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Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 2:54 am
by Buck Beach
Playing RHSAIO level 7 and having fun but I am having a problem controlling or getting a handle on mainland supplies. I have turned off almost all aircraft activities and am trying to restrict almost all drain off of supplies to keep Pearl supplied, but I am in the red at most of the U.S. bases bases and yellow with the others except San Francisco, United States and maybe two others. Even New Orleans is short supply (but not red).
Any suggestions or hints?
P.S. I have all factories, etc with repairs turned on.
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 3:31 am
by eloso
I agree that logistics are much more challenging now in RHS.
I've had some problems myself coming to grips with supply shortages and in my latest game I've tried this:
Once the base gets low on supplies turn off all repairs.
Try to get by without shipping out tons of supply to PH or other theaters.
Start a convoy system with AKs and TKs.
From New Orleans load up oil and dump it in Panama City. (TK)
From New Orleans load up supplies and dump it in Panama City (AK)
From the States load up resources and dump it in Panama City. (AK)
From Panama City load up supplies and dump it in the States. (AK)
From Panama City load up oil and dump it in the States. (TK)
From Panama City load up resources and dump it in New Orleans. (AK)
Keep the merchant marines running non-stop via these routes minus repairs and upgrades. Do your best to optimize their use by having them carry cargo on each leg of the journey. I haven't seen the value yet in transporting fuel to Panama so half of my tanker journey is not optimal.
Convert Bombers to Bolo, park them in Spokane and fly supply into Seattle/Tacoma.
Do the same in San Francisco but fly the supply into Long Beach.
Monitor supply levels daily and turn on/off repairs as the levels fluctuate.
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 4:39 am
by el cid again
The situation is that supplies and various things will increase for a long time - as much as three years (1200 days).
There is a supply cost to repairing up various things - 1000 points per day at locations with more than 10,000 supply points - per facility repaired. But you NEVER want to turn off repair at a place with 1200 anything to repair - or it will NEVER repair up during the game.
So:
1) don't repair up ANY airplane in rd status - ever - for any reason - that is more or less a house rule - to get production to ramp up when it DOES produce
2) don't repair up what you don't need any place you don't need it - say fort levels where things are safe - airfields you won't use - etc
3) don't repair up something with significantly LESS than 1200 days of damage - wait until supplies are better for that
4) Feed the local Heavy Industry what it needs. At New Orleans there is a real shortage of resources - you will get supplies, fuel, HI points one day in 4 if you NEVER export resources - UNLESS YOU IMPORT resources. So import them. That quadruples your production at New Orleans. This is supposed to simulate importing critical things from New Caledonia, Australia, even Banka Island - but it works fine just to import resource points from anywhere - even US West Coast.
5) Never load supplies in a city with less than 20,000 supply points - and monitor your TF capacity so you never go below 10,000 tons in that city. Otherwise you will prevent repair up of anything.
6) Import OIL to any city that is not running well over what it needs. Oil should be consumed at twice the number of HI centers there. And you should always have ten days of whatever you need. That is, oil should be 20 times what HI is everywhere all the time. Insure it is.
7) Export supplies, fuel, anything else from ANYPLACE that has more than it needs. If a ship is running from the Japanese - load it up and take what you can with you. If a port in South America or South Africa or the Mideast or Pakistan has too much - export it somewhere logical.
8) Insure Australia and New Zealand get the oil they need so they can MAKE supplies for you - instead of demanding you feed them everything all the time.
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 2:27 pm
by m10bob
Newcomers might want to know RHS starts some of the supply points in a "red"/damaged condition to simulate the time it takes to get the economy on a war footing.
Vanilla had these points starting out fully capable of feeding anything and everything from the start.
Many experiments have been conducted on many aspects of the game in RHS to give players a greater challenge with somewhat more historical correctness.
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 4:10 pm
by Buck Beach
If a factory is not damage and fully functioning (eg (0 x 500), is there any supply drain if the repairs are left on to reflect "Yes"? I would think not but not sure.
Another question, how much or many supply/oil/resources are used daily in repairing the various factories?
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 4:51 pm
by el cid again
ORIGINAL: Buck Beach
If a factory is not damage and fully functioning (eg (0 x 500), is there any supply drain if the repairs are left on to reflect "Yes"? I would think not but not sure.
REPLY: If the repair status is set to "yes" for factories - it will cause a drain IF the type becomes damaged for some reason. Similarly, if the build for airfield, port or fort facilities is set to on, there will be a supply drain until these max out. Otherwise, AI may drain the location if some OTHER location needs supplies, AND IF the two locations are connected by road or trail or rail OR IF the two are both level 3 or higher ports in adjacent hexes.
Another question, how much or many supply/oil/resources are used daily in repairing the various factories?
Reply: apparently 1000 - IF there are 10,000 or more supply points in the location.
RE: Early war U.S. mainland supplies.
Posted: Sat Nov 10, 2007 4:54 pm
by el cid again
ORIGINAL: m10bob
Newcomers might want to know RHS starts some of the supply points in a "red"/damaged condition to simulate the time it takes to get the economy on a war footing.
Vanilla had these points starting out fully capable of feeding anything and everything from the start.
Many experiments have been conducted on many aspects of the game in RHS to give players a greater challenge with somewhat more historical correctness.
This is slightly confusingly worded - as far as I know you cannot "damage" supply point. What starts damaged is resources, industry, etc. Further, West Coast ports have a hard code 30,000 requirement in addition to whatever they require: that means unless the supplies present are 60,000 plus twice what they need, the port will start in the pink. It is a way to insure you CAN load cargo - and it does not mean the location won't function properly. In fact, it means the ports suck supplies from inland locations - which is nice. Even very minor points have this requirement (e.g. Coal Harbor).
RE: Early war U.S. mainland supplies.
Posted: Sun Nov 11, 2007 3:53 am
by Buck Beach
ORIGINAL: el cid again
ORIGINAL: Buck Beach
Another question, how much or many supply/oil/resources are used daily in repairing the various factories?
Reply: apparently 1000 - IF there are 10,000 or more supply points in the location.
Your answer didn't really sink in to my pea brain until I read a comment in a thread on the main board.
For clarification (boy am I thick) does every factory being repaired (of any type) draw that 1000 for each one being repaired and does that apply each any every individual aircraft factory whether in production of a model or being researched under "rd". If so, "damn" thats why my supply is being flushed down the toilet.
RE: Early war U.S. mainland supplies.
Posted: Sun Nov 11, 2007 9:15 am
by okami
ORIGINAL: Buck Beach
ORIGINAL: el cid again
ORIGINAL: Buck Beach
Another question, how much or many supply/oil/resources are used daily in repairing the various factories?
Reply: apparently 1000 - IF there are 10,000 or more supply points in the location.
Your answer didn't really sink in to my pea brain until I read a comment in a thread on the main board.
For clarification (boy am I thick) does every factory being repaired (of any type) draw that 1000 for each one being repaired and does that apply each any every individual aircraft factory whether in production of a model or being researched under "rd". If so, "damn" thats why my supply is being flushed down the toilet.
It does not apply to rd aircraft or engines. It does apply to every other form of construction(ie: aircraft/frame/engine, repair, merchant, naval,and factory)
RE: Early war U.S. mainland supplies.
Posted: Sun Nov 11, 2007 9:35 am
by el cid again
It applies to everything being repaired. It DOES apply to R&D aircraft (and for Japan aircraft engines) as well - in RHS - becuse those are mainly present in the form of "damaged" factories. You are not supposed to turn repair on for an R&D aircraft or engine UNLESS you play AIO - because of course AI will turn it on (unless you can play both sides and be fair - which makes AI smarter and wiser). IF you honor this rule - you get ramped aircraft and engines when they begin production - which is the point you turn on repairs.