ORIGINAL: Local Yokel
Incidentally, where in the editor do you tweak victory conditions?
Personally, I ignore the game's victory conditions, the players decide victory. Even auto victory can be handled by the players deciding it.
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: Local Yokel
Incidentally, where in the editor do you tweak victory conditions?
ORIGINAL: witpqs
As far as however easy it is perceived to be, that's a matter of victory conditions. A baseline scenario should be close to 'realistic', then mods take it from there (ala scenario #2).

ORIGINAL: witpqs
I disagree with three things you said there. I do not believe the feeling is that Japan should be starved out by war's end. I do not believe that people are striving to make Japan's countermeasures irrelevant. I think you are ascribing false motives to other posters for their positions and/or suggestions.
Third, I do not believe it is too easy for the Allies to deploy troops during the first six months. The PP constraints alone are significant. Hindsight/scenario foreknowledge is both extremely significant and insurmountable. If the Allies are constrained even further during that period then there would be great ramifications to PBM's.

ORIGINAL: treespider
I found my old spreadsheet and did some rough scrubbing of numbers...
Mr. Brown did a fine job and there appears to be the appropriate level of tension on the merchant fleet vis-a-vis imports.
I suppose one could alter Res. Centers and industry requirements but not sure if the ends would justify the means...as the appropriate import strain is present assuming the numbers I used are accurate... 7700 Light Industry and 6890 Heavy industry in the home islands...
Overall home island resource production is low compared to real life ... however tweaking those numbers would also require a tweak in resource consumption by industry to keep the appropriate level of resources needed to be imported...in the end not worth the effort...except possibly as a private experiment.
I'm afraid the culprits likely lie elsewhere...efficency of use, convoys, ASW effectiveness, layover and refitting times, port delays, supply consumption etc...
ORIGINAL: vettim89
ORIGINAL: treespider
I found my old spreadsheet and did some rough scrubbing of numbers...
Mr. Brown did a fine job and there appears to be the appropriate level of tension on the merchant fleet vis-a-vis imports.
I suppose one could alter Res. Centers and industry requirements but not sure if the ends would justify the means...as the appropriate import strain is present assuming the numbers I used are accurate... 7700 Light Industry and 6890 Heavy industry in the home islands...
Overall home island resource production is low compared to real life ... however tweaking those numbers would also require a tweak in resource consumption by industry to keep the appropriate level of resources needed to be imported...in the end not worth the effort...except possibly as a private experiment.
I'm afraid the culprits likely lie elsewhere...efficency of use, convoys, ASW effectiveness, layover and refitting times, port delays, supply consumption etc...
One problem with that is that most players on the Japan side turn off most if not all the LI in the Home Islands as the HI produces all the supply they need. There actually may be the root of the problem.
ORIGINAL: vettim89
Lastly, I think xAK and TK are far too rugged. If you read the war patrol reports of USN subs, most merchant ships took one or tw0\o torpedoes and sunk on the spot (often witnessed by the firing boat). Similarly, one 500 lb bomb was a problem for even large xAK and two usually meant curtains. Some sources (USSBS) claim that the number one cause of Japanese merchant sinkings was bombs not torpedoes. I
ORIGINAL: vettim89
I'm with Brady on this issue. I think we do not see Japan players facing economic starvation in late 1944 and 1945 is a product in part (perhaps a large part?) of the fact that most Japan players devote considerable assets to ASW from the start and better manage their MS fleet. In essence I don't think we truly know if the amount of MS allocated to Japan is too much, too little, or just right based on the historical model because no one plays a truly historical game. That is actually the point isn't it? To refight the war in the PTO without the glaring mistakes made by both sides?
I think where the economic model fails in that it is too abstracted. As has been pointed out, there is a point of burden on the player that would become impractical as far as depth of detail goes; that said just having a generic resource that represents every thing from food to coal to iron to rubber to trace elements like tin makes life far easier for the AE player than the RL Japanese economic ministers. Tin is a very good example as most of that came from the SRA. Most Japan players import little if any resources from that region because they have plenty closer to Japan. Situations like that one make the MS problem much easier to deal with as the Japan player in AE.
Lastly, I think xAK and TK are far too rugged. If you read the war patrol reports of USN subs, most merchant ships took one or tw0\o torpedoes and sunk on the spot (often witnessed by the firing boat). Similarly, one 500 lb bomb was a problem for even large xAK and two usually meant curtains. Some sources (USSBS) claim that the number one cause of Japanese merchant sinkings was bombs not torpedoes. I
ORIGINAL: witpqs
ORIGINAL: vettim89
I'm with Brady on this issue. I think we do not see Japan players facing economic starvation in late 1944 and 1945 is a product in part (perhaps a large part?) of the fact that most Japan players devote considerable assets to ASW from the start and better manage their MS fleet. In essence I don't think we truly know if the amount of MS allocated to Japan is too much, too little, or just right based on the historical model because no one plays a truly historical game. That is actually the point isn't it? To refight the war in the PTO without the glaring mistakes made by both sides?
I concur that the IJ player can and should alter from history to get a better outcome (which is why the earlier comments - not yours - about restricting the Allies even more to history in the first six months are incongruent). A realistic question is whether the stress due to the need to deliver resources on the IJ merchant fleet is sufficient in-game to mirror the strain on it IRL. I don't know the answer. Brady is saying, as I understand it, that the question is invalid because those posing just want the Allies to be able to easily shut down the IJ economy. I have not seen such motives and I think the question is valid.
I also find the question of current air ASW potential performance to be valid and germane, not because current Air ASW performance relieves strain on the IJ merchant fleet, but because I believe it to be beyond what was possible with the technology at hand. As the game is intended to mimic IRL doctrine, we could add that is a limiter as well. BTW, I am not at all in favor of limiting the IJ from using army bombers for ASW, or otherwise restricting the IJ player's flexibility in ASW. I have also pointed out, both here and every time that I have mentioned it, that I strongly suspect the error (in air ASW) is due to too great returns from high pilot skill and that the same is true for the ground attack, airfield attack, and naval attack missions (and that port attack seems OK and air to air I believe is OK). Clearly those other missions have varying effects, quite apart from allowing Allied subs to become unrealistically uber. At certain points in the game the naval attack issue favors the IJ player, at other times it favors the Allied player, although I think it favors the Allied player more. The ground attack and airfield attack issues overwhelmingly favor the Allied player for the great majority of the game. So, when there have been discussions about air ASW, I have always included the whole package. Meaning that I feel that in several of the air missions (the ones just listed, sorry if I forgot some) the contribution from pilot skill above about 70 should be adjusted to be one of fiercely diminishing returns.
As I suspect you feel from reading your last post, I do not know if there is some answer to the question of whether - IRL - the Allies could have shut down the IJ economy with, if you'll pardon me putting it this way for RL, "best play" on each side. I just don't know. It surely depends on when such "best play" would be considered to commence, and how far afield it would be considered to have happened.
And while it is valid to try and get the tools of exploration to be better and better (e.g.'s more accurate ASW potential, more accurate ship lists, more accurate burdens upon those ships, etc. etc.) I am sure we will never have an actual solution to the question. Only bigger opinions. [;)][:D]
Excellant point and not having access to the code I cannot say how it is expressed. When I look at games whether it be games of chance, board games, or computer games, random events are usually determined by a linear equation or parabolic equation. In my opinion, linear equations have a place in war games but their use is limited. Armor penetration in say a micorarmor game (although we know that it really isn't linear). That said, a lot a war games use linear equations almost exclusively to determine results. I feel whenever a human element is involved, parabolic equations best express likely outcomes, i.e. a bell-shaped curve. Allowing for outlyers but the vast majority of results fall in the center of the range. What very few games use is hyperbolic curves which I think is a mistake. Here you can see fairly rapid improvement from poor to above average but very limited returns once you get to the high end.
I think where the economic model fails in that it is too abstracted. As has been pointed out, there is a point of burden on the player that would become impractical as far as depth of detail goes; that said just having a generic resource that represents every thing from food to coal to iron to rubber to trace elements like tin makes life far easier for the AE player than the RL Japanese economic ministers. Tin is a very good example as most of that came from the SRA. Most Japan players import little if any resources from that region because they have plenty closer to Japan. Situations like that one make the MS problem much easier to deal with as the Japan player in AE.
Don't know what you mean by the MS problem. I agree that more detail would just be too much. Additional detail with supplies would have to be highly automated, like supplies from certain places considered to contain certain things and the whole mess kept track of behind the scenes by the computer - is that even thinkable within the current game engine? I doubt it.
By "MS problem" I meant assesing how way the game is addressing the Japanese Merchant SHipping (MS - the original WiTP board game used MS for all merchant shipping and I find myself onfdly attached to the term)Lastly, I think xAK and TK are far too rugged. If you read the war patrol reports of USN subs, most merchant ships took one or tw0\o torpedoes and sunk on the spot (often witnessed by the firing boat). Similarly, one 500 lb bomb was a problem for even large xAK and two usually meant curtains. Some sources (USSBS) claim that the number one cause of Japanese merchant sinkings was bombs not torpedoes. I
I've read of cases of such toughness among Allied targets, don't know about Japanese targets. Maybe they need to make those cases of survival just be even more rare than they are presently?
ORIGINAL: Nikademus
ORIGINAL: vettim89
Lastly, I think xAK and TK are far too rugged. If you read the war patrol reports of USN subs, most merchant ships took one or tw0\o torpedoes and sunk on the spot (often witnessed by the firing boat). Similarly, one 500 lb bomb was a problem for even large xAK and two usually meant curtains. Some sources (USSBS) claim that the number one cause of Japanese merchant sinkings was bombs not torpedoes. I
in AE we made merchants more vulnerable to damage vs. stock. Often one good bomb hit or torpedo hit is enough to cripple if not sink it. However on the con side.....the expanded map and smaller scale hexes leaves ALOT more ocean for large TF's to hide in. In the Joe/Nik game we had little to no success finding these large convoys with our subs and vs. our own merchants....thats the one area where the Ozzers are not kicking our arses. Just not seeing alot of subs hitting merchants. Part of the reason is the "mega convoy" tactic......you can after all put up to 100 ships in a single transport TF.
Patrol option helps for subs but its alot of work to set up a good sub picket and unlike real life....there are no real navigational choke points where IJ traffic used to get from the SRA to Japan. (such as the one off the PI's for Japanese tankers discovered in 43.)
ORIGINAL: herwin
Let's see what I can remember tonight from the WWII OR studies on pilot skill.
ORIGINAL: Nikademus
ORIGINAL: witpqs
ORIGINAL: Nikademus
The allied situation can be addressed by restricting many more LCU's at game start, and reducing supply levels, tweaking merchant availability. Personally i would also remove the ability to insta-divert historical reinforcements to new objectives, such as Singapore reinforcements and the sending home of Aussie divisions for home defense.
Aside from disagreeing with these points, I don't understand what you are getting at here. How is this related to the strain on the IJ merchant fleet to bring resources to Japan?
Brady mentioned some issues on the Allied side....i gave my thoughts on it......and if i have time will probably employ it in a mod. Issue is the same....there's historical situations, and then there's how the game reprsesents....usually abstractly, these situations.
ORIGINAL: Brady
ORIGINAL: witpqs
ORIGINAL: Brady
Personaly I cant posably imagine implementing anything that would make the game any easer for the Allies at this point.
Aside from some obvious TOE eror.
Brady, just due to wording I'm not understanding. Do you mean that the game is as easy as it gets for the Allies, or that anything worth implementing is a huge undertaking/would have undesired consequences? Not arguing, just asking.
Yes (Both)
ORIGINAL: herwin
El Cid got into this during RHS development. If you can come up a realistic model of the Japanese war economy, publish it! It will be original and significant work. You will probably need somewhere around a million individual commodity types. The input-output matrix will be enormous, although most entries will be zero. Soviet economists specialised in this sort of work, and their planning was still insufficiently detailed and needed local tweaking. You could do major aggregation, but you will probably need to consider a few hundred specific imports and exports. Imagine the data gathering required!
That's what the game tries to model with resources, oil, supply and fuel.
In other words, don't go there. Those of us with some background in econometric modelling are stunned by the achievement. It's a dancing bear, but what an impressive dancing bear!