia, of all things (Lucky day! [8|] Or not...) so I'm legally considered a plague vector, in this little town I live in. The college won't even let me in the doors. It's subsiding fast, but I'd better get some sleep if I don't want something worse to settle in. I should be back in 6-8 hours, I'd hope, any further replies from me will have to wait until then. Or until I inevitably sleepwalk back to the keyboard and start typing up responses while asleep. Rainbow sherman tiddlywinks. What? Oh! Right. G'night for now! I'll be glad to answer anything else that comes up in the meantime, when I get back.
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RE: A Plea For Allied Production

Post by treespider »

ORIGINAL: Kaoru



But the issue I wanted to press home wasn't Japanese industrial ability - I think I might've gotten off-track when I started answering Reg's post, about the confusing nature of what is or isn't 'historical' production. I think that Japan's bottlenecked and difficult-to-use production schema is right where it belongs, development-wise, though of course I'd not scoff at additional enhancements.

For all of the reasons you've listed, and more, there is and never was any chance that Japan could - numerically, qualitatively, or otherwise - have matched even the United States alone, to say nothing of all the other Allied Powers. My initial suggestion had to do with Allied Production, though, not Japanese Production.

Believe me, I don't think it's right that, in a game like WitP, Japan should be able to get and maintain output that could make a military victory over the Allies possible. My only purpose for arguing about the extreme levels of production that Japan achieved, was simply to come at my own goal from long angles - and suggest that, as historically happened, Australia, India, Canada et al should be allowed to utilize and develop their industry, rather than leaving it at its pre-war production levels. That way, they could help to counter (in their own ways) Japanese gaminess, if necessary.

Sorry to be confusing!
~Kaoru

P.S.: My feelings weren't hurt in the least. You've conducted yourself like a gentleman, Mike, and if I didn't have anyone to play Devil's Advocate for me, I'd get bored! I just know better than to get into a losing battle regarding Japanese vs. American production levels.

Last time I checked there was a limited Allied production model...the HI, LI, Resources, Oil and Refineries in Allied hands do produce HI, LI, Supplies, Oil and Fuel. Granted these items are not expandable for the Allies, but if the Allies can feed the industry its necessary inputs they do produce. Which can add necessary and important supply to Austarlia, India, and China.

IMO there is too much work involved in adding a 'workable and realistic' Allied production model which would provide too little gain over what currently exists and would be ripe for potential abuse ... any idea of a production system for the Allies is simply in the realm of another game....try HOI.

IMO many of the arguments about the WitP production model about Japan outproducing the Allies no longer hold water....barring AI assists. Has anyone played Japan in PBeM long enough to know what the industry is even capable of in AE? My guess, is that any vast expansion will bankrupt the system.

If I could change anything in regards to Allied production and this is not forseeable in the near future either - I would allow the Allied Player to increase the replacement rate of certain Aircraft and Devices at a cost in Victory Points per device added to the Allied player. The argument being that those devices are no longer going to the European Theater which would theoretically be prolonged.

Here's a link to:
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RE: A Plea For Allied Production

Post by JWE »

This is one of the most fun threads I’ve read in a looong time. Woof! So let’s add another shrimp to the barbie.

To have a production system implies a corollary; a consumption system. And a production system should also implicate choice in terms of the game – if ya build/make/refine more of this, ya build/make/refine less of that. Otherwise it’s just gilding the lily.

Adding production options might suggest a change in how supply consumption is calculated. Using only the parameters currently in the game, supply costs could be drastically increased for things like rearming, combat, even movement, without doing violence to historical imperatives – might even be a lot closer to what actually went on.

In addition to supply consumption, one might add fuel consumption requirements to various activities. Air ops need gas as well as bombs, ammo, food, clothing, tents, tires, batteries, etc.. An LCU device identified as “Tank” or “Vehicle” (including ‘motor support’) might consume more fuel during movement and combat than supply. It would tend to make not just the amount, but also the distribution of supply and fuel more important.

The Allied production model could then be presented with rational game-relevant choices: do I run factories in OZ to make a/c engines, or vehicle motors (i.e., supply). Do I try to work up refinery capacity for POL, or put the $ in industry (LI or HI) to make more ammo (supply again), or perhaps stick another graving dock in the repairyard. The choices should be somewhat preclusive in order to be relevant. Anyway, just some thoughts.

It would totally screw the AI, however. Oops. Even proposing this as a thought exercise is likely to get me hate mail from AndyMac. [;)] There is validity in conceptualizing some degree of Allied production, but I think the corollary is well worth including in the consideration.

Ciao. J
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RE: A Plea For Allied Production

Post by Mynok »

ORIGINAL: treespider
IMO many of the arguments about the WitP production model about Japan outproducing the Allies no longer hold water....barring AI assists. Has anyone played Japan in PBeM long enough to know what the industry is even capable of in AE? My guess, is that any vast expansion will bankrupt the system.

I've not played enough to say this is 100% correct, but the simple numbers on oil and fuel generation capacity is not going to allow much expansion....especially if (at it appears to be from the AARs) the captured centers will sustain significant damage.

There are a couple of Japanese economy threads in the War Room that are worth reading if anyone is curious about the base oil and refinery capacities of Japan and the SRA.

Additionally, Japan has some SERIOUS shipping limitations that it absolutely did not have in Witp which will likely be the primary hindrance to sustaining, let alone expanding, their economy.

Time will tell, but it initially feels much more constrained and fragile, which is as it should be.
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RE: A Plea For Allied Production

Post by Reg »

ORIGINAL: Kaoru

P.S.: It's about 5:30 in the morning here, and, unfortunately, I'm no superman - I need to grab a few hours of shuteye.

Looks like you are going to fit in here just fine..... [:D]

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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RE: A Plea For Allied Production

Post by Kaoru »

ORIGINAL: treespider
ORIGINAL: Kaoru
-snip-
Last time I checked there was a limited Allied production model...the HI, LI, Resources, Oil and Refineries in Allied hands do produce HI, LI, Supplies, Oil and Fuel. Granted these items are not expandable for the Allies, but if the Allies can feed the industry its necessary inputs they do produce. Which can add necessary and important supply to Austarlia, India, and China.

IMO there is too much work involved in adding a 'workable and realistic' Allied production model which would provide too little gain over what currently exists and would be ripe for potential abuse ... any idea of a production system for the Allies is simply in the realm of another game....try HOI.

IMO many of the arguments about the WitP production model about Japan outproducing the Allies no longer hold water....barring AI assists. Has anyone played Japan in PBeM long enough to know what the industry is even capable of in AE? My guess, is that any vast expansion will bankrupt the system.

If I could change anything in regards to Allied production and this is not forseeable in the near future either - I would allow the Allied Player to increase the replacement rate of certain Aircraft and Devices at a cost in Victory Points per device added to the Allied player. The argument being that those devices are no longer going to the European Theater which would theoretically be prolonged.
Let me start off by saying this, Tree: I'd never thought of, nor envisioned, a system like the one you describe, but I like it! I might change 'victory points' to 'political points' in the system, if it were left to me, or I might not - depending on which would be the more realistic constraint (And, more importantly, the one that helped prevent more gaminess.)

The only reason I'd suggest political points as opposed to victory points is, well... victory point totals get very, very high! If the game's at all lopsided, in a 2x-3x-4x arrangement, that leaves the Allied player with a lot of undefined wiggle-room... though, admittedly, that's not likely to happen until late-war, anyhow.

Yeah, I think that'd be neat - in the run-up to when you've got more victory points, every one spent is a risk. Political points being an alternative arises out of the fact that, thus far, they seem to be more limited, and it makes more "conceptual" sense to be using political clout to requisition the equipment, than some small measure of undefined 'victory points'. But maybe a small amount of political points, and a reasonable number of victory points, together? Hmmm...

Well, regardless! On to your main thrust. There certainly is a very limited Allied production model in place - and it does produce, supply, at least, if you shuffle supplies into it. It's also true (As I've admitted, to my chagrin! [;)]) that a replacement model for this already-functional system would take a great deal of work, and if it seems like it'll take entirely too much, when the decisions are made, far in the future, then I'll shelve my dreams of the Allied production-model.

Maybe I'll start pushing for yours, then. [:D] But I do disagree with you on a few points.

First off, how it'd be 'ripe for potential abuse' - this is definitely, on the surface, true - we've seen that with Japan in WitP. But abuse can be curtailed by good design - I've made some limitation-suggestions on this thread, so have others, and, just below your post, John raises some scintillating ideas for how to further collar the beast that Allied Production could become.

Development time has designed - as you yourself pointed out! - a deck for Japanese that is much more difficult to 'rig' in a cheesy and unsportsmanlike manner. And though the two systems would likely differ in a few key respects, the de-gaming that's already taken so long for the Japanese system would likely help tremendously in designing an Allied system, from the ground up, that is less susceptible to it. Only time will tell as to how open to abuse the system will really be, if it ever comes about.

The other bit I'd contest is that it's "not worth it." Believe me, I have tried Hearts of Iron - I mentioned that it was another favorite game of mine. One of the things I did, and do, love the most in that game, is the ability to produce my own homegrown troops, tanks, and ships. Some of my proudest moments in that game have come from shepherding limited, outdated little Australian and New Zealand cruisers and destroyers around the ocean, preying on the Japanese where I can, and running like heck if I hear big guns in the distance!

Or the last stand of the Odysseus, in HoI3, the first and only 'modern' (in World War II terms) destroyer that Greece ever built (ahistorically [:'(]), which had plied the waves of the Med out of bases in Egypt and Malta since Greece's fall, terrorizing Italian convoys, and which finally sank, guns blazing, flames on the forecastle roaring, off the coast of Sicily, in defense of a British merchantman bound for North Africa.

I don't want WitP to be another Hearts of Iron, though, like I said. Both games have their place, and their place in my heart, but they're very separate in concept, execution and means - and I intend it should stay that way. I don't want to see New Zealand fielding battleships or Australia launching nukes, I don't want to see China spitting out tanks like there's no tomorrow, or India spawning a ten-million-man army.

No, what I want - what I think is worth it - is to face the same challenges those nations not "blessed" with the bounty of home-grown industry (The United States, and the United Kingdom, to be precise!) faced, in World War II: Ramping up their wartime production to serve what forces they could field, trying desperately to keep up with their losses and stave off the Japanese advance and incursion.

Making the sorts of choices that John's talking about, below, sweating over those little moments that you come up against so much already in this game, that define the very essence of the experience: You can do one of many things, but only have the support and the supply for so many. Many are potentially beneficial, all have their pros and cons.

It's zero-hour, December 7th: Pearl Harbor or Manila Bay?
It's a bright and vicious morning, 1942, KB's spotted American carriers just off the corner of Midway - ignore them, or pursue?
It's a dark, blood-stained night, November, 1945. Two of Japan's cities lay in smouldering, irradiated ruins already - and you know that blasting a third could open the door to total victory. Do you press that button, or try to make do with conventional forces?

Not every choice is as black and white as these, of course, and especially not choices that have to do with an Allied production system. But it is in these choices that the game will push you to that you find the caliber of yourself as a commander, and the timbre of the game, itself. More of them just means more hard calls, more strategy, more fun. And that, I think, is worth it.

P.S.: I can't speak to Japanese expansion possibilities, as I'm only a few days into AE, and never played War in the Pacific. But even if the spectre of Japan somehow pumping out 900 Zeros a day, or somesuch, is over, that's not necessarily a vote against a realistically-constrained Allied production system - though it would be a heckuva-heckuva lot of work, yeah. [;)]
ORIGINAL: JWE
This is one of the most fun threads I’ve read in a looong time. Woof! So let’s add another shrimp to the barbie.

To have a production system implies a corollary; a consumption system. And a production system should also implicate choice in terms of the game – if ya build/make/refine more of this, ya build/make/refine less of that. Otherwise it’s just gilding the lily.

Adding production options might suggest a change in how supply consumption is calculated. Using only the parameters currently in the game, supply costs could be drastically increased for things like rearming, combat, even movement, without doing violence to historical imperatives – might even be a lot closer to what actually went on.

In addition to supply consumption, one might add fuel consumption requirements to various activities. Air ops need gas as well as bombs, ammo, food, clothing, tents, tires, batteries, etc.. An LCU device identified as “Tank” or “Vehicle” (including ‘motor support’) might consume more fuel during movement and combat than supply. It would tend to make not just the amount, but also the distribution of supply and fuel more important.

The Allied production model could then be presented with rational game-relevant choices: do I run factories in OZ to make a/c engines, or vehicle motors (i.e., supply). Do I try to work up refinery capacity for POL, or put the $ in industry (LI or HI) to make more ammo (supply again), or perhaps stick another graving dock in the repairyard. The choices should be somewhat preclusive in order to be relevant. Anyway, just some thoughts.

It would totally screw the AI, however. Oops. Even proposing this as a thought exercise is likely to get me hate mail from AndyMac. [;)] There is validity in conceptualizing some degree of Allied production, but I think the corollary is well worth including in the consideration.

Ciao. J
Production and consumption - I'm liking it, I'm loving it. I used some of what you're saying right now (attributed to you!) in my response to Treespider, above, but I also want to address it here: I really like the idea of the choices that a decent system of consumption could force upon the player - especially in the vein of production. I agree - any decent production system is going to force you to make choices, and decisions, you wouldn't be able to do everything, and especially not everything at once.

You're thinking on good tracks, here, and if that system of consumption - having to choose between more oil to run your tanks, for instance, or industry to make the shells they're firing, having to choose between expanded refineries to run more air ops, or expanded factories to build the engines that'd need fuel in the first place - and will be needed to replace your planes!

Having to actually worry about supply distribution in these forms, I think, could definitely be a benefit - you'd have to keep your troops on the front equipped and supplied, as realistically happened, or offensives would grind to a halt under a storm of equipment failures, empty gas-tanks, and empty rifles.

That sort of consumption would also, as you've said, help make sure that historical production levels aren't vastly exceeded - little point to overproducing at home if your troops don't even have uniforms and rifles!

The one problem you've mentioned, the AI, wouldn't be as large a stumbling-block as you might think, though. Already, in AE, a lot of things are simplified for the AE, so as not to give it a headache - and to make for a more challenging opponent. The AI uses a simplified repair model, why not a simplified consumption model, too? Perhaps, even, the one it already uses.

The purpose of the system I propose, after all, is to add challenge and options for the player - not the AI, which hardly even knows the port of a ship from the stern. [:D]

And if you get any hate mail, just send it my way! I'd be glad to answer it, too. It might even have some valid points... [;)]

Thanks for the input! You and Tree seem to have some great ideas for this!
ORIGINAL: Mynok
I've not played enough to say this is 100% correct, but the simple numbers on oil and fuel generation capacity is not going to allow much expansion....especially if (at it appears to be from the AARs) the captured centers will sustain significant damage.

There are a couple of Japanese economy threads in the War Room that are worth reading if anyone is curious about the base oil and refinery capacities of Japan and the SRA.

Additionally, Japan has some SERIOUS shipping limitations that it absolutely did not have in Witp which will likely be the primary hindrance to sustaining, let alone expanding, their economy.

Time will tell, but it initially feels much more constrained and fragile, which is as it should be.
When I get around to playing Japan, I'd be glad to share my experiences in that regard - though I want to do more reading, before I take them on! (A lot more reading. A lot, lot, lot more reading.) But, just from the surface, I'd say you - and Tree - are probably right, in saying that the Japanese economy can't be whipped into super-ultra-mega-overdrive anywhere near as easily as it could in WitP.
ORIGINAL: Reg
ORIGINAL: Kaoru
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Looks like you are going to fit in here just fine..... [:D]
Here's hoping. This place certainly has some very home-y qualities! :3
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eMonticello
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RE: A Plea For Allied Production

Post by eMonticello »

ORIGINAL: Kaoru
I'd have to read those books to find out whether the West Coast industry started demobilizing in 1943, too - but it's the only part of what I'm suggesting that'd be affected by the demobilization process.

Oil is the only thing that might be considered a West Coast industry, since Texas and a few Caribbean nations provided the bulk of oil needed for the European theater and East Coast. Everything else... aircraft, engines, ships, etc. were produced throughout the US (primarily both coasts and Midwest). Demobilization would need to be factored in any Allied production because major ship, aircraft, and munition contracts were being canceled from 1943 through 1946 without regard to what was happening in the theaters (after all, if you know that you're winning, why spend more tax dollars on things you may not need).

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