Page 1 of 1
EconomicDiscussion
Posted: Wed Jun 15, 2011 6:23 pm
by herwin
My opponent has a question:
"Is there a modified scenario with some economic upgrades ?
"I see that the scenario was updated in early may, and the economic
discussion took place later.
"I feel that I had too much resources, and too many planes. I was
accelerating all the ships that I liked, and didn“t have to worry much
about running out of something."
Does Da Big Babes C address this?
RE: EconomicDiscussion
Posted: Wed Jun 15, 2011 6:54 pm
by witpqs
Harry,
IIRC - and you need to double check on this one - C has the reduced capacity xAKs (on both sides). I do not recall it being said that it had further economic modifications, but I might be wrong. Treespider's mod (which he and I are running) is built on DB, has the ship capacity mods, and a bunch of others.
- Lots of industry added in North America that starts out damaged. Repairs must be kept on by scenario rules. Designed to stress supply availability in the early days and ramp up production over a period of years.
- Scenario rules prevent turning of either production or repair in most places. China is the exception that comes to mind (China will never have adequate supplies until late in game when Allies have opened the supply flood-gates). The point is that the civilian economies must be supported.
- Oil and resources are produced at the Panama Canal, intended to be shipped to Australia to support the civilian economy.
- IIRC Australia was made a net importer of supply. Andrew Brown disagrees with that and his mod (unfinished AFAIK) might take a different view.
- Various industrial/resource changes in the Japanese areas aimed at requiring lots more stuff be shipped back to Japan
- Put daily supply limits on many more bases in the Burma/India area.
- Reduced many base sizes, aimed at slowing down pace of advance.
- Increased garrison requirements in China for both sides.
- Added many dot bases in China, with tiny Chinese units to prevent auto-flipping. Aimed at reproducing the IRL quagmire.
- A version is available where pilots who arrive later than their squadrons do are changed to go to the general reserve instead, so the player does not have to hunt through squadrons for under-trained pilots.
I am sure I forget much. Treespider has covered it for people before, so try a Google search on his posts on the subject. He has a "Treespider's Economic Mod" thread (or some such name) but that might be a tad hard to find the final decisions in as it was a lot of discussion and sausage making.
RE: EconomicDiscussion
Posted: Wed Jun 15, 2011 6:56 pm
by witpqs
One more that I recall:
- A certain port on the Asian mainland is modified to provide lots of fuel that, by scenario rules must be picked up and carried to Japan by xAKs. The purpose is to simulate coal brought to Japan for industries that used it instead of oil products, and the xAKs which carry it simulate the population of coal-burning ships in the Japanese merchant marine.
RE: EconomicDiscussion
Posted: Wed Jun 15, 2011 7:06 pm
by herwin
ORIGINAL: witpqs
Harry,
IIRC - and you need to double check on this one - C has the reduced capacity xAKs (on both sides). I do not recall it being said that it had further economic modifications, but I might be wrong. Treespider's mod (which he and I are running) is built on DB, has the ship capacity mods, and a bunch of others.
- Lots of industry added in North America that starts out damaged. Repairs must be kept on by scenario rules. Designed to stress supply availability in the early days and ramp up production over a period of years.
- Scenario rules prevent turning of either production or repair in most places. China is the exception that comes to mind (China will never have adequate supplies until late in game when Allies have opened the supply flood-gates). The point is that the civilian economies must be supported.
- Oil and resources are produced at the Panama Canal, intended to be shipped to Australia to support the civilian economy.
- IIRC Australia was made a net importer of supply. Andrew Brown disagrees with that and his mod (unfinished AFAIK) might take a different view.
- Various industrial/resource changes in the Japanese areas aimed at requiring lots more stuff be shipped back to Japan
- Put daily supply limits on many more bases in the Burma/India area.
- Reduced many base sizes, aimed at slowing down pace of advance.
- Increased garrison requirements in China for both sides.
- Added many dot bases in China, with tiny Chinese units to prevent auto-flipping. Aimed at reproducing the IRL quagmire.
- A version is available where pilots who arrive later than their squadrons do are changed to go to the general reserve instead, so the player does not have to hunt through squadrons for under-trained pilots.
I am sure I forget much. Treespider has covered it for people before, so try a Google search on his posts on the subject. He has a "Treespider's Economic Mod" thread (or some such name) but that might be a tad hard to find the final decisions in as it was a lot of discussion and sausage making.
Looks interesting.
RE: EconomicDiscussion
Posted: Wed Jun 15, 2011 7:07 pm
by herwin
ORIGINAL: witpqs
One more that I recall:
- A certain port on the Asian mainland is modified to provide lots of fuel that, by scenario rules must be picked up and carried to Japan by xAKs. The purpose is to simulate coal brought to Japan for industries that used it instead of oil products, and the xAKs which carry it simulate the population of coal-burning ships in the Japanese merchant marine.
Yes, Japan was dependent on the north China and Manchurian coal.