Following stock practice, guns for ship use should have load values of 9999
and NEVER be used on land. Set "build = NO" because they are part of a ship only.
Land units use 'load cost' more than one way - it is weight of the weapon system
AND the number of men in the unit! Small guns should be given values = crew size.
Large guns should be given values = weight in tons (probably 2000 pound long tons).
Land guns can be set to build IF Axis - and they can get replacements IF Allied.
Rarely I let Axis have "free" replacement guns, planes, name it - WHEN there is a large
number in service and there are repair depots. For planes I let the replacement rate
= 1 % of the total historical build for that sub-type of aircraft. For the Allies,
as well, and only, I put a few major repair depots on the map: Lao Wing China, Bangalore
India, Karachi Pakistan, Sydney Australia and Melbourne Australia are examples. THESE
location have typically "factories" set to 1 replacement per month. Oh - yeah - there
is also an Allied aircraft depot and assembly point at Bandoeng, Java (historical). They
repair a few types and actually assemble Demons (some small number - maybe 3?)
Italy? I guess this is a European mod you work on. You can NOT make the game respect historical
builds - and probably should not anyway - IF you use Axis production system. For one thing,
it is going to build replacements for Axis using the production system whatever you do. And
in a fictional war, what is needed will change from history because (a) of different casualties
needing replacements and (b) different player strategies. You can control this in a few cases,
however:
1) You can NOT USE a weapon at all - in which case it never needs to build a replacement.
2) You can CONTROL Allied replacements - and must - because what you don't give them they will NEVER
get! But at least you control the number per month. You can change the rate per month by upgrading
to a different device number with a different quantity after a certain date you pick.
3) You can create overall limits for aircraft and engines by the number of factories you set up - and
by what you assign them to produce. A FUTURE factory will NOT produce a CURRENT plane UNTIL its assigned
aircraft is ready to start producing: at THAT point a player may assign ANY type able to produce on that date.
Note, however, players can reassign the factory to a different type (with a penalty of reduced numbers) -
and if they pick the very next plane that is going to come available - they can in theory set ALL factories
to that one type - and on that type's date - have TOTAL control of what factories build. That may permit
faster than historical expansion - unless you make a house rule to prevent it - or use AI - which will respect
waiting for the type you specified.
4) You have no problems with Allied ship production - just tell the data base when each appears?
But for the Axis, any FUTURE ship WILL cost production points - which is unfortunate but structural.
Less a problem in Europe - virtually all the ships appearing there are build there - Japanese
submarines being the rare exceptions. Maybe also a returning German sub or raider out of area
at game start. Never mind where it came from, it will be BUILT if it appears after game start!
ORIGINAL: Dili
Just Bofors i had a more than 10 versions , one for Yugoslavs, 4 or 5 for British and Royal Navy, Hungarians, Germans, Romanians, US Army, US Navy.
PaxMondo how do you factor the mounts. As per el cid load coast don't matter for Naval guns so you can use the land mount value. Are you accounting for such things as powered mounts or radar/RPC controlled that are faster - so improved accuracy?
el cid my question is just how to make the game respect the historical production capacity of that kind of weapon. This is mostly for medium to heavy guns 150-300mm and AFVs like Tiger i have to send to Italy more or less the historical German quantities. In this case production it isn't important just have the devices arrive in historical period.
My question about convoys anyone knows?