Damian and I have had a running email going this morning and I asked if he would mind me Posting it here. All comments are welcome to the discussion he and I have running regarding the economy. A special thanks to Damian from contributing his time to do this! I've re-ordered them so you don't have to read from the bottom-up.
From: Damian Heywood
Sent: Tuesday, April 20, 2010 11:48 PM
To: John Cochran
Subject: Some analysis
John,
the mod economically looks fairly sound, although I prefer more difficulties I think this will not tax players too much.
Let's look at max production potential: (using an approx of what are potential captured bases at the height of Japanese expansion)
Oil C & Oil Ref max @ 3305
Res C @ 15355
LI @ 10014
HI @ 7655
This leaves the Japanese player in surplus
Res + 3790 / day
Fuel + 14435
Supply +28629
HI + 4080 (given start build - so I expect much less than this after retooling)
Expansion:
HI expansion beyond this level is limited by Fuel - given that you new shipbuild list includes some real gas guzzlers. And this is the minor concern that I have here, but given the large surplus in the beginning - I don't see it as a mod breaker.
Armament needs no expansion, maybe you could make it a bit tougher here ... Also like in the mod you're playing right now by late '42 you can turn off most of this production
Vehicles will need to be expanded a little but not really a big concern for players.
ShipYards - I don't see any need to expand production - is this intended ? If so then quite a boon for for player to be already up and running ... yep I realise the beginning is a little tight (-200pts) but after that it's plain sailing
Engines - difficult to start, but not impossible.
11 days of ha-32's (no chance of getting this equalised quickly) - 130 000 supplies needed initially
60 days of ha-33's - 65 000 supplies needed initially
160 days of ha-35's - 60 K neeeded
Aircraft - I see that you haven't changed too much here regarding upgrades, I'd recommend allowing all naval fighters to upgrade to any other naval fighter (just cause there has been some dissent about this on forum) -- but hell it's your mod
I guess the lack of advanced models with production will bite a bit of supplies, but I think this is a good thing.
Analysis:
The major concern I have is your use of the pilot training numbers for the later years (43~), you're looking at 1500 plts/mth * 12 months = 18,000 * 5 = 90000 HI / month needed = 3000 HI per day.... This is pretty huge & totally unnecessary as there is no way you'll lose 1000 pilots / month in AE and even if you do you can always draw more.
What I'd do (but not necessarily necessary)
I'd rather have a reduction in initial HI surplus to counter if you reduce this pilot tax - the player then can decide if they want to build more HI, with an additional reduction in other raw materials ...
Reduce Arm production, so the player has to build these or conversely make some units which require hefty Arm pts. (more of a Nemo mod thing)
Reduce Veh production as well, making the player scramble to retool for a larger war.
Make more of these raw materials in the SRA, and reduce more closer to home. But this would take a little bit of testing.
All-in-all the mod is sound economically as far as I can see - I just hate external limits which are placed ala pilot training, rather than a players disgression & ability to forge their own game.
Let slip the dogs of war ...
Damian
From: Damian Heywood
Sent: Wednesday, April 21, 2010 8:19 AM
To: John Cochran
Subject: RE: Some analysis
John,
comments in blue ...
THANKS for the look. Comments and Questions:
1. What about simple reducing the number of pilots entering the training program. That is a fairly simple thing.
Yeah, I think that is a simple solution, but then you'll have the player not having to really expand any HI & maybe having a good HI surplus by wars end - which if you intend this, it will be fine, but seeing as a player can turn off Arm(or reduce) by late '42 and save on shipbuilding later ('43) - it could really be a case of giving a little too much HI production to start. However given the other large needs interms of engine and aircraft production & THE ASSOCIATED SUPPLY -- maybe you've got it right. [sidebar] & I'm still wondering about the Strategic Bombing campaign and what will occur with half the HI giving twice the benefit (compared to witp) & how this will destroy the economy quickly.
2. The Naval Shipyards and HI are meant to be in good shape since all that Supply/Fuel was spent prior to the Scenario. I reduced these by 550,000 each. Should I reduce these even more? I used these numbers by keeping track of what was added and/or expanded in the entire industry.
No, that seems like a reasonable proposition - just I'm used to playing a fairly tight economic affair - I think that vanilla was made with giving the player a pretty safe surplus in fuel/supplies and HI.
Perhaps this does reflect the Japanese being better prepared for the war. Without really thinking about this earlier, it is the entire point of the scenario. The Imperial Navy starts the war having prepared the economy a bit more for war.
Yep ... so be it --- looks like some nice naval assets
3. The biggest cost (as I see it) will be the decisions on expanding the aircraft industry with all those new choices for Naval Fighters. Do you concur with that?
Yeah, coupled with the need to really rearrange the engine production paradigm from Day1, this will be a challenge economically. I was just alluding to a thread some time back which was looking for Naval fighters being able to upgrade across the board. Still not necessarily required.
Let me re-read this a couple of times and ponder it.
Cheers - I hope some of my dichotomy in this discussion won't confuse you too much ... I just like giving options rather than directives
Damian
--------------------------------------------------------------------------------
From:
jrc_3@msn.com
To:
n01487477@hotmail.com
Subject: Re: Some analysis
Date: Wed, 21 Apr 2010 08:30:50 -0600
There is no dichotomy whatsoever and I fully understand what you are saying and doing. You have no idea how appreciative I am to your help and suggestions.
Responses:
1. I think I will do a slight reduction (15-20%) in pilot program for 43-44-45. This should help while at the same time still leave a good number of pilots available.
2. We'll see if a better prepared economy helps lessen the Japanese headaches.
3. Heck--I'M not sure what I'll do with the new fighters in Naval Production so this should be one heck of a good challenge. Ditto for engines...
Do you mind if I place this onto the Thread for others to comment on?
John,
sure post this with my other email ... I'm sure other ppl who have designed mods will weigh in and give some pretty good idea's too ... most of my thinking is from a Macro perspective & what is capturable, but if you wanted to make it even tougher there are some options at the micro build level that could satisfy that. I think for now though, it's going to be fairly tough anyway.
Cheers
Damian