Bottlenecks Mod: Updated Jan 16, 2026

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Walro
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Joined: Wed Mar 26, 2025 4:35 pm

Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Walro »

Hi.

I paused all production at the Naval Shipyard, and after skipping a turn, instead of gaining, say, 1,000 points, I only gained 967 points, and the submarine KMU-178 appears in the available ships with a Build rate of ---. Can anyone confirm this?

I know this isn’t the right thread, but there’s no content at the links https://sites.google.com/site/dababeswitpae/home or https://sites.google.com/site/dababeswitpae/ . Where can I download DaBigBabes-c?

Walro
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LargeSlowTarget
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Location: Hessen, Germany - now living in France

Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

Hi,

Here are my own tests:

There are quite a few ships with a "Build Rate" of "-"

Most of these are German and Italian ships which appear in "task forces" on the map.

Others are Allied ships which either have been captured by the Japanese, have been scuttled by the Allies and later raised by the Japanese and put into service, or Allied ships under construction but captured and completed for the Japanese. Most of these ships have been scuttled / constructed / captured at Hong Kong.


Concerning the ships at bases:

When I halt / stop all ships which actually have a "Build Rate", I see in fact a glitch: Although the "Naval shipyard estimate" - the estimate of point needed this turn for ship construction - is zero, the "merchant shipyard estimate" shows 19 points.

After some testing and editor verification it turned out the culprit is xAK Gyoko Maru'.

Historically, it is the British freighter "Empire Dragon" which was under construction at Hong Kong. The ship was completed as Gyoko Maru for the Japanese after the capture of Hong Kong.

I realise I have the delay date wrong, Gyoko Maru should be completed in August 1943, not June 1942.

That June 1942 date sees this Japanese ship "under construction" in a British shipyard at Hong Kong and it consumes 19 merchant yard points although technically it is being build by the British at the game start.

However, since Hong Kong is British at the game start, the build rate is just a hyphen and cannot be set to "stop" or "hold".

Yes, a glitch - but 19 "rogue" merchant shipyard points until HK falls and the ship is considered building under Japanese control, plus you get it over a year early - I don't think this is a biggie.

Anyway, in order to fix this, I have applied a more historic delay date until August 1943 - the ship is thus no longer considered "under construction" at the game start.

Now when I halt / stop all ship construction, the "merchant shipyard estimate" is zero points as well.

Just to make sure, I have set 100 naval and 100 shipyard points to produce and ran the game for 4 turns - the shipyard pools gained the expected 400 points.

So for ships in bases, there is no issue.


Now for ships in task forces:

The first ship in a task force that arrives on-map is the German blockade runner KM Tannenfels on April 12, 1942.

The ship has a durability and thus a theoretical "Build Rate" of 26.

I have set the delay of the Tannenfels to Dec 9, 1941 - two days after the game start.

Then I have halted all ship construction - naval and merchant estimates are at zero.

I activated 100 naval and 100 merchant shipyard construction point and ran the turn for two days.

If your theory is right, it should use at least 52 merchant shipyard points.

The TF appeared, and 200 ship construction points have been added to the pool for both categories.

Hence, ships that appear in TFs do not use construction shipyard points.


Or so I thought.


Just to make sure, I made the same test with a submarine.

On the first day, the estimates were 0 - so far so good.

To my consternation, on the second day, the naval estimation showed 38 - the durability of the sub.

After some comparison of data in the editor, the reason is simple and logic.

First day must always be disregarded in tests because the game populates" the stats only at the end of the first day.

The ship Tannenfels has a delay of zero and the TF has a delay for 420412. The ship is theoretically available on Day 1, but actually only arrives with the TF. In other words, it is considered "built" on Day 1, hence no shipyard point costs.

The sub has a delay equal to the TF delay. The sub arrives at the same time as the TF in 1943, but due to the "ship delay" it is considered "non-existent" on Day 1 and thus must be built - and therefore consumes shipyard points.


So Walro, you are right about the subs - there is a "bug" in the sense of "data error with unintended consequences". Can be fixed easily in the editor by eliminating the "delay" dates of the subs in the "Ships" section, but I am afraid the change is not applied in games in progress.
Last edited by LargeSlowTarget on Mon Jul 06, 2026 8:49 pm, edited 3 times in total.
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LargeSlowTarget
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Location: Hessen, Germany - now living in France

Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

@walro The "DaBigBabes" files can be found here : https://web.archive.org/web/20220117062 ... beswitpae/
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