Conkristador's Realism Scenario (CRS)

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RedConkristador
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Re: Conkristador's Realism Scenario (CRS)

Post by RedConkristador »

PaxMondo wrote: Thu Sep 10, 2026 3:23 pm Just a few random thoughts ...

IJ Ship speeds ... at the start of the war almost the entire Rengo Kantai needed re-brick and boiler tube maintenance. The maintenance had been denied by the Army Cabal leadership as part of their "maskirova" while these same ships were sent out on "show the flag" missions instead. That the "maskirova" worked would tend to support their strategic decision, but the fact remained that few, very few, ships could attain their speed trials, in addition, most had fouled bottoms, and almost all were burning very inefficiently the precious fuel that was the leading cause of the war to begin with. (Meaning their actual range was far less than sea trials in addition to the top speed loss). Conflicting priorities if ever there were any ....

The game situated refineries where they were historically ... you have randomly moved them to sites where they did not, and have never existed. Interesting concept, but not realistic either in modelling nor with respect to game mechanics. The closest realistic one is Taipei, which is actually located at Taoyuan (W of Taipei), but it wasn't operational until 1977 or so (I got there in 78, I think they broke ground in 73 or 74). Until then, not aware of any refining in Taiwan.

Atoll stacking limits: you are predicating this strictly on game hex size, not accounting for geographic features (swamps, volcanoes, etc,) nor actual island size which the original devs did. As the area in one game hex (25 mi I believe) can represent an atoll as small as 2 sq mi or up to 625 sq mi, I think your simplification to be a move backwards. In particular, current populations of several of the islands (Wake, Guam, Tarawa, Saipan, among a host of others) not to mention actual war records of troops involved in battles at these locations would suggest that your numbers diverge extravagantly from reality.

use the above as you see fit ... your mod, so your choices, not mine ...





:ugeek: :ugeek: :ugeek:
Thanks for the feedback. I’ll re-examine the methodology for base stacking limits, but I disagree with using civilian populations as a proxy for wartime military capacity.

Regarding refining: Japan operated the not-so-random Sixth Naval Fuel Depot (Dai-Roku Kaigun Nenryō-shō) at Takao (Kaohsiung), with synthetic facilities at Shinchiku. It is thoroughly documented in the post-war U.S. Strategic Bombing Survey (USSBS Report No. 64) and later formed the core of the post-war CPC Kaohsiung refinery. Because full operations began in 1942, starting the points damaged accurately models that construction and commissioning lag within the game engine.

Distributing refinery capacity to naval depots like Tokuyama and Takao rather than grouping it in commercial hubs like Tokyo reflects historical fleet support infrastructure while giving players authentic logistical trade-offs.
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PaxMondo
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Re: Conkristador's Realism Scenario (CRS)

Post by PaxMondo »

RedConkristador wrote: Thu Sep 10, 2026 4:33 pm
Regarding refining: Japan operated the not-so-random Sixth Naval Fuel Depot (Dai-Roku Kaigun Nenryō-shō) at Takao (Kaohsiung), with synthetic facilities at Shinchiku. It is thoroughly documented in the post-war U.S. Strategic Bombing Survey (USSBS Report No. 64) and later formed the core of the post-war CPC Kaohsiung refinery. Because full operations began in 1942, starting the points damaged accurately models that construction and commissioning lag within the game engine.

Distributing refinery capacity to naval depots like Tokuyama and Takao rather than grouping it in commercial hubs like Tokyo reflects historical fleet support infrastructure while giving players authentic logistical trade-offs.
Ok, wow. So Kaohsiung, modern day Kaohsiung City, is Hengchun on our WitP map (southern most tip of the island). Shinchiku is now modern day Hsinchu which is SE of Taipei, a little ways SE from Taoyuan. Yes, there was an experimental sugar-cane gasification unit there, of which many liters of almost AvGas quality fuel were in fact made before it was annihilated in an air raid on 17 October 44. It never achieved anything like "operations". While this unit was targeted and hit during the raid, the primary targets of the raid were the air base there (not explicitly on our game map, but contained with the Taihoku hex) and more likely the large LPG turbine Electrical generating plant which supplied the entire area with electricity.

Refining and depots are not the same, they are discrete items because depots are very easily targeted and destroyed, but also very quick to be re-built. Refineries, are not as easy to hit, but the repairs are lengthy and costly. Generally speaking, war economies want to separate these as much as possible. Even commercially, due to fire hazards, these are generally separated by a mile at least. Using Baytown as a good example, the refinery is inland a bit to isolate it from Hurricane storm surge. The initial Tank Farm is about 1/2 mile away towards the coast. The on/off loading stations are situated off the coast about 1 mile into the seaway (there are a whole string of them). https://www.alamy.com/stock-photo/baytown-refinery.html gives you some idea about this ...

I'm dropping out of this as I don't have anything else to contribute. Again, your mod as you choose. No reply necessary.



:ugeek: :ugeek: :ugeek:
Pax
RedConkristador
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Re: Conkristador's Realism Scenario (CRS)

Post by RedConkristador »

:cry: my
PaxMondo wrote: Thu Sep 10, 2026 5:42 pm
RedConkristador wrote: Thu Sep 10, 2026 4:33 pm
Regarding refining: Japan operated the not-so-random Sixth Naval Fuel Depot (Dai-Roku Kaigun Nenryō-shō) at Takao (Kaohsiung), with synthetic facilities at Shinchiku. It is thoroughly documented in the post-war U.S. Strategic Bombing Survey (USSBS Report No. 64) and later formed the core of the post-war CPC Kaohsiung refinery. Because full operations began in 1942, starting the points damaged accurately models that construction and commissioning lag within the game engine.

Distributing refinery capacity to naval depots like Tokuyama and Takao rather than grouping it in commercial hubs like Tokyo reflects historical fleet support infrastructure while giving players authentic logistical trade-offs.
Ok, wow. So Kaohsiung, modern day Kaohsiung City, is Hengchun on our WitP map (southern most tip of the island). Shinchiku is now modern day Hsinchu which is SE of Taipei, a little ways SE from Taoyuan. Yes, there was an experimental sugar-cane gasification unit there, of which many liters of almost AvGas quality fuel were in fact made before it was annihilated in an air raid on 17 October 44. It never achieved anything like "operations". While this unit was targeted and hit during the raid, the primary targets of the raid were the air base there (not explicitly on our game map, but contained with the Taihoku hex) and more likely the large LPG turbine Electrical generating plant which supplied the entire area with electricity.

Refining and depots are not the same, they are discrete items because depots are very easily targeted and destroyed, but also very quick to be re-built. Refineries, are not as easy to hit, but the repairs are lengthy and costly. Generally speaking, war economies want to separate these as much as possible. Even commercially, due to fire hazards, these are generally separated by a mile at least. Using Baytown as a good example, the refinery is inland a bit to isolate it from Hurricane storm surge. The initial Tank Farm is about 1/2 mile away towards the coast. The on/off loading stations are situated off the coast about 1 mile into the seaway (there are a whole string of them). https://www.alamy.com/stock-photo/baytown-refinery.html gives you some idea about this ...

I'm dropping out of this as I don't have anything else to contribute. Again, your mod as you choose. No reply necessary.



:ugeek: :ugeek: :ugeek:
Just a couple of facts before you quit the discussion:

-the point of the mod is to provide players with more detailed options and tease out some of the abstraction compromises necessary in the design

-Depots vs. Refineries: In IJN terminology, a Kaigun Nenryō-shō (Naval Fuel Depot) was not merely an unhardened storage farm. It designated integrated refining, cracking, and fuel-synthesis installations—Tokuyama was the 1st Depot, and Takao was the 6th Depot, complete with distillation and thermal cracking units designed to process southern crude. It was more than just a name.

-Takao vs. Shinchiku: You are conflating two different facilities. Shinchiku (Hsinchu) in northern Taiwan was the synthetic alcohol and isooctane plant utilizing agricultural fermentation. The main installation at Takao in the south was a conventional crude distillation complex. Because of the game’s abstractions with fuel specifically, there’s significant space for design discretion

-Capacity vs. Wartime Throughput: On paper, Takao was designed to provide around 3% to 4% of Japan's planned domestic/outer-ring refining capacity. The fact that it didnt achieve that actual wartime throughput was due to Allied submarines starving it of crude feedstock and heavy aerial bombardment in 1944–1945—not because the physical plant was "made up." Starting the points damaged models the 1942 commissioning lag and gives players the historical operational problem to solve.
RedConkristador
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Re: Conkristador's Realism Scenario (CRS)

Post by RedConkristador »

I just posted CRS 1.3. The changes:

- rebuilt the VPs from the ground up. The aim is to incentivize Japan to either seize China (historically its primary objective since 1937) or destroy the U.S fleet. Japan's historical high water mark and some of the prized Allied fleet bases (Pearl Harbor, Singapore, etc) have marginal VP value; their value is in either their economic benefit or their denial of use to the Allies. For the Allies, the only path to victory is seizing Japan itself (which is only a proxy to the complex political process that prompted Japan's surrender). VPs make AE a military math game, so tuning of VPs will be a constant in each update.

- restructured the ground units since there were some misplaced units exceeding the fixed slot ranges. Japan lost some of the 'flavor' units to consolidation and in favor of functional HQ, combat, and engineer units.

- adjusted Japan's oil and fuel reserves to about 18 months of operations (estimated)

- adjusted US economy so Eastern USA provides 40K from 60K supply, and two-thirds of light industry and resource centers start damaged. Also reduced China's supply by about a third.

- 27 Allied cargo ships withdraw starting in January 1942 representing Allied shipping constraints and demands of European theater. Only 1 returns (25 were historically sunk in the Atlantic and another one remained in ETO)
RedConkristador
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Re: Conkristador's Realism Scenario (CRS)

Post by RedConkristador »

Just posted CRS 1.4:

* did a completeness and accuracy pass on all devices, ship classes, unit templates, air groups, and LCUs

* added weather recon squadrons (recon mission), gliders, and ferry squadrons

* adjusted leader and pilot ratings and a few unit starting locations

* tuned Japanese economy, aircraft devices

* more player choice: more IJ ship conversion options, four more IJ aircraft added
RedConkristador
Posts: 69
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Re: Conkristador's Realism Scenario (CRS)

Post by RedConkristador »

Just updated CRS 1.5:

* restructured Japanese engine infrastructure

* added Allied aircraft production blocks for P-47, P-38, P-51, B-24, B-25, B-29, and C-47 so that production scales up rather than flat from start to finish of a production line

* added/modified Japan's late war second-program merchant fleet

* further cut eastern US supply and added more Allied device/supply convoys to scale up Allied mobilization

* USN carrier air groups rotating in/out of theater as they did historically
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Yaab
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Re: Conkristador's Realism Scenario (CRS)

Post by Yaab »

RedConkristador wrote: Sat Sep 05, 2026 8:28 pm
Engineers rebuilt on the DaBabes/RA pattern: national engineer devices throughout,
LION/CUB/ACORN, ten NCBs, CBMUs, Marine pioneers, shipping engineer regiments, railway
regiments, POW labour.
In DaBabes, some engineer devices could only build forts/bases, some could drops forts, some had Shore Party flag (USMC Pioneers), some were just eating supplies (Korean labor squads). Does the same apply to engineers in CRS? Here is a DaBabes engineer matrix for the Japanese side.
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