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RHS Economy
Posted: Sat Feb 02, 2008 10:10 am
by Mistmatz
I assume the economic flowchart V3.0
click here is also true for RHS?
So one point if resource center produce 1.25 resources and one point of oil center prudeces 6 oil. Can somebody please confirm that?
Another thing is manpower for the allies, is there any use/need for building up manpower centers at all?
RE: RHS Economy
Posted: Sat Feb 02, 2008 2:52 pm
by Mistmatz
Ok, figured out the oil/resource stuff. As expected the numbers are the same.
The question regarding manpower remains though, does the allied player need/want to increase them, will it be used from the pool?
RE: RHS Economy
Posted: Sat Feb 02, 2008 2:56 pm
by Historiker
The main problem is, that around 1200 naval yards were added - but no new HI.
In an EOS test, there was a deficit of 2000-3000 HI per round!
RE: RHS Economy
Posted: Sat Feb 02, 2008 5:40 pm
by el cid again
Actually, not so many shipyards were added - but some HI was added - and more than once. RHS added HI at many locations not in CHS -
and then the number was increased again (and still more locations added) - when shipyards were expanded. Only a few hundred shipyards were added. Further - this is a good thing - modeling wise:
the most crticial resource for Japan and the USA (and probably most other great powers) - after oil - is steel.
Steel has many uses - rail lines - tanks - escort ships - factory frames - bridges - the list is long - but it is hard to
increase the amount of steel produced - and takes years to do so. So you must decide - what do I want? And turn off
some of something - or run in deficit and code decides to reduce production for you. That is the way it is IRL.
IF there were a true deficit there would be zero HI points in your pool every day - and if there is - you have not turned off enough
stuff yet. HI is a strange abstract concept - but it is more or less = "total military production" and is proportional to steel production
(or should be).
HI can be increased by a player - but it costs 1000 supply points - and only after 1000 days will you break even in supply point terms -
about right in fact - but it means in supply terms increasing HI is not a good idea except maybe at game start. In HI terms, you get more HI points - and we set the Allied HI to increase on purpose - to show grwoing production capability. Axis production does not grow so much -
and in important respects declines - but stable is more or less correct.
There was concern we added too many HI points - but in the end I think we got it close. It is hard to say - depending on what is modeled - but I model half the military economy (we have problems due to the wrong ratio of oil vs resource consumption and also some things are needed by non military applications - so this is crudely right).
RE: RHS Economy
Posted: Sat Feb 02, 2008 5:43 pm
by el cid again
ORIGINAL: Mistmatz
I assume the economic flowchart V3.0
click here is also true for RHS?
So one point if resource center produce 1.25 resources and one point of oil center prudeces 6 oil. Can somebody please confirm that?
Another thing is manpower for the allies, is there any use/need for building up manpower centers at all?
It is the same - whatever it is - but I don't remember the 6 oil points. Are you sure about that?
RE: RHS Economy
Posted: Sat Feb 02, 2008 9:38 pm
by Mistmatz
ORIGINAL: el cid again
ORIGINAL: Mistmatz
I assume the economic flowchart V3.0
click here is also true for RHS?
So one point if resource center produce 1.25 resources and one point of oil center prudeces 6 oil. Can somebody please confirm that?
Another thing is manpower for the allies, is there any use/need for building up manpower centers at all?
It is the same - whatever it is - but I don't remember the 6 oil points. Are you sure about that?
That's what the chart says and after one turn I checked the oil stockpile in New Orleans. Formula seems to be correct.
Just have to be careful that the x6 multiplier applies only to oil that is generated in that hex (thus damageable), it's not valid for oil flowing into the stockpile from somewhere else (the number after the dash in the city screen).
Any comment regarding allied man power btw.?
RE: RHS Economy
Posted: Sat Feb 02, 2008 11:56 pm
by el cid again
It appears that Allied production is deliberately not functional. A unit will appear regardless of armaments, manpower, vehicles, etc.
But manpower centers do consume resources - and this matters in terms of the economic model. Also - it appears they can be captured -
although they are reduced in size - and that matters for the functional contest over autarky for the Japanese economy.