Edited for length/pertinence.
ORIGINAL: vettim89
So the light bulb moment: most of the HI and LI outside of the 1941 Japan sphere of influence does not belong there. It wasn't making war materials for the most part. It would not have been able to be converted to Japanese stuff very easily. The labor force was not likely reliable enough to get anything meaningful out of it any way. Perhaps a small portion of the LI could be left in Oz, NZ, and maybe India to represent munition factories that were in existence. That would be worth researching. This does two things to the game
1. The Allies have to import almost all of their supply from the US and UK.
2. The stuff from the areas that Japan conquers has to be taken back to Japan to be put into the Japanese Econ-o-matic. You see the Allied Econ-o-matic produces green widgets and we need red widgets like the ones our Econ-o-matic makes.
Thoughts?
Actually, you've gotten me to thinking. Currently in game, their are only HI, LI and refineries.
Refineries: Once repaired can be put back into service and manned by your own people.
HI: Build heavy things...marine engines, or smelters to make steel etc. These make your building materials. You may or may not be able to put these back into service. Repairable, and even manable by your own people, though it may not make the right widget you need. Also, heavy industry doesn't make bullets and can beans, it makes steel, marine engines, big guns, and trains etc.
LI: I think of these more like textile mills and canneries. LI doesn't make 'war materials' outright, but the products they do make can be used by the army.
I think that sums up the current types. Now then to my thoughts:
1. Refineries are probably fine as is, though one can argue that it shouldn't produce supply. As far as on capture, the system as is works for these. If undamaged, the refinery should be workable...if damaged, repairs can be done. I know the game abstracts this, but one thing to consider in the next generation game is the requiring of having a Japanese Engineer unit present to both repair and operate the refineries and oilfields. This would have an additional effect of needing to move supplies to the unit and help tie up some merchant shipping.
2. Heavy Industry should be heavily damaged when captured and require a supplies to repair. Honestly, HI should be completely destroyed on capture, but still repairable. As far as manning it, the Japanese of that era were less compassionate about the plight of the worker...IE they'd use forced labour to get the factories back into production. In the end, I'd suggest that HI be completely destroyed and if it is repair it's production is halved.
3. Light Industry should be left as it is, though LI in areas that are occupied should probably require even more resources to simulate wastage. The one thing that remains constant is that despite the fact that you are under occupation, you still have to feed your family...you will go back to work at the textile mill or the cannery and do your job, although you probably aren't going to take any pride in it (knowing its funding the war effort). These light factories would also be subject to partisan attacks form an unhappy populace, again affecting resource requirements and output.
Fixes under the current game:
1. Any area that starts allies and can be captured that has Resource, Oil, refinery, HI or LI should have garrison requirement. This at least ties up troops or will render the industry useless over time. This is good for the allies as well since places like the DEI were already experiencing unrest prior to the Japanese invasion.
2. Remove the supply production from the refineries. Troops in the field can't eat JP or bunker fuel. And while supply might simulate aircraft fuel, it simulates bullets and beans more so.
3. Remove or severely reduce (as in have the HI present at 0 factories) the HI industry from starting Allied bases...the Japanese wouldn't have been able to make much use of it immediately, and the allies don't need HI production.
4. The
BIG CHANGE: remove all supply production from HI. It doesn't make consumables. To compensate, incrase supply production of LI and tweak the resource requirements of LI. This will definately take a fine balancing act...you need to make up the 2 supply/unit output of the HI with the LI and very careful balancing of the resource in/out formula.
Possibility of input/output. I'm sure you guys that are better with numbers can find a better formula:
This will keep the current level of Japanese supply in game as well as increase raw resource requirements (balancing is going to be the key, and I'm not real good with numbers)
Current Japanese total supply output on Dec 7, 1941: 46455/day
Current Allied on map factory output on Dec 7, 1941: 81409/day (more than half of which comes from refineries)
The increased supply needs of the LI for the increased supply output would certainly require more shipping be committed to the economy.
- HI: Resource in: 20, Fuel in: 2, Supply Out: 0, HI out: 2
- Refineries: Oil in: 10, Fuel out: 9, Supply out: 0
- LI: Resource in: 20-30?, Supply out: 4.9 so round to 5 (to maintain current Japanese supply levels)
The problem is that it doesn't work out for both without adding more on map LI for allies, or increasing the daily 'magic infusions' by 22239 supplies/day.
Anyway, there are my thoughts on it, maybe you guys that are better with numbers can figure out a better way to make it work.