Allied Heavy Industry (HI) and Refineries

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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bigred
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Joined: Thu Dec 27, 2007 1:15 am

RE: Allied Heavy Industry (HI) and Refineries

Post by bigred »

ORIGINAL: Numdydar


As the allies ther is no reason to ever turn of industry? Why on earth would you want to. anyway? The Allies have piles of everytrhing so there is no shoratage like there is as Japan. Plus the Allies do not 'build' anything. All their planes are based on a fixed schedule/month. The Allies never have to mess with any production as it is totally unlike Japan's. The two systems are totally different.

As the Allies, you cannot expand AC factories, shipyards etc. What you have is what you get is just one example as to how the two sides are totally different.
IIRC ElCid has created a supply production issue for the allies in his RHS mod. Alot of starting allied factories are 50% damaged at start also.
---bigred---

IJ Production mistakes--
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el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: Allied Heavy Industry (HI) and Refineries

Post by el cid again »

ORIGINAL: bigred

ORIGINAL: Numdydar


As the allies ther is no reason to ever turn of industry? Why on earth would you want to. anyway? The Allies have piles of everytrhing so there is no shoratage like there is as Japan. Plus the Allies do not 'build' anything. All their planes are based on a fixed schedule/month. The Allies never have to mess with any production as it is totally unlike Japan's. The two systems are totally different.

As the Allies, you cannot expand AC factories, shipyards etc. What you have is what you get is just one example as to how the two sides are totally different.
IIRC ElCid has created a supply production issue for the allies in his RHS mod. Alot of starting allied factories are 50% damaged at start also.

There is considerable truth in this. In some locations, it is in fact understated. It was presented as a suggestion in WITP days as a mechanism so that mod designers are not forced to compromise between starting the Alies with late war production levels, or with much lower early war production levels. It was further developed because of the RHS design concept that we need to have jobs for AKs ("AKs to burn" was an WITP comment still germane in the AE era - leading some modders to eliminate huge fractions of the AKs). In RHS we created the need to feed industry with oil and resources in some locations, and the ability of players to invest in the growth of industry in others. Some places (notably Eastern USA) can always have "repair" turned on for all industry (except aircraft - a special case - in standard RHS). They have enough supplies, resources, oil and fuel to grow everything all the time. Other places require management between investing in growth and loading ships as well as feeding units. In some cases, some industries grow for three years - so that IF one invests in expanding them the 1945 output is much larger than the start of game was.

[Aircraft are different. In RHS "standard" or odd numbered scenarios, Allied planes not yet in production model "ramp up" by starting at 1 and needing to repair "damaged" factories. These factories should NOT be repaired until the start of production month has arrived. In RHS "simplified" or even numbered scenarios, ramp up is simulated by a crude mechanism (delay of start of production) - and no damaged factories exist to repair in most cases. (Where it does exist, it is a start of game ramp up situation. Also, in some cases, where a line replaces one type with another, there is no ramp up at all - this being built into code.]

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