Japan a-bomb surrender rule

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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WanderingHead
Posts: 2134
Joined: Wed Sep 22, 2004 8:12 am
Location: GMT-8

Japan a-bomb surrender rule

Post by WanderingHead »

** edit ** I've changed the implementation and this description ... looks like only 1 person read the first description

I've been working on adding the "drop a bomb" requirement to the Japan surrender rule.

Here is what I have, implemented similar to the a-bomb population loss.

Code: Select all

IF
  	(  the a-bomb is dropped on a factory in a non-zero population Japanese nationality region
 	   AND causes a  _double_  hit
 	   AND at the end of that  _same_  turn the Japanese VPs is below a threshold
 	   AND Japan at war with Russia
 	)
 	OR 
 	(  the US has the bomb 
 	   AND Japan has no regions with both a working factory and non-zero population
 	   AND at the end of the turn the Japanese VPs is below a threshold
 	   AND Japan at war with Russia
 	)
 THEN
 	Japan surrenders.
The "a-bomb dropped" record resets at the beginning of every Japanese turn, so the a-bomb surrender can only occur on the same WA turn that an a-bomb is dropped.

The Japanese nationality regions include Manchuria, Kyushu, Honshu, and would exclude all captured factories. However, the population requirement excludes Manchuria, so the only valid targets are Kyushu or Honshu. When all the factories are bombed out, you can't bomb them anymore, but there is the check for colocated working factory and population (i.e. must be able to build a unit) to close that loop hole.

This is a pretty clean and easy implementation, but I wanted to publish it so any glaring flaws I've missed can be exposed.

Also, since the "a-bomb has been dropped" must be stored in save files (even though it resets per turn, a mid-turn WA save must work correctly), unfortunately this change will cause a new/old save incompatibility.

What is a good VP level for this? I have VP<5 in the data files at the moment, but I'm inclined to think that this might be too low. I think I'd go with <8 (Japan can get 8 production points with no transports, since 6 resources link by rail to Manchuria [and all count, even though Manchuria can't use them all] and 2 resources are on the islands).
Forwarn45
Posts: 718
Joined: Tue Apr 26, 2005 1:53 am

RE: Japan a-bomb surrender rule

Post by Forwarn45 »

I think I'd go with a-bomb victory if Japan's PP is 5 or 6 [so < 6 or 7]. This would normally require the Allies to take out Manchuria and sever the link to Japan OR seriously bomb and/or retake other Japanese resources on the mainland. It's not really that hard to bomb the Japanese resources to temporarily reduce production if you have a handful of bombers. My main concern is not making it impossible to get the a-bomb win if Japan has SP in Chunking or India (or maybe Australia) - which can be tough to retake. But in that situation, they probably haven't gone to war with the Soviets so it would still be doable to reduce them to 5 or 6 by taking Manchuria and making some reconquests (other than Chunking which could be very tough to retake).
WanderingHead
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Joined: Wed Sep 22, 2004 8:12 am
Location: GMT-8

RE: Japan a-bomb surrender rule

Post by WanderingHead »

Note that the top message has been edited since Forwarn45's post.

Forwarn45, your argument about SPs would seem to say that it should be VP<7 (at least). Then, with the 6 SPs in Australia the Nuke surrender is still possible. But if the Jap has 6 SPs in Aus plus any other SPs elsewhere, the Nuke surrender won't be possible.
Forwarn45
Posts: 718
Joined: Tue Apr 26, 2005 1:53 am

RE: Japan a-bomb surrender rule

Post by Forwarn45 »

I'm not exactly sure how I feel about Australia, and that's why I was a little uncertain about the precise value. My main concern is Chunking, and I definitely would not want to make an A-bomb win impossible if the Japanese hold onto that since it can be impossible to retake in a timely manner. With India and Australia, it may not be unreasonable to force the Allies to at least maintain a presence somewhere in the area (if they lost the key SPs) so they would have to retake some of these key areas before Japan would consider surrendering.
MrQuiet
Posts: 791
Joined: Sat Apr 02, 2005 2:35 pm

RE: Japan a-bomb surrender rule

Post by MrQuiet »

I would actually go with something like 3 or 4.
That way Japans will to fight has really been degraded just before the nukes fall.
I have never had a problem Knocking Japan down to 1 or even zero pps before getting the bomb.
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WanderingHead
Posts: 2134
Joined: Wed Sep 22, 2004 8:12 am
Location: GMT-8

RE: Japan a-bomb surrender rule

Post by WanderingHead »

Well, I had it at 5 and changed it to 7, but I'm open.

I do think that the need to bomb the island is significant. It is obviously at least a 1 turn delay. It also means that you want to actually have the bombers in range of the island, you can't dispand all of your bombers to get the faster research, you'll need to have at least one bomber hitting the island factories (instead of going after transports or resources) and probably want two (you have to get the double hit, and a single flak makes that uncertain), etc.
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