What do I need to do production/supply-wise as allies?
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Huskalator
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What do I need to do production/supply-wise as allies?
I know full well that I need to supply the Home Islands as Japan but what are the responsibilities for the allies?
Do I need to supply Australia and India from the US?
How much and how important is this?
I am quite confused. I wish there was some way of just looking at a base on the map and seeing that it has High industry and needs oil and resources or it is a major oil or rexorce producer. As it is, I have to go through several screens to find this information which gets mighty tedious.
Do I need to supply Australia and India from the US?
How much and how important is this?
I am quite confused. I wish there was some way of just looking at a base on the map and seeing that it has High industry and needs oil and resources or it is a major oil or rexorce producer. As it is, I have to go through several screens to find this information which gets mighty tedious.
- Cmdrcain
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RE: What do I need to do production/supply-wise as allies?
ORIGINAL: Deep Breakfast
I know full well that I need to supply the Home Islands as Japan but what are the responsibilities for the allies?
Do I need to supply Australia and India from the US?
How much and how important is this?
I am quite confused. I wish there was some way of just looking at a base on the map and seeing that it has High industry and needs oil and resources or it is a major oil or rexorce producer. As it is, I have to go through several screens to find this information which gets mighty tedious.
Well bases that have auto convey On will get supplies through auto conveys, made from ships in pool , also you can put any AK Ships in ports that aren't being manually used to move things into the auto convoy pool system, in base click on ships in port for ship list, click on a ship there be in bottom right an clickanle Yes/no to put in pool, if put it in (yes) hen ship name turns red and auto convoys will be formed up to send supplies etc to bases in the auto convoy =yes.
At least thats how I see it...
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Battlestar Pegasus

Battlestar Pegasus
- von Murrin
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RE: What do I need to do production/supply-wise as allies?
And that's how it works.[:)]
It's advisable to restrict the bases on auto convoy, however. You could end up with 300k supplies at Dutch Harbor or something.[;)]
It's advisable to restrict the bases on auto convoy, however. You could end up with 300k supplies at Dutch Harbor or something.[;)]
I give approximately two fifths of a !#$% at any given time!
- Cmdrcain
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RE: What do I need to do production/supply-wise as allies?
ORIGINAL: von Murrin
And that's how it works.[:)]
It's advisable to restrict the bases on auto convoy, however. You could end up with 300k supplies at Dutch Harbor or something.[;)]
Ahhh but see, I'm building up there, to move the Fleet to There, with plenty of Troops and Slip Up and In via the North to Invade japan... while the computer has its Big Bad CV's and its armies off elsewhere!
[:'(][:'(][:D]
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Battlestar Pegasus

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RE: What do I need to do production/supply-wise as allies?
ORIGINAL: Cmdrcain
Ahhh but see, I'm building up there, to move the Fleet to There, with plenty of Troops and Slip Up and In via the North to Invade japan... while the computer has its Big Bad CV's and its armies off elsewhere!
[:'(][:'(][:D]
You know, I tried that...[:D]
I give approximately two fifths of a !#$% at any given time!
RE: What do I need to do production/supply-wise as allies?
ORIGINAL: von Murrin
ORIGINAL: Cmdrcain
Ahhh but see, I'm building up there, to move the Fleet to There, with plenty of Troops and Slip Up and In via the North to Invade japan... while the computer has its Big Bad CV's and its armies off elsewhere!
[:'(][:'(][:D]
You know, I tried that...[:D]
With air cover provided by your sawdust-enhanced iceberg carriers, no doubt.
[:'(]
This game does not have a learning curve. It has a learning cliff.
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"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

- von Murrin
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RE: What do I need to do production/supply-wise as allies?
No, with 4 CV's. I wanted to draw KB away from the SRA.[:D]
I give approximately two fifths of a !#$% at any given time!
RE: What do I need to do production/supply-wise as allies?
Yes, we all know how the Auto-convoy thingy works. that's actually in the manual. but the manual does not say how allied production works, just Japanese production. Do the factories in India and Australia need resources? Are they like the US factories that do not? Do supply gets generated automatically in India/Australia/NZ? (they certainly do not in China) Do HI points in US teleport to Aus/Ind and vice versa? Do US Aircraft need HI to mount engines even though engeines are not made? Are allied Manpower points necessary (There are no armament/Vehicle points to expend manpower points) If allied manpower points are not used, are resources expended to feed the manpower centers?
Other production questions
Are fuel points created by HI 1.33 or 1 1/3?
Under aircraft research, do development points also cost HI and engines?
What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
AR, and the various tenders give a bonus to Port Size, what does port size got to do with anything?
Other production questions
Are fuel points created by HI 1.33 or 1 1/3?
Under aircraft research, do development points also cost HI and engines?
What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
AR, and the various tenders give a bonus to Port Size, what does port size got to do with anything?
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SunDevil_MatrixForum
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RE: What do I need to do production/supply-wise as allies?
I agree, I would like to know these things as well.
There is no chance, no destiny, no fate, that can circumvent or hinder or control the firm resolve of a determined soul.
RE: What do I need to do production/supply-wise as allies?
Me too. The manual is great in some ways, but the chapter on Production raises more questions than it answers!
- captskillet
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RE: What do I need to do production/supply-wise as allies?
First you need to get as much oil/resource as possible out of DEI to OZ before Jap air makes convoys out of the question..you need oil/resources to fuel your HI, etc. I would watch where you auto convoy because the comp will route them to close to Jap air...In fact I would probably look at doing OZ and Burma myself so I can route the convoys around harms way.
Port size has to do with ship repair speed, how fast a convoy unloads/loads and whether it can load/unload at all (a fuel convoy say wont unload or is REAL slow at anything under a size 2 port).
Manpower points in US have to do with how fast new units build up and replacement points for your ground units.
As far as which bases/cities have HI, when you click on a base/city the ICONS at the bottom left of the screen tell you if the are HI, etc located there.
Port size has to do with ship repair speed, how fast a convoy unloads/loads and whether it can load/unload at all (a fuel convoy say wont unload or is REAL slow at anything under a size 2 port).
Manpower points in US have to do with how fast new units build up and replacement points for your ground units.
As far as which bases/cities have HI, when you click on a base/city the ICONS at the bottom left of the screen tell you if the are HI, etc located there.
"Git thar fust with the most men" - Gen. Nathan Bedford Forrest


RE: What do I need to do production/supply-wise as allies?
No offence, but your answers don't answer much.
1) Again, we're not talking about auto-convoy. There are plenty of topics on that. We know how it works, how it's bad and how it's good. We're asking whether HI points are a game-wide pool, or local overland pool. You also did not mention whether or not moving the oil/res out from NEI was because it is desirable to deny them to the Japanese or because the HI in Aus actually needs it.
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
4) Yes yes, we know that icon thingy says HI, it even has a friendly popup that says 100 HI. but where does it say that the currently selected HI is properly fueled? Will Res/Oil in Darwin be able to fuel HI in Sydney?
Other questions you have not answered:
5) How does supply for the allies get generated? automatically, or through the manual (HI, res, oil)?
6) Do Allied aircraft spend HI to mount engines even though there are no engine factories?
7) are fuel points generated by HI 1.33 or 1 1/3?
8) for aircraft RD, do development points cost HI?
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
1) Again, we're not talking about auto-convoy. There are plenty of topics on that. We know how it works, how it's bad and how it's good. We're asking whether HI points are a game-wide pool, or local overland pool. You also did not mention whether or not moving the oil/res out from NEI was because it is desirable to deny them to the Japanese or because the HI in Aus actually needs it.
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
4) Yes yes, we know that icon thingy says HI, it even has a friendly popup that says 100 HI. but where does it say that the currently selected HI is properly fueled? Will Res/Oil in Darwin be able to fuel HI in Sydney?
Other questions you have not answered:
5) How does supply for the allies get generated? automatically, or through the manual (HI, res, oil)?
6) Do Allied aircraft spend HI to mount engines even though there are no engine factories?
7) are fuel points generated by HI 1.33 or 1 1/3?
8) for aircraft RD, do development points cost HI?
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
RE: What do I need to do production/supply-wise as allies?
ORIGINAL: sw30
No offence, but your answers don't answer much.
1) Again, we're not talking about auto-convoy. There are plenty of topics on that. We know how it works, how it's bad and how it's good. We're asking whether HI points are a game-wide pool, or local overland pool. You also did not mention whether or not moving the oil/res out from NEI was because it is desirable to deny them to the Japanese or because the HI in Aus actually needs it.
HI is global pool. Swiping from SRA assists OZ *and* hurts Japan.
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
Size is exponential. Load/unload is covered with the exact formula in the manual. Tenders do what they are designed to do.
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
A direct question is easier to answer. please restate.
4) Yes yes, we know that icon thingy says HI, it even has a friendly popup that says 100 HI. but where does it say that the currently selected HI is properly fueled? Will Res/Oil in Darwin be able to fuel HI in Sydney?
Yes - they will be drawn to the hex requiring them over the rail network.
Other questions you have not answered:
5) How does supply for the allies get generated? automatically, or through the manual (HI, res, oil)?
Both. supply centers like SF/Karachi/etc + supply kicked out from HI running
6) Do Allied aircraft spend HI to mount engines even though there are no engine factories?
No.
7) are fuel points generated by HI 1.33 or 1 1/3?
Last I checked 1.33 = 1 1/3
8) for aircraft RD, do development points cost HI?
Yes, it is effectively producing an aircraft.
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
No points are used. RP has to be >= durability for anything to happen. When it is, the points get spent to double the repair for that turn.
RE: What do I need to do production/supply-wise as allies?
Thanks Mr. Frag, that was vert helpful
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
Size is exponential. Load/unload is covered with the exact formula in the manual. Tenders do what they are designed to do.
----
Beg to differ, the "exact formula" you mentioned is 200*port size for supplies, 1000* port size for fuel. There is no mention of loading/unloading troops, and it is definitely not exponential.
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
A direct question is easier to answer. please restate.
--------
I was refering to the statement:
Manpower points in US have to do with how fast new units build up and replacement points for your ground units.
Since the allies do not have vehicle or armament factories, there is no place to spend manpower points (unless I missed something else in the manual.)
7) are fuel points generated by HI 1.33 or 1 1/3?
Last I checked 1.33 = 1 1/3
----------
but .99 is not 3/3. in fact, since WITP generally rounds down, .99 = 0, 3/3 = 1
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
No points are used. RP has to be >= durability for anything to happen. When it is, the points get spent to double the repair for that turn.
---------
I only see that repair speed is affected by crew exp. and port size, but what is the base repair speed? (and it's affected by ship size too, but where does it say that?) So for the fastest repair, set an AR in a repair shipyard port (size 9), and you could get the double repair rate of a size 11 port?
thanks again
Jeff
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
Size is exponential. Load/unload is covered with the exact formula in the manual. Tenders do what they are designed to do.
----
Beg to differ, the "exact formula" you mentioned is 200*port size for supplies, 1000* port size for fuel. There is no mention of loading/unloading troops, and it is definitely not exponential.
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
A direct question is easier to answer. please restate.
--------
I was refering to the statement:
Manpower points in US have to do with how fast new units build up and replacement points for your ground units.
Since the allies do not have vehicle or armament factories, there is no place to spend manpower points (unless I missed something else in the manual.)
7) are fuel points generated by HI 1.33 or 1 1/3?
Last I checked 1.33 = 1 1/3
----------
but .99 is not 3/3. in fact, since WITP generally rounds down, .99 = 0, 3/3 = 1
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
No points are used. RP has to be >= durability for anything to happen. When it is, the points get spent to double the repair for that turn.
---------
I only see that repair speed is affected by crew exp. and port size, but what is the base repair speed? (and it's affected by ship size too, but where does it say that?) So for the fastest repair, set an AR in a repair shipyard port (size 9), and you could get the double repair rate of a size 11 port?
thanks again
Jeff
RE: What do I need to do production/supply-wise as allies?
ORIGINAL: sw30
Thanks Mr. Frag, that was vert helpful
2) HOW does port size have to do with repair speed? is a port 1 10% less effective than a port 3? 200%? and what does unloading got anything to do with "effective port size?" I thought tenders only affected refuel/rearm and ARs only repair? While we're on the topic, how fast do ships unload at port 1? how fast at port 3?
Size is exponential. Load/unload is covered with the exact formula in the manual. Tenders do what they are designed to do.
----
Beg to differ, the "exact formula" you mentioned is 200*port size for supplies, 1000* port size for fuel. There is no mention of loading/unloading troops, and it is definitely not exponential.
You didn't use the magic *troops* word ... i was talking supply/fuel/resource/oil [;)] Exponential was aimed at your repair size part of the question
3) Again, HOW does it affect build up? It certainly doesn't affect the number of squads generated or the replacements generated. Do you have to spend manpower points to place a reinforcement? where does it say that in the manual, and how does it work? (This is for the allied side. The manual is perfectly clear about what happens to the Japanese side.)
A direct question is easier to answer. please restate.
--------
I was refering to the statement:
Manpower points in US have to do with how fast new units build up and replacement points for your ground units.
Since the allies do not have vehicle or armament factories, there is no place to spend manpower points (unless I missed something else in the manual.)
They don't need the factories to produce items. It is based on fixed rates ... go look in the device tables for the scenario.
7) are fuel points generated by HI 1.33 or 1 1/3?
Last I checked 1.33 = 1 1/3
----------
but .99 is not 3/3. in fact, since WITP generally rounds down, .99 = 0, 3/3 = 1
Over the course of 3 turns which is the production cycle, you'll see that it doesn't matter which side of the .001 you are on [;)]
9) What is the normal repair rate? and how much RPs are expended at normal repair rate? the manual only mentions that repair rate is doubled when RPs > durability. What happens when RP < durability?
No points are used. RP has to be >= durability for anything to happen. When it is, the points get spent to double the repair for that turn.
---------
I only see that repair speed is affected by crew exp. and port size, but what is the base repair speed? (and it's affected by ship size too, but where does it say that?) So for the fastest repair, set an AR in a repair shipyard port (size 9), and you could get the double repair rate of a size 11 port?
4x AR+ Fleet HQ + Repair Yard + Size 10 port = the perfect best case.
Repair Yard function is separate from the other activities. Effectively, if the point >= the durability, the points are spent and a SYS point is repaired. This is why spreading your ships out to all the yards is better. Each yard will work on 1 ship that way. Once repaired, shuffle the ships.
thanks again
Jeff
RE: What do I need to do production/supply-wise as allies?
I thought someone posted in another thread that the best landing point is Sydney to keep all the east coast supplied. The poster claimed that Perth and Darwin bound supplies would not be dissipated through to say Brisbane.
Frag, does this mean that the only fuel and supply creation points and Karachi and San Fran? All other locations have to be supplied by ship?
Thanks for the clarification.
Frag, does this mean that the only fuel and supply creation points and Karachi and San Fran? All other locations have to be supplied by ship?
Thanks for the clarification.
Molon Labe!
RE: What do I need to do production/supply-wise as allies?
Frag, does this mean that the only fuel and supply creation points and Karachi and San Fran? All other locations have to be supplied by ship?
There are a couple of other spots, but basically YES. Everywhere else is YOUR job to supply.
OZ generates just enough to prevent starvation assuming you do absolutely nothing. If you want to do something, better get those supplies coming from the west coast.
(just to be clear)
Supplies dumped in Sydney will get pulled by other bases within supply range. IE you don't need to supply Sydney & Brisbane.
RE: What do I need to do production/supply-wise as allies?
Thanks for the info Mr.Frag.. very helpful [:)]
RE: What do I need to do production/supply-wise as allies?
I do so hope someone is adding this to the FAQ
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SunDevil_MatrixForum
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RE: What do I need to do production/supply-wise as allies?
What is "OZ" and "DEI"? Thanks
There is no chance, no destiny, no fate, that can circumvent or hinder or control the firm resolve of a determined soul.




