Toward an Improvised Civilian Economy

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: why variable supply sources may be a good idea

Post by Ron Saueracker »

ORIGINAL: el cid again
The thing that is annoying me is how hard would it be to separate the supply/resources dynamic within the code? This is ridiculous! Of all the things affecting the game or being asked of the devs, this has to be the easiest. There is no excuse for this. This would allow mods/devs to make two scenarios, one with ample supply anywhere to support the AI and one with a reasonable distribution as set by the mods for PBEM players who don't want or need this silly amount of supply.

But we have an official statement they won't be separated. So we either live with it - or address it another way. There seems to be school of thought "we should fix it in code" - but that is impractical if you want to play in any reasonable time frame without this problem. The more I work with it, the more I think it may be possible to make it work so well we will not care if it is ever separated - we will like the destruction of resource centers when they change hands (caused by engineers we don't have to put there) - etc.

We have an official statement! Where? And why? What a joke. The Peter Principle rules.
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: why variable supply sources may be a good idea

Post by bradfordkay »

El Cid (sorry, I do not recall your actual name), how is supply differentiated between sides? I did not know that the game does this. When a base changes hands, what - 50% of the supply at the base is lost. The rest is usable by the conquering party, is it not? The supply sink should work for both sides, IMO.

I like your idea of trying to link supply to export levels in 1940. You'll have to decide which exports are resources and which are supply.
fair winds,
Brad
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: why variable supply sources may be a good idea

Post by el cid again »

El Cid (sorry, I do not recall your actual name), how is supply differentiated between sides? I did not know that the game does this. When a base changes hands, what - 50% of the supply at the base is lost. The rest is usable by the conquering party, is it not? The supply sink should work for both sides, IMO.

I like your idea of trying to link supply to export levels in 1940. You'll have to decide which exports are resources and which are supply.

Theoretically (I read manuals and talk to programmers) the amount of supply that changes hands is variable. It may be zero. It may be quite a bit - but never all. Perhaps the maximum is 50%? I didn't know that, but it seems consistent with my experience.

Actually, I am not talking about supply changing sides so much as supply SOURCES changing sides. It looks like the code may be too well designed (!) - or else too dumb - not to let us have the sink change sides too at the same moment. If this works a lot of things become very neat. Whoever "owns" the resource center (or industry center) also "owns" the sink!

What I am coming to discover is that it is very nice to be able to decide "how many supplies do I want to be eaten by the sink?" I can eat them all if I wish - or ANY fraction. [The technical limit on precision is it must be a multiple of 2 - but that is pretty precise]. This gives me near total control of what a center produces - except it cannot be supplies with no resources nor many times as much supply as resources. The bugger is figuring out the numbers point by point - a job that might take a century or two for normal mortals. [But I am an Olympic scale data cruncher - so it is a mild inconvenience for me.] It now appears I will have a "quick and dirty" version to test even before the next releases by Matrix or CHA - a shocker for me. If it seems to work, I will do an exhaustive review.
User avatar
bstarr
Posts: 881
Joined: Sun Aug 01, 2004 8:45 pm
Location: Texas, by God!

RE: The second generation concept

Post by bstarr »

cid,
I've been tinkering with an idea that might help abstractly replicate the need to send nonmilitary good to certain areas.

Using Pearl Harbor as an example, deduct 5 or so Manpower units from the US mainland and add them to Pearl. In order to keep operating at maximum efficiency the US will have to supply PEarl with 1500 points of resource a month. The best thing about this idea is that it keeps civilian and military goods separate. If you deny the population their needed supplies it doesn't directly affect the military units present - they will still have supply. However, there will still be a penalty (albeit a minor one), since less manpower points will have been produced that turn.

After tossing it over, I really think the only places that this system would work would be the Hawaiian islands, Anchorage, and maybe a few other heavily populated islands that are not in danger of Japanese invasion.
bs

User avatar
Bradley7735
Posts: 2073
Joined: Mon Jul 12, 2004 8:51 pm

RE: The second generation concept

Post by Bradley7735 »

Unfortunately, as many AAR's show us, Anchorage and Hawaii are definitely in danger of being invaded by Japan. Anchorage less so, but still a possibility.

Making the allied player use his cargo ships more historically (an idea I agree with), may have the unintended effect of making the Japanese player want to do more unhistorically possible activities. (fire-bombing Hawaii for example)

The older I get, the better I was.
User avatar
bstarr
Posts: 881
Joined: Sun Aug 01, 2004 8:45 pm
Location: Texas, by God!

RE: The second generation concept

Post by bstarr »

Unfortunately, as many AAR's show us, Anchorage and Hawaii are definitely in danger of being invaded by Japan. Anchorage less so, but still a possibility.

Making the allied player use his cargo ships more historically (an idea I agree with), may have the unintended effect of making the Japanese player want to do more unhistorically possible activities. (fire-bombing Hawaii for example)


attempting to bomb the civilian population might not be all that unhistoric. I believe, they did harrass-bomb hawaii with Emilies. Also, if a jap player invades pearl, the loss of a few more manpower points is the least of the allied player's worries - I doubt their addition would sway the game one way or another. And if a player is foolish enough to attempt an invasion of anchorage for a handful of manpower points, let him. anchorage is too easily isolated. It'll look cute for a few months, but once 1943 rolls around the jap player will wish he'd never heard of alaska. Keep in mind that this would add Manpower units only. If the japs managed to take these positions they would still have to supply the invading units, and bring in resources to make any use of the manpower points.

On the other hand, I do see your point. the idea would have to be given some serious consideration before being added to any serious mod. I think the risks the japs would have to take to get at these relatively few manpower points outweigh the chances of them actually getting to use them, but it would be a shame to even slightly unbalance the game for just the added affect of simulating the need for coffee and toaster ovens in populated areas.
bs

el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: The second generation concept

Post by el cid again »

Japan studied invading Hawaii from 1910 to 1944. The population was 70% Japanese, and the annexation of Hawaii by the USA was illegal by any standard (see what President McKinley said at the time - when he ordered the monarch restored to power). There are sound strategic reasons to invade Hawaii - including as much oil as half of Japans total reserves. But the big problem is food: unnatural cultivation of certain crops means Hawaii is no longer self sufficient for food. So manpower should be there - to run industry and to be fed. See Hawaii Under the Rising Sun, University of Hawaii Press.
User avatar
bstarr
Posts: 881
Joined: Sun Aug 01, 2004 8:45 pm
Location: Texas, by God!

RE: The second generation concept

Post by bstarr »

cid,
interesting. So adding Manpower would be realistic even if the Japs managed to capture Hawaii since it is conceivable that they could have received some benefit from the local population? Are there any other areas in the pacific that could use Manpower? Also, which Hawaiian Islands do you think should have manpower? And, while I’m throwing questions your way, what do you think about adding Manpower to Anchorage? It’s a toss up for me; it does make the allied player worry more about where they put their resources, but it certainly wouldn’t make sense if the Japanese captured it and used the Manpower points themselves.
bs

el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: The second generation concept

Post by el cid again »

cid,
interesting. So adding Manpower would be realistic even if the Japs managed to capture Hawaii since it is conceivable that they could have received some benefit from the local population? Are there any other areas in the pacific that could use Manpower? Also, which Hawaiian Islands do you think should have manpower? And, while I’m throwing questions your way, what do you think about adding Manpower to Anchorage? It’s a toss up for me; it does make the allied player worry more about where they put their resources, but it certainly wouldn’t make sense if the Japanese captured it and used the Manpower points themselves.
bs

Hawaii Japanese were legally subject to Japanese military service under terms of international law as it then was - a number of these men testified at War Crimes Tribunals and were the reasons we had evidence against their senior officers! The only place manpower makes sense in Hawaii is on Oahu. No where else has a developed economy. Anchorage has essentially NO population. [In 1940 Anchorage had a population of 500. Spenard - part of Anchorage today - was another village with another 500 - connected by Spenard Road. Growth was fast - due to a military base buildup - but Anchorage had (and has) no industry - and was entirely a dependent place in a logistic sense. There should be no manpower in Anchorage. But there should be industry in Manila, Cebu, Davao and Taklacoban in the Philippines (in that order in size). There is real industry in Soerabaja and Batavia, Singapore, Bangkok, Saigon, Hanoi, Haiphong, Rangoon, and many points in India (In no particular order). There is also industry in Shanghai, Canton, Hong Kong, Tientsin, Dairen/Port Arthur, Tshingtao, Beijing, Nanking, Chungking, Hangkow (which I think we should call Wuhan), and several other points in China. The industry in Australia is pretty much addressed. But there are major resources on New Caledonia.
User avatar
Andrew Brown
Posts: 4083
Joined: Tue Sep 05, 2000 8:00 am
Location: Hex 82,170
Contact:

RE: The second generation concept

Post by Andrew Brown »

ORIGINAL: bstarr
So adding Manpower would be realistic even if the Japs managed to capture Hawaii since it is conceivable that they could have received some benefit from the local population? Are there any other areas in the pacific that could use Manpower?

Good question. I completely forgot about Hawaii when I revisited US bases and their values. It looks like there should be a few manpower points for the PH base (I would estimate 4 points). Some resources could be added as well. Not sure about HI.

I have yet to review the Philippines either, but I will get around to it one day. Manila has one manpower point at present, but that is greatly underrated.

I have so far reviewed Australia, North America, India/Burma, China and now Japan/Korea/Manchukuo.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

Image
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: The second generation concept

Post by bradfordkay »

Maybe the big island (Hawaii) should have a few resource points to represent the foodstuffs produced there. I wouldn't provide it with too many, and any we do provide it with will probably be overkill, as far as the game is concerned - but I do believe that it was a somewhat substantial producer of foodstuffs.
fair winds,
Brad
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: The second generation concept

Post by Mike Scholl »

ORIGINAL: bradfordkay

Maybe the big island (Hawaii) should have a few resource points to represent the foodstuffs produced there. I wouldn't provide it with too many, and any we do provide it with will probably be overkill, as far as the game is concerned - but I do believe that it was a somewhat substantial producer of foodstuffs.

The Hawaiian Islands are a substantial producer of a very limited number of foodstuffs. You can have all the Pineapples and Sugar Cane you want. For almost everything else, they import. So yes, there should be a fairly substantial need for civilian imports and exports (just like Japan---which also couldn't feed itself)
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: The second generation concept

Post by Tristanjohn »

ORIGINAL: Ron Saueracker

ORIGINAL: el cid again
I guess I don't understand the point of this whole excercise. What excessive supplies?

OK. Consider Malaya. Yamashita took the place in 100 days with three divisions - because he could not feed more than that. In the game you can take it in 10 days with as many divisions as you like - because you don't have to feed them - they can eat the local supplies. Col Tsuji (chief of operations for Yamashita and author of Japan's Greatest Victory - Britian's Worst Defeat) tells us of his delight at capture of "Churchill's supplies" - but that was not enough to feed the corps.

The British surrendered for lack of supply - and they had run in many supply ships. In the game you don't have to run supplies into Malaya. It makes its own.

Many places in the game are self supporting or more than that because resource centers make supply points - which is pretty much nonsense. Supplies should be made in manufacturing centers from oil and resources - not in resource centers themselves - or else not in the quantity represented. It distorts reality so much Japan is NOT forced to export supplies to feed its military at all. It took me 5 DAYS to stabolize Japanese production on my first try - stuff and nonsense. This is the critical point of the war - Japan goes to war to get resources and oil that it needs to MAKE its military goods - not to capture colonies that make these things already.

F-----g A, BUBBA!

I feel as if the wheel of a seminal idea were slowly having itself reinvented here.

Let's try this notion for starters. In real war, the word "supply" never equals all that an army actually needs to exist and fight. To get at this fundamental reality, in the most basic of game terms supplies then might be abstracted to represent an approximation of guns or butter . . . but never both at the same time. This strongly suggests that a simulation then would need at a minimum to model two different forms of supply. And normally an army is obliged to bring along sufficient quantities of both. An army never marches to war with neither, hoping to find whatever it needs along the way or when it "gets there." (Someone will undoubtedly point out that the Romans and Mongols foraged for their needs along their respective paths, and to a certain extent this is true. But those are examples of warfare from another era and would require different thinking and mechanics. This thread is about modern warfare, where the machines of war were much more demanding of their needs for maintenance and supply. Your typical GI didn't just wander out from the lines to find a handy tree nearby from which to carve a replacement cache of bows and arrows.)

Now, if "guns or butter" is just too complex for the average wargamer these days, then I don't know what to say about that. But one thing still remains true: "supply" still can't represent both guns and butter at the same time. You might as well do away with the concept of army supply completely, and just assume all forces on the map can fight 'til the cows come home. For after all, isn't that what they actually did? So why bother with "supply" in the first place? Let's go back to your basic Avalon Hill game design and make it eaaaaazy all around. But. To repeat. If you do make a supply model then there need to be (remember, this is at a minimum) two different versions of the stuff: guns and butter.
    (andiwonderhowmuchraywillpayforthatwisdom...headded) [8|]




Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: The second generation concept

Post by Tristanjohn »

ORIGINAL: Mike Scholl

ORIGINAL: el cid again
I guess I don't understand the point of this whole excercise. What excessive supplies?

OK. Consider Malaya. Yamashita took the place in 100 days with three divisions - because he could not feed more than that. In the game you can take it in 10 days with as many divisions as you like - because you don't have to feed them - they can eat the local supplies. Col Tsuji (chief of operations for Yamashita and author of Japan's Greatest Victory - Britian's Worst Defeat) tells us of his delight at capture of "Churchill's supplies" - but that was not enough to feed the corps.

The British surrendered for lack of supply - and they had run in many supply ships. In the game you don't have to run supplies into Malaya. It makes its own.

Many places in the game are self supporting or more than that because resource centers make supply points - which is pretty much nonsense. Supplies should be made in manufacturing centers from oil and resources - not in resource centers themselves - or else not in the quantity represented. It distorts reality so much Japan is NOT forced to export supplies to feed its military at all. It took me 5 DAYS to stabolize Japanese production on my first try - stuff and nonsense. This is the critical point of the war - Japan goes to war to get resources and oil that it needs to MAKE its military goods - not to capture colonies that make these things already.

CID. It's simply another example of the need to cobble together an AI that could give the appearence of playing the game leading the designers into foolishness. Rather than try to program it to actually have to move supply in game terms, they took a "shortcut" and simply shoveled supply all over the map for it to use. Just look at the piles sitting in insignificant and unoccupied Dutch bases in New Guinea at the start of the game. And in areas that would host major campaigns, they invented the "Supply Factory" to cope with the AI's ignorance.

That's fine, but I would point out that if you're not clever enough to figure out an AI to play with the rules and implements you have in mind, then scrap the rules (supply) and lose the implements (transports) and simply reduce "shipping" to an element of time in game terms (it takes so much time to "ship" various amounts of units from the USA to Australia, for instance).

Frankly, I don't know what the problem is. There is at least one game on the market which demonstrates reasonable success in this area, and with a logistic model entirely more complex than the ridiculously-simple one devised by Gary for WitP. I just don't see that as a viable excuse. Again, it stands to reason that if one is unable to carry through on a game concept, then that concept needs to be scrapped, and perhaps a new concept is then called for. But you don't leave it in the game in the name of "AI feasibility" when in fact the AI still doesn't work, meanwhile head-to-head play is royally flushed. At the very least you might think that the mechanics of supply/resource generation could have been deferred to the editor, where then the player would be allowed to "turn the equation on its head" as it were, eliminate "supply" where it wasn't wanted and thus force both sides to ship this vital thing from their respective home countries. That still wouldn't render the concept of "supply" as anything more intelligent in military terms, but AKs at least would then be given some critical function to perform, most especially on the Japanese side of the board. What this game actually cries out for is two different forms of supply at the highest level. The first form would be a General Supply (GS) point for all-purpose consumption--everything on the board would need this to function. Then you'd also need Military Supply (MS). The latter would come in six distinct flavors:
    Bunker Oil (BO) Aviation Gasoline (AVG) Gasoline (GAS) Navy Munitions (NM) Army Munitions (ARM) Air Munitions (AIM)
That would work neatly yet still not be too complicated for anyone with interest. The beauty of it is then all three military arms could then be required to use different combinations of those six sub-types of military supply.
    Warships/AK/AP would require BO, NM and GS (CVs would also need AVG, smaller naval assets like patrol craft and submarfines would need GAS in lieu of BO) Army units would require ARM, GAS and GS Air units would require AIM, GAS and GS
And so on. It would only be needed to determine in what quantities different kinds of units used different flavors of military munitions. This would also enable the designer to put restrictions on Japan's ability to supply both its ships and planes with the requisite fuels by simply limiting its ability in the home islands to produce these kinds of military supply. But all military supply would need to be produced at home (for both sides, except in the case of America everything you'd need would already be there, whereas for Japan it would be more the case of a zero-sum game, with whatever quantity produced of one item would correspondingly reduce that country's ability to produce another--again, with production caps set on BO and AVG) along schedules for projected needs, and then shipped to the respective war theaters and be there in time for the action. And should a critical convoy happen to be sunk then you're simply SOL somewhere.

For the Allied player the main problem would be to set up a functional supply system, and that would be easier said than done with the above restrictions in place.

But even with these additional details in terms of types of supply, the question of how ports and air bases operate and must be maintained is still with us, allowing the system too run to fast and too easily. As I've suggested more than once, a simple fix for ports would be to rate them on a 1-100 scale or something of the like, and then fine tune the specific port levels all over the map. That would take some serious map study, but it should be doable, and we would then be able to at long last deal with the difference real-world functionality of a back-water place like Noumea and San Francisco, of for that matter the bare beach alongside Lunga Roads versus the natural facilities found across the water on Tulagi.

After ports were rated 1-100, then it would also be necessary to impose restraints on both 1) port maximum build size in a given location (off the top of my head, if Tulagi were rated with a maximum port build size of 10, say, then Lunga would have a cap of 1), and also rate all supply types for port caps (say, GS would move at a rate of 1 penalty point in terms of supply movement with regards to time, whereas NM might have a penalty of 1.x). Some research and thought would be required here, but again it's doable, and in combination of the necessity to both specifically produce and ship NM and BO would pretty much get rid of the phony resupply of warships all over the map.

Same thing for air bases. I believe it was you, Mike, who suggested at least three years ago that maintenance of planes should be modeled on the number of props in use, both in terms of supplies consumed and time required for service. (If that wasn't you, then I apologize to whoever it was who addressed this detail first. No matter who it was, it is an astute approach.)

Couple of details. The Allies (especially the Americans) were better equipped all around to build ports and airfields as they went along. To distinguish this difference between their ability and that of the Japanese (which is already partly addressed in the OOB with regard to available engineer squads and engineer vehicles) one additional form of supply might also be required. Call this Building Supply (BDG), something the Japanese were in relative short supply of.

Finally, the addition of USN Service Squadrons (ServRon) is called for. Without the inclusion of these very specialized (and critical) entities the naval war in the PTO makes little sense logistically speaking.

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: The second generation concept

Post by el cid again »

Maybe the big island (Hawaii) should have a few resource points to represent the foodstuffs produced there. I wouldn't provide it with too many, and any we do provide it with will probably be overkill, as far as the game is concerned - but I do believe that it was a somewhat substantial producer of foodstuffs.

The problem is that it is the wrong food. Hawaii as a territory is a major importer of food - in spite of the exporting of specialized food products!
Ignoring food production is better than making the place produce any. It was the major logistical difficulty with occupying the place! Japan would have to import food! Or evacuate people! Or agree to let people go to the USA (say via Mexico).
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: The second generation concept

Post by el cid again »

If you do make a supply model then there need to be (remember, this is at a minimum) two different versions of the stuff: guns and butter.

For what it is worth, I recommended a slightly different supply model during the design phase. I feel there should be more than two kinds of resources (resources and oil) and more than two kinds of mulitary supply (supply points and fuel). But I knew I could never sell a model as complex as you advocate, so I tried for just three kinds of military supply (fuel - which is all POL - ammo - which is everything but small arms munitions - and general supply - which is everything else the military needs). I also advocated a set of simple resources (iron, coal, bauxite, oil, etc) - without saying how many should be adopted. I have made such models work fairly well. But UNTIL we get to play with code, it isn't an option for us. I think we can make this system work better. Otherwise I would not try.
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: The second generation concept

Post by bradfordkay »


"The problem is that it is the wrong food. Hawaii as a territory is a major importer of food - in spite of the exporting of specialized food products!"




I keep forgetting that resource centers also produce supplies. I was thinking more along the lines of the islands creating resources that need to be shipped elsewhere...
fair winds,
Brad
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: The second generation concept

Post by Ron Saueracker »

Anybody interested in the supply model should check out Pomphat and AmiralLaurent's AAR.
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: The second generation concept

Post by Tristanjohn »

ORIGINAL: Ron Saueracker

Anybody interested in the supply model should check out Pomphat and AmiralLaurent's AAR.

Assuming I have the correct AAR (you ought to leave a link for that, Dirk) then it's fine and good to publish those ongoing levels for supply here and there (I assume the Japanese player will do the same for his side of the board), though I fail to see the ultimate purpose when all is said and done as 1) those same supply levels should be known to anyone who's played the game from either side, and 2) no amount of this kind of illustration is going to move the company from its entrenched "that's just the way it is" position. Plus, you'll always have Russ around to tell everyone within shouting distance over and over again that he's never seen too much supply for anyone anywhere in all the hundreds of game he's participated in, so there you go. [8|]

I'll say it again: as radically as the logistics model skews play for the Japanese side, in the long run it means the Allies benefit even more still. Basically, it just spoils play all over the board for the entire game.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: The second generation concept

Post by el cid again »

I'll say it again: as radically as the logistics model skews play for the Japanese side, in the long run it means the Allies benefit even more still. Basically, it just spoils play all over the board for the entire game.

You did say this before - and you are correct.
Post Reply

Return to “Scenario Design”