Empires in the Balance (TS GCM v2)

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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treespider
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RE: Treespider's New Economy

Post by treespider »

ORIGINAL: dereck

After reading this thread I'm looking into modifying my scenario since this thread has
provided a lot of ideas for thought.

I'm trying to figure out the basic "NEEDS" of a Japanese economy as per Oil and Resources.

According to the sources I'm using to base my economies on in 1940 for the following raw
resources:

The Japanese home islands produced:
- 16.4% of her iron ores
- 37.7% of her alloying ores
- 22.6% of her aluminum ores (Formosa production included)
- 84.7% of her coal
- 5.5% of her oil (Formosa production included)

Of the imports, Japan imported (from controlled areas):
- 24.2% of her iron ores
- 0.0% of her alloying ores
- 17.2% of her aluminum ores
- 15.3% of her coal
- 0.0% of her oil

So, overall, Japan had to import from uncontrolled areas:
- 59.4% of her iron ores
- 62.3% of her alloying ores
- 60.2% of her aluminum ores
- 0.0% of her coal
- 94.5% of her oil

I've removed all HI centers from Japanese and Allied "colonies". For the HI I removed from
Japanese areas I'll add to the Japanese Home Islands. (Not sure what to do with what was
removed from Allied areas - maybe add to Japan). My feeling is these were colonies and they
were used as sources of raw materials by the colonial powers. This also forces the transport of
oil/resources to the Japanese Home Islands for processing into fuel/supplies and transporting
supplies/fuel back.

The problem I have is that adding all my figures up, the Japanese home islands and controlled
territories have a deficit of 8,130 oil points, 4,625 fuel but have an excess of 15,200 resources.

Somehow, I need to modify things so, without conquered territories, Japan only produces 5% of her
own oil and about 40-50% or her resource needs. I know what I want to do but I'm just not sure
how to go about making it happen.

Any suggestions?


Not sure what to suggest...my mod is based mostly on shipping requirements to the Home Islannds...and includes foodstuffs in those amounts.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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RE: Treespider's New Economy

Post by treespider »

ORIGINAL: kfsgo

ORIGINAL: witpqs
BTW, I guess I missed it, why was the engine change made? Was it to fix an error and make it accurate, or was it done specifically as an economic tweak?

Apparently (well, according to the internet) the Ha-34 (or Ha-109 - there seem to have been a couple of designations?) was the actual engine used on the Ki-44 - you're looking at a ~1500hp output (vs about 1000 for the Ha-35) so I guess there'd have been some slight engineering differences, heh.


Before my "sabbatical" I recalled someone mentioning the Ha-34 engine for the Ki-44. When I went through the DBB errata thread I saw where someone had pointed out this discrepancy again...so I opted to include it.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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RE: Treespider's New Economy

Post by treespider »

ORIGINAL: Local Yokel

At this stage I think any answer is likely to be no better than a pure WAG - don't think there will be anything scientific about it!

I see three factors that may well invalidate players' previous assumptions about what expansion of Japanese industry is feasible:

1) The 23% reduction in the amount of supply generated
2) The increase in the amount of fuel that will be required to ship resources into the Home Islands
3) The switch of the Ki-44's power plant from Ha-35 to Ha-34, coupled with the fact that at start there are only 10 factories at Maebashi producing the Ha-34

Clearly there's going to be a lot less supply available, and that could have a big impact on the economy's tolerance of major factory alterations with their attendant cost of 1000 supply per production point repaired.

The fuel cost of shipping resources to Japan is going to increase considerably, since (a) more resources have to be imported in absolute terms and (b) fuel cost per resource point imported will go up - an inevitable consequence of each xAK's bulk capacity being reduced. Unclear to me yet whether this will force hard choices between curtailment of imports and curtailment of naval operations. It may well have a bearing on Japan's ability to conduct distant naval operations and influence her 'land grab' strategy accordingly.

I suspect that most players will put a big premium on high-volume production of the Ki-44. To do so, they will have to expand substantially manufacture of the Ha-34. Possibly this may have to be done at the expense of the Ki-49 Donryu, the other Ha-34 consumer. The point is that, at 18 HI points per engine, changes to Japan's aero-engine manufacturing capability have a significantly bigger per-item impact on HI consumption than any other production change.

I think that it may be helpful to assess what significance these factors will have by setting up a sandbox to test these changes in what amounts to a 'Peace in the Pacific' game, and this is what I have in mind at the moment. I am thinking in terms of testing the economy under pre-hostilities conditions, but with the addition of one or two additional sources of oil and/or fuel in the SRA, so that the economy doesn't stall for want of these. Since the net increase in resources obtainable from Japanese capture of the SRA is modest, I think I can rely on pre-war resource stockpiles to keep the economy going without adding the contribution of any any SRA resource centres.

I think I shall need to establish and implement from the outset some expansion plan for production facilities, so as to boost output of single seat fighters and their related aero-engines, including the Ki-44. I believe many players favour an expansion of vehicle production, so I may also provide for this. I foresee a need to keep a particularly close watch on overall supply levels and consumption of fuel, and to see what effects upon resource movement changes to the land transport network have had.

With a total absence of hostilities combat resolution should take no time and it should be possible to get through plenty of turns quickly. Suggestions as to other things of which such a test should take account are welcome. Now to find the time to set it up and run it.


Thank you very much for your analysis. I very much appreciate it.

Keep in mind this mod is supposed to force the Japanese to make tough choices...and is not about "balance".



Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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RE: Treespider's New Economy

Post by stuman »

Great work guys. Thanks.
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RE: Treespider's New Economy

Post by Local Yokel »

Setting up to run a test, I have noticed that the number of ship classes in which I was able to convert cargo space to troop accomodation is much smaller in this mod. than other versions. For example, in other versions such a conversion is available for Std and Ansyu C's and other classes upwards to Toho Marus, but the conversion is no longer available for any of these classes. It seems that the smallest ship for which the conversion remains available in Treespider's mod. is a Husimi Maru.

Since I can't see a field in the ship class record that determines the availability of such a conversion, I am wondering whether this is a hardcoded condition, and whether the threshold for the conversion's availability is 3000+ cargo capacity. If so, I am also wondering whether it may have been an unanticipated side effect of the reduction in cargo capacities.

Loss of the ability to convert Toho, Akasi, Ehime, Ansyu C and Std C Marus' cargo space for troop carriage makes a massive difference to Japan's troop lift capability. I am still assessing the implications, but I fear this may put an unwarranted restriction upon Japan's ability to move her troops where they are required, especially in the first months of the game.
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RE: Treespider's New Economy

Post by treespider »

ORIGINAL: Local Yokel

Setting up to run a test, I have noticed that the number of ship classes in which I was able to convert cargo space to troop accomodation is much smaller in this mod. than other versions. For example, in other versions such a conversion is available for Std and Ansyu C's and other classes upwards to Toho Marus, but the conversion is no longer available for any of these classes. It seems that the smallest ship for which the conversion remains available in Treespider's mod. is a Husimi Maru.

Since I can't see a field in the ship class record that determines the availability of such a conversion, I am wondering whether this is a hardcoded condition, and whether the threshold for the conversion's availability is 3000+ cargo capacity. If so, I am also wondering whether it may have been an unanticipated side effect of the reduction in cargo capacities.

Loss of the ability to convert Toho, Akasi, Ehime, Ansyu C and Std C Marus' cargo space for troop carriage makes a massive difference to Japan's troop lift capability. I am still assessing the implications, but I fear this may put an unwarranted restriction upon Japan's ability to move her troops where they are required, especially in the first months of the game.

Conversion Availablity is hardcoded for 3000. The ability to set this is on the individual ship tab in the editor.

This would be an unanticipated side-effect.

However...to call it an "unwarranted" restriction? A player may already load troops into cargo space. On top of that the Japanese player already receives a "Troops in Cargo Space Offset" bonus over the Allied player.

The side-effect is certainly not of any benefit to the Japanese player...and will likely serve as another braking mechanism on the rate of expansion. That being said play will reveal whether the change is unwarranted.


In the case of a Toho Maru in stock DBB its cargo capacity is 3525...of which 1/3 may be converted to troop space...or 1175.


Unconverted its troop capacity is 280 plus 3525/3 = 1455 troop load cost points. Divide 3525 by 3 for the Japanese Troop in Cargo offset.

Converted its troop capacity becomes - 1455 plus 783 (3525-1175= 2350 / 3) = 2238 troop load cost points.

In this mod the same ship can carry 214 plus 804 (2412/3) = 1018 troop load cost points.

Certainly a big cut but should we say unwarranted?

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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RE: Treespider's New Economy

Post by JWE »

Yes, it's hardcoded. Limit is 3000+ tons. Individual ships can be set in the Ship panel - Temp AP Convert switch, just above the Major Damage and Repair Mode switches.

Wasn't really unanticipated, although it was a side effect. Japan has always had overly huge amounts of ships able to do the quasi AP 'temp convert' thing. This get things back to somewhere near rational. The larger ships can be (and were) converted. The smaller ones don't (and shouldn't) specifically "convert", but rather use the already generous Japanese cross load values. I think you will find that you can load approximately a battalion (800 troops) on an Ansyu with the reduced caps (Japanese units are typically 'lighter' than Allied ones). This is still way more than reality, but rationally less than the 1800 that can be packed on-board as it stands in stock.

[ed] looks like Spidey beat me to the punch. [;)]
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RE: Treespider's New Economy

Post by JWE »

If one thinks about it, it does make some degree of sense. An S4 Gilliam is an honest to gosh APA, and physically larger than a Toho. In the mod, the Gilliam can lift 850 troops and 633 tons of cargo. Similarly, in the mod, a Toho could lift 1018 troops or 850 troops and 504 tons of cargo, using the cross load values. Thus ... a Toho is still equivalent to a Gilliam, and with the load/unload bonus in the first few months, one still gets some pretty good capability.
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RE: Treespider's New Economy

Post by Local Yokel »

Sorry, 'unwarranted' may have been a mite harsh as a description of this change's effects.

Nonetheless, I remain concerned that this may prove too radical a change. On a very rough count, about 240 ships have lost their capacity to convert. In a mod offered as a more realistic economic model, this is a side effect that seems likely to have major repercussions.

My immediate interest lies in finding out whether/how well the Japanese mercantile marine can cope with the economic changes without simulating the combat in the SRA, but I think I may now be spending quite a lot of time wondering whether results of the tests I make are invalidated by the absence of such combat.
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RE: Treespider's New Economy

Post by oldman45 »

Seems to me I read a few years ago a "what if" piece that suggested if the opening battles in the DEI had gone mildly different and more damage was done to the transports, the time table would have been thrown out the window. The side effect of changing the cap of the shipping may bring that into play if there are major battles in the opening weeks with a great loss of transports. It would make things even more exciting in the DEI [:)]
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RE: Treespider's New Economy

Post by JWE »

I don't think your results will be skewed by the absence of DEI ops requirements. The same numbers and types of actual ships used can still be used to support the same operations using the mod values. Nothing additional has to be gleaned from the merchant sector to make up for the the absence of small temp-converted quasi APs (which didn't exist in reality, in any case).

The only impact this will have on troop movements is to reduce (hopefully remove) the ability to perform those 10 division invasions of Hawaii, India, OZ, using the excess gazillion ships available in stock. It also reduces the effectiveness of the game trick of loading 2 divisions on 200 "small" ships and have them all unload in a day.

It does point up the dilemma of the eventual "either - or" choice: keep the capable ships in operational (converted) configuration, or reconvert them back to merchant configuration.
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RE: Treespider's New Economy

Post by darbycmcd »

from my little playtest i can say it is not an issue.... not having guys to move is the issue! i still have fairly ample transport capacity of all kinds through the first couple of months. i cringe with each xAK loss though! but no, the troop transport thing is not a factor
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RE: Treespider's New Economy

Post by treespider »

-Updated scenario file to include additional small static Chinese garrison units and political sections to prevent the auto conversion of unoccupied bases in China.

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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RE: Treespider's New Economy

Post by Local Yokel »

Back at post #156 I threatened an outbreak of peace in the Pacific for the purpose of giving the Japanese economy in this mod. a trial run that was so far as possible isolated from the effects of hostilities. Having completed a 91 day run of turns in this ‘Peace in the Pacific’ variant of Treespider’s mod., I hope he won’t mind my use of this thread as a convenient place to report my findings.

To simulate a continuation of peacetime conditions beyond 7 December 1941, all Japanese air forces were stood down, all invasions cancelled, and all LCU’s set to rest except for engineers. Allied air units have been removed, as have Allied ships. The game was run in head-to-head mode to ensure that no Allied ground forces committed acts of aggression upon the Japanese Empire!

To cater for an anticipated shortage of petroleum products in the absence of the Centrifugal offensive, Miri, Brunei, Balikpapan, Samarinda and Tarakan were made Empire territory. However, I refrained from commencing any tanker loading at any of these ‘petroleum ports’ until 1 March 1942 to simulate delayed capture of additional fuel/oil resources, and Japanese aversion to hazarding their tankers in waters still accessible to Allied military action. Oil and fuel accumulate at these bases until out-shipping starts, but I judged this a reasonable reflection of the likelihood that the Japanese would have captured some petroleum stockpiles had Centrifugal taken place. Since I have only just started to load oil and fuel, its significance for the economy and prosecution of warlike operations is hard to predict, but I suspect that the increase in fuel required to ship resources to the Home Islands may have bigger consequences for the conduct of Japanese military operations than anything else in this mod.

I expanded Japanese production facilities in accordance with a pre-conceived programme. 72 vehicle factories at start were initially increased to 100, with a further increase to 120 in progress. Aero-engine output required substantial expansion. 40 Ha-35 factories were added. Ha-32 factories have gone from 60 to 140, reflecting the importance of this power plant to the JNAF in particular. Ha-34 production has gone from 10 to 80 factories, anticipating a big production run of the Ki-44. I followed convention with expansion of airframe production, re-starting the B5N line and increasing Army and Navy single seat fighter output – more A6M’s and Ki-43’s. Finally, I progressively increased naval shipyards from 1384 to 1462: just enough to permit acceleration of Unryu class carriers and Taiho, but with submarine and Shinano construction halted.

According to my calculations, in this mod. the ‘at start’ Empire is subject to an overall daily resource shortfall of 1,050 points, but the quantity of resources stockpiled is such that the economy can be sustained for nearly 7,000 days, provided resources are efficiently transported from where they are produced to where they are consumed. The principal places from which resources need to be shipped to the HI are, in descending quantity, Hokkaido, Manchukuo, Chosen/Korea, China and Karafuto/Sakhalin.

The accompanying graph illustrates the outcome to date of my efforts to carry these resources to the Home Islands. The data is sampled at 3 day intervals, but I found it impossible to operate efficiently otherwise than by resort to a single day turn cycle. The first few days are a bit crazy, and are marked by intensive efforts on the part of the game code to equalise fuel and oil levels in Honshu and Kyushu. Since the merchant fleet starts out in all the wrong places, it takes a few turns to move adequate shipping to the resource loading ports, during which time stockpiles of resources grow at these ports, notably at Port Arthur. There follows a period in which these excess resource levels get reduced at ports of lading until the point is reached at which the rate of loading equals or exceeds the rate at which fresh resources are being generated. I didn’t find it easy to anticipate when this would take place, but a good indication after the event is when the convoys start to sail with only partial loads. When this happened, I reduced the lift capacity being brought to bear; there was no sense in incurring excess bunker oil expenditure by despatch of half-loaded ships.

The green line of Indochina resource shipping starts low and stays that way. I dedicated the big NYK and OSK 18 knot ships to this service on grounds of speed and fuel efficiency, but the contribution Indochina makes to the economy is so modest that I am unconvinced that this is the most worthwhile employment of these ships in a hot war. The same could be said for shipping resources from Formosa.

Near the end of this 90-day initial period the yellow line indicates an unexpected increase in stockpiled Kyushu resources for which I can’t account. I am unsure whether there’s much more to be learned from this exercise, but it might be interesting to take the game a few turns further in the quest for some explanation of this phenomenon.

The ships used for carriage of resources were, with one exception, strictly limited so as to exclude all ships committed to the aborted Centrifugal offensive. This meant that I could employ none of the ships at Saigon, Cam Ranh, Samah, Pescadores, Takao or Babelthuap. The exception mentioned was my use of some big, fast merchantmen at Saigon and Cam Ranh on the Indochina-Home Island run.

I managed resource transportation mainly by means of CS convoys. If the point was reached at which a port’s loading rate exceeded its resource stockpiling rate I would revert to manual control of the convoy, waiting until the surplus of resources justified another convoy’s departure – this was particularly necessary on the Formosa-Kyushu run.

I found that by far the most critical factor in transport efficiency was the rate at which a resource convoy could be turned round in port. This isn’t a problem with the Home Island unloading ports, as these are either big enough or numerous enough to preclude any bottlenecks. However, docking capacity at the ports of lading is in some cases absolutely critical, particularly for the Manchukuo and Karafuto traffic. In Karafuto the problem arises from small port size and limited docking capacity. In Manchukuo it is the number of convoys to be turned round that’s the problem: careful management both of convoy size and interval between convoys is vital to ensure that no convoy is loading whilst undocked. I also got the strong impression that the game code may not be making the best fist of managing the docking of task forces – I had the hubris to think I could do a better job by micro-managing the docking of convoys on a day-by-day basis.

I get the impression that CS convoys only refuel at their home port. This produced fuel shortages in ships on the Karafuto run in particular. It occurs to me that, since many of the ships on this route could reasonably be expected to have been coal-burners, it might be appropriate to replicate on a smaller scale on Karafuto the daily fuel bonus Treespider gave to Harbin to simulate coal used as ship fuel in Manchukuo. If this were done, one could not object to a commensurate decrease in Karafuto’s resource output.

Probably the most significant conclusions to be drawn from the attached graph are (a) that Honshu supply levels rise to 2M points from a starting figure of 1.18M and (b) that Honshu resource levels can be raised from about 4.15M at start to an apparently sustainable level in the region of 5.4M points, equivalent to a reach of 56 days. On the supply side, however, any such interpretation of my figures needs to bear in mind that consumption of supply by armed forces has been substantially reduced by reason of the absence of any hostilities. It seems that about 240 merchant ships are required in order to maintain resource imports at the level shown.

On the evidence of this 90 day exercise it does appear that this modified version of the Japanese economy can be both sustained and expanded without too much grief.

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RE: Treespider's New Economy

Post by witpqs »

Outstanding! [&o]
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RE: Treespider's New Economy

Post by Local Yokel »

Thanks!

Petroleum Prospects

In my preceding post I voiced a suspicion that increased fuel costs associated with resource shipping represented the change in this mod. likely to have the biggest impact on Japanese operations. Here’s why.

In the first 90 days of my test run the Japanese stockpile of fuel dropped from 4,627,015 points to 4,261,155 – a daily average of 11,616 points. This represents the combined usage of industry (2 fuel points + 19 resource points in per 2 heavy industry points out) plus additional fuel loaded into the bunkers of merchant ships carrying resources to the Home Islands.

Actually, the rate of fuel usage by such merchant ships appears to increase considerably in the second half of this 90 day period compared to the first. Between 7 December 1941 and 15 January 1942 the average daily fuel consumption rate is 7,266 fuel units, whilst in the period from 16 January 1942 to 1 March 1942 the average daily consumption is 14,752 fuel units. However, these figures are being skewed by two factors. In the first half of the period all ships are working down full the full bunker levels they enjoy at start of game, thus ship refuelling is below average. Conversely, in the second half of the period a growing proportion of the resource hauliers deplete their bunkers to the point at which refuelling becomes necessary; consequently the amount of refuelling taking place in the January-March 1942 period is probably above average.

I have taken these consumption figures to generate the graph below in an attempt to predict Japanese fuel consumption patterns, disregarding all bunker fuel used other than in cargo hauling to the Home Islands – i.e. operational use. I have introduced linear oil and fuel usage trend lines to give an idea of when oil and fuel will run out, assuming the availability of the ‘at start’ oil and fuel of the original Empire plus the intact capture of all the Borneo oilfields, but none elsewhere in the Netherlands Indies. If the scale is enlarged, the trend line for fuel consumption is a reasonably good fit with the actual consumption line, suggesting that my average daily decrement figure is ‘about right’. If it is, then with only the Borneo fields, the Japanese stand to run out of fuel in about December 1945, whilst oil exhaustion will occur in about mid-September 1943 – and this without the Japanese expending any fuel on military operations whatsoever!

The red line on the graph demonstrates the impact of the Palembang oil on the Japanese position. To generate this, I assumed that every one of Palembang’s 900 oil centres was damaged when captured on 28 February 1942, but repaired at the rate of one centre per day on every subsequent day, so augmenting Japanese oil (and by extension fuel stocks) at the rate of 10 units per day until all 900 centres are fully repaired on 16 August 1944. The effect of this is to slow the rate of decline in the fuel stockpile to approximately 3,000 fuel points per day, theoretically leaving the Empire with a fuel stockpile of about 1.45M points in December 1946. By that time, of course, one would expect other factors to have intruded…

Now, would someone care to suggest some yardstick by reference to which some predictions of Japanese operational fuel use can be made?

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RE: Treespider's New Economy

Post by witpqs »

Well, skipping your question in favor of my own to further my understanding of the analysis...

Does the supply analysis include the supplies required to repair the Palembang Oil Centers (should be 900,000 I guess?)?

A comment: Some fuel (albeit a modest amount) would be used in seizing the Borneo Oil Centers, and then some supply in repairing damaged Oil Centers (there is one base where 50% begin damaged IIRC).

With the inclusion of those two (very slight) factors, your analysis provides a fantastic baseline understanding of where things stand in the scenario! [&o]

Your analysis includes production, so the things that would be additional burdens on the IJ economy during a game (please check the list):
  • Ground Combat (any combat involving Ground Units)
  • Ground Unit Repairs (re-enabling disabled Squads/Devices)
  • Ground Unit Replacements (add Squads/Devices)
  • Ground Unit Movement
  • Fort Building/Base Building
  • Air Missions
  • Air Unit Aircraft Replacements
  • Rearming Ships
  • Refueling Ships (other than ships included in analysis)
  • Supply & Fuel from Attacks on Bases
  • Repairing Industry Damaged by Attacks
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RE: Treespider's New Economy

Post by Local Yokel »

Yes, that looks like a pretty comprehensive list of the burdens to be borne by the Japanese economy in addition to those made the subject of my tests.

Since the purpose of those tests was primarily to assess the effect upon the economy of the alterations made to Heavy/Light Industry inputs, and in particular the added stress imposed upon the Japanese merchant marine, I made little attempt to simulate what was taking place on the output side. In doing so, I aimed to exclude from the data presented costs other than those associated with making the economy run. In particular, any simulation of the Centrifugal offensive would have introduced into the data the fuel expenditure of the invasion task forces, making the fuel cost of shipping resources a matter of pure speculation.

For the same reason I treated the Borneo oilfields as Japanese possessions from the outset. Clearly it would have been possible to mount Japanese expeditions to capture them, but once committed to that path I might as well have set the rest of Centrifugal in motion.

Because of my entirely arbitrary assignment of Borneo's oil to the Empire, it is reasonable to argue that my conclusions about petroleum production contain a large element of speculation. As noted, I gave the Japanese access to Borneo's petroleum output as a hedge against exhaustion of fuel generated by the 'at start' Empire. Not only did I want to see how the new resource model stood up but I also wished to check whether essential alterations could still be made on the production side - notably to the aero-engine industry. Thus the availability of sufficient petroleum started out as nothing more than a means to these ends.

Only when I reached my self-imposed March 1942 date for starting fuel and oil shipments did I feed into the analysis aggregate fuel and oil stocks retained by the Empire on each sampling date. Consequently it was only at this juncture that I realised that HI and resource hauling by themselves might exhaust fuel stocks by 1945. This prompted an appreciation of what impact the taking of Palembang might have, and analysis of a 'worst case' capture with every well requiring repair.

Clearly, if the Japanese player is fortunate enough to take the base undamaged then the 'straight line' portion of the red 'Palembang Addition' on the graph gets moved forward from August 1944 to (potentially) Q1 of 1942, though the 3,000 unit per day decline in fuel stocks still operates, subject to whatever other oil sources the Japanese capture. Correspondingly, however, capture of Palembang's oil intact means that this decline rate of 3,000 points per day kicks in at a time when aggregate fuel stocks still stand at about 4.2M points - an altogether more healthy position for meeting Japan's operational fuel requirements.

You are quite right to note that Miri starts out with 150 oil centres intact and 150 damaged, and there are a further 10 at Brunei available for repair. So the overall supply cost of repairing these would be another 160,000 points in addition to the 900,000 you would pay to resurrect a devastated Palembang.

However, I plan these repair costs otherwise than by calculation of the total bill. Since only one oil centre per base per day can be repaired, I tend to look on such costs as part of a daily repair 'budget'. I then have to decide what proportion of this budget should be devoted to repairs to damaged oil centres, rather than anything else. The size of this budget will be determined by the rate at which I am burning supply, primarily due to the intensity of military operations. This makes a case for early expansion of essential production capacity - once this is done, more supply becomes available for repair to facilities captured during Centrifugal. I estimate that in my test game I have expended IRO 350,000 to 400,000 supply points in changes/expansions of production facilities, but by the time March 1942 comes round the essentials of such expansion are complete. Consequently, if I am working on a budget of, say, 6,000 points to repair 6 'items' per day, I can devote the majority of these to repair of oil centres from March onwards.
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witpqs
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RE: Treespider's New Economy

Post by witpqs »

I'm glad that you did it the way that you did. My list is meant as an "OK, now when we play this thing these are the highly dynamic factors that will influence the underpinnings of the IJ economy" list. Obviously some of the factors you set for your test could have been different and will be dynamic to some degree during a game, but what you have done is establish a very solid baseline.

It's important for an IJ player to know that he can be competitive by managing and protecting his economy, and it's important for an Allied player to know that it is possible to successfully attack the IJ economy. Both are central pillars of the game. The game is certainly about combat and battle strategy, but it is also about economic strategy affecting IJ's battle prospects and, of course, the ruination of the IJ economy forcing capitulation. Hence the baseline being established, along with the realistic chances of both players being confirmed is most important and very helpful to people choosing a mod to play.

[8D] [&o]
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Pascal_slith
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Location: In Arizona now!

RE: Treespider Grand Campaign Mod....

Post by Pascal_slith »

Edited out. Already addressed... [>:]
So much WitP and so little time to play.... :-(

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