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RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 2:52 am
by Andrew Brown
ORIGINAL: Menser
Hello Andy ..Great job on this wonderful map.
I was going over some area's (trying to figure out some defensive strategy in China) and I startrd to use the road overlays (R key) and I noticed the hex 78,45 (2 Hexes W of Chungking) has a road on the map but no spokes on the overlay for it. Seems to be missing a spoke to the W and a spoke to the NE in the overlay. So I looked around some more and was checking different hexes all over and found in Austrailia Hex 89,163 (A wooded hex) has 2 additional spokes not represented by road or rail, one to the NE and one to the SE. Keeping the overlay on also puts a rail overlay on the Legends potion of the Major River key. So after I put on the Hexside details and man I don't envy you that job, could see where you had to make alot of tough decisions there, but I did notice just North of the Dutch New Guinea Letters there is a river missing a river hexside detail between hexes 89,113 and 90,114. Thanks for providing us some wonderful eye candie with this map
I've recently been doing some map revision for the next patch, so I will check these ASAP as well.
Thanks,
Andrew
PS: I fixed that railway overlay on the Legend already...
RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 4:02 am
by jrcar
Pascal,
Nadi is correct, Nandi is wrong. In Fijian the letter d represents the sound "nd" hence you say "nandi" but write Nadi.
I don't agree with some of your other ones. just about every island in the south pacific had a "port" with a peir capable of taking a small feirghter, and is therefore a level 1 port. The absance of Naval facilities shouldn't make it a 0. Small coastal steamers (1000,1700 class vessels in the game) was how trade was carried out. Copra out, basic supplies in.
Cheers
Rob (who lived in Fiji as a kid)
RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 4:11 am
by Pascal_slith
ORIGINAL: Andrew Brown
ORIGINAL: Pascal
1289 Efate port to 0, airfield to 0, fuel 0 ; no pre-war facilities
1293 Luganville port to 0, airfield to 0, fuel 0 ; no pre-war facilities
I am reviewing all of this thread, but I can't agree with these two suggestions. Luganville and Efate (Port Vila) were administrative centres at the time and would have had some landing facilities. It only takes the presence of a pier, that a moderate sized cargo ship could tie up next to, to be a Port level 1. I know Port Vila had a pier and I am almost certain Luganville did as well, so I think port 1 is appropriate for these two bases.
Andrew
Fine with me. There were a few hundred Europeans on Espiritu Santo at the time with a few coconut and coffee plantations. I do seem to remember, also, that the Australians (or New Zealanders?) had a flight of Walrus based at one of the two on Dec. 7th too. I have to hunt in my books and references, though. Did you ever come across this?
RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 4:29 am
by witpqs
ORIGINAL: jrcar
just about every island in the south pacific had a "port" with a peir capable of taking a small feirghter, and is therefore a level 1 port. The absance of Naval facilities shouldn't make it a 0. Small coastal steamers (1000,1700 class vessels in the game) was how trade was carried out. Copra out, basic supplies in.
Cheers
Rob (who lived in Fiji as a kid)
I don't have any data myself, but what you say here sure makes sense - they are islands after all! They had to have piers.
RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 4:58 am
by Pascal_slith
ORIGINAL: witpqs
ORIGINAL: jrcar
just about every island in the south pacific had a "port" with a peir capable of taking a small feirghter, and is therefore a level 1 port. The absance of Naval facilities shouldn't make it a 0. Small coastal steamers (1000,1700 class vessels in the game) was how trade was carried out. Copra out, basic supplies in.
Cheers
Rob (who lived in Fiji as a kid)
I don't have any data myself, but what you say here sure makes sense - they are islands after all! They had to have piers.
Many of the islands developed as bases were virtually uninhabited. Building a pier, especially around a coral reefed area, would have been expensive and hazardous. The Navy and Army used dynamite and brought in dredgers for much of the base building. No local economy had that kind of budgetary wherewithall to do this before the war, unless larger and well inhabited, like the Fijis and American Samoa or Tahiti. Using lighters (small boats) for offloading tramp steamers was the method in most places.
Rottman is quite detailed in his WWII Pacific Island Guide.
RE: AE Map, Base, Economic Issues
Posted: Wed Sep 30, 2009 12:22 pm
by witpqs
"Many" sure, but - well let the folks with actual data hash it out.
RE: AE Map, Base, Economic Issues
Posted: Thu Oct 01, 2009 9:16 pm
by Andrew Brown
ORIGINAL: Pascal
World War 2 Pacific Island Guide by Gordon Rottman.
How I wish I had enough spare cash lying around to get a copy of this book! The online copy (Google books) is excellent, but limited (of course).
Andrew
RE: AE Map, Base, Economic Issues
Posted: Thu Oct 01, 2009 9:44 pm
by Buck Beach
Hey Andrew, how about putting a base a Ketchikan, Alka. for the historical Coast Guard base there, and a place to put some of Don's babies, that I'm sure he is going to include in his mod. I think it s/b at 197.41 separate from Annette Is. air base at 198.42. Just throwing it out there (doesn't hurt to try)/
Buck
RE: AE Map, Base, Economic Issues
Posted: Fri Oct 02, 2009 5:34 am
by herwin
ORIGINAL: Andrew Brown
ORIGINAL: Pascal
World War 2 Pacific Island Guide by Gordon Rottman.
How I wish I had enough spare cash lying around to get a copy of this book! The online copy (Google books) is excellent, but limited (of course).
Andrew
What information do you need?
RE: AE Map, Base, Economic Issues
Posted: Sat Oct 03, 2009 12:07 am
by Menser
Thanks for the quick reply Anrew .....BTW I noticed when we bring up a base display we get the weather, if its an atoll, coast watchers, and other stuff listed, but what about the terrain type ....Kinda crucial to decide what type and how many defences we need or amount we might guess as to attack with ...we click on any hex and have to refer to the Map key ...but some hexes are so small a land mass in it makes em hard to guess.
RE: AE Map, Base, Economic Issues
Posted: Sat Oct 03, 2009 1:38 am
by n01487477
we click on any hex and have to refer to the Map key ...but some hexes are so small a land mass in it makes em hard to guess.
Try some of the hotkeys, like 1
RE: AE Map, Base, Economic Issues
Posted: Sat Oct 03, 2009 12:43 pm
by Chad Harrison
I dont know if this has been brought up, but I am having a hard time moving fuel overland - namely in Australia. Even though there is a large required fuel level there, none is moving.
Thanks

RE: AE Map, Base, Economic Issues
Posted: Sat Oct 03, 2009 3:17 pm
by pad152
Map Question:
Is there a road from (Butuan 638 to Malaybalay 1511)?
It seems to take a 10 days for a LCU to move between these two bases!
RE: AE Map, Base, Economic Issues
Posted: Tue Oct 06, 2009 8:16 pm
by fbs
Hmm... Cape Town has 80 shipyard... and Britain has 100 shipyard...
What's the rationale? I don't know of any large ship built in South Africa during WW2, so why all that capacity? Tone down a bit, perhaps?
Thanks,
fbs
RE: AE Map, Base, Economic Issues
Posted: Tue Oct 06, 2009 8:40 pm
by wdolson
The shipyards are repair shipyards, not construction shipyards. The Allies don't get any construction shipyards. South Africa had a couple of locations with dry docks. The Smithtown drydock conducted repairs on a fair number of British warships during the war. Durban also had a dry dock. The Cape Town hex is really a conglomeration of South African ports.
Bill
RE: AE Map, Base, Economic Issues
Posted: Tue Oct 06, 2009 8:53 pm
by Andrew Brown
ORIGINAL: fbs
and Britain has 100 shipyard...
wdolson answered about the Cape Town shipyard.
Regarding the repair yard in the UK - in reality the actual repair capacity for the UK yards was massive, much greater than 100 of course. The size of the UK repair yard in AE was set to to 100 to represent the fraction of the repair capacity that could have been allocated to ships from the Pacific, if there were enough damaged ships to require the use of domestic repair yards.
Andrew
RE: AE Map, Base, Economic Issues
Posted: Wed Oct 07, 2009 1:58 am
by fbs
Very good, both answers clarify that. Appreciate it.
fbs
RE: AE Map, Base, Economic Issues
Posted: Wed Oct 07, 2009 2:01 am
by fbs
Base 1124 Urumchi - it has 50 oil but only 20 refineries. This must be a mistake - every single base in the game has the same amount of refineries as oil.
As 1 refinery can refine 1 oil, the extra Urumchi oil will just accumulate (unless some refineries are destroyed somewhere else, of course, in which case I guess the oil would slowly go through the Himalayas to whatever destination).
Cheers
fbs
Porduction System
Posted: Wed Oct 07, 2009 3:59 pm
by tbridges
When I read Chapter 13 of the manual on "Production", the section starts out by saying "When the production system is on, etc." Actually, several of the first few paragraphs of the section start out by saying that. This leads me to think that is possible to turn off the production system, if desired, and just play the military end of the Jap side without worrying about running the economy, more like the Allied side.
But no where do I see a way to turn off the Production system and play the Jap side without it. Can this be done?
RE: Porduction System
Posted: Wed Oct 07, 2009 4:58 pm
by Montbrun
ORIGINAL: tbridges
When I read Chapter 13 of the manual on "Production", the section starts out by saying "When the production system is on, etc." Actually, several of the first few paragraphs of the section start out by saying that. This leads me to think that is possible to turn off the production system, if desired, and just play the military end of the Jap side without worrying about running the economy, more like the Allied side.
But no where do I see a way to turn off the Production system and play the Jap side without it. Can this be done?
You can turn production "off" in the editor - you still have to haul oil and resources to the home islands for conversion to fuel and supplies.