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acclerated ship
Posted: Thu Jul 29, 2004 5:00 am
by guv
what does it do take more suppl or what please help
RE: acclerated ship
Posted: Thu Jul 29, 2004 5:03 am
by mogami
Hi, Each shipyard (Naval or Merchant) produces a certain number of build points per day if the yard gets enough heavy industry points to operate.
Accelerating a ship uses twice as many and does twice as much towards movig the ship to completion. (It advances 2 days instead of 1) If the yard has more ships in production then points some of them will not advance. So if you acceleralte a ship there is a good chance you will at some point begin delaying others. You can also halt ships to save points for use on others.
The Allied player cannot effect the arrival of his ships. All Allied ships are already considered to be under accelerated build programs.
RE: acclerated ship
Posted: Thu Jul 29, 2004 6:31 am
by esteban
Oh, another little chore that the Japanese player has to do in production (besides increasing his woefully undersized armament production by at least 3X, and increasing vehicle production by 50% or more, and tuning his air production so he isn't doing things like producing a ton of Nates he will never use) is to build up his naval ship yards so he can actually achieve on-schedule delivery of everything his navy has in the pipeline.
To date, I haven't seen a need to expand Japan's merchant shipyards, but frankly I am not looking that closely. But everything else going on in the Japanese production arena needs somewhere between significant and a-ton-of attention.
RE: acclerated ship
Posted: Thu Jul 29, 2004 6:36 am
by mogami
LOL[X(] The force is strong in this one.
RE: acclerated ship
Posted: Thu Jul 29, 2004 1:06 pm
by tsimmonds
ORIGINAL: esteban
Oh, another little chore that the Japanese player has to do in production (besides increasing his woefully undersized armament production by at least 3X, and increasing vehicle production by 50% or more, and tuning his air production so he isn't doing things like producing a ton of Nates he will never use) is to build up his naval ship yards so he can actually achieve on-schedule delivery of everything his navy has in the pipeline.
To date, I haven't seen a need to expand Japan's merchant shipyards, but frankly I am not looking that closely. But everything else going on in the Japanese production arena needs somewhere between significant and a-ton-of attention.
On the other hand, if the Japanese player halts construction on Shinano, that saves him enough shipbuilding points (193,680[X(]) to, say, accelerate the first 4 Unryus. Another good source of shipbuilding points is the coastal submarine program; foregoing just one of the RO boats will give you an additional 6250 points to play with; there are 33 of them in the program, you do the math. Do you really need the Oyodo and the Aganos? There's another 40,000 points. And so on....
RE: acclerated ship
Posted: Thu Jul 29, 2004 1:34 pm
by Caltone
ORIGINAL: irrelevant
On the other hand, if the Japanese player halts construction on Shinano, that saves him enough shipbuilding points (193,680[X(]) to, say, accelerate the first 4 Unryus. Another good source of shipbuilding points is the coastal submarine program; foregoing just one of the RO boats will give you an additional 6250 points to play with; there are 33 of them in the program, you do the math. Do you really need the Oyodo and the Aganos? There's another 40,000 points. And so on....
Good ideas! I had already put the axe to Shinano but hadn't considered the RO crap boats.
RE: acclerated ship
Posted: Tue Nov 09, 2004 2:23 am
by Tanaka
ORIGINAL: Mogami
Hi, Each shipyard (Naval or Merchant) produces a certain number of build points per day if the yard gets enough heavy industry points to operate.
Accelerating a ship uses twice as many and does twice as much towards movig the ship to completion. (It advances 2 days instead of 1) If the yard has more ships in production then points some of them will not advance. So if you acceleralte a ship there is a good chance you will at some point begin delaying others. You can also halt ships to save points for use on others.
The Allied player cannot effect the arrival of his ships. All Allied ships are already considered to be under accelerated build programs.
After what it is already building on turn 1 scen 15 how many shipyard points does japan have left to play with if you dont change anything???
RE: acclerated ship
Posted: Tue Nov 09, 2004 2:57 am
by 2ndACR
By cancelling Shinano on turn 1, I have been able to get the CVL Shoho, the 2 small CV's (can not remember their names) and am 30 days out from getting the next 2 CVE's and the date is July 4, 1942.
All of those ships have been accelerated until they reach 10 days out. I err on the side of caution on this one.
Never did a count to see what is left over. But IMO the Shinano is worthless. I would rather have 1-2 extra Shokaku class CV's.
RE: acclerated ship
Posted: Tue Nov 09, 2004 3:03 am
by tsimmonds
Forgoing Shinano allows you to do many other things. OTOH, if you leave production untouched, IIRC you are losing ground from the first day and will soon run into problems if you do not either expand Naval shipyards or convert Merchies to Naval. I have a detailed analysis of this on my PC at (ahem) the office; I'll post something about this in the morning. Shinano is definitely so much dead weight however.
RE: acclerated ship
Posted: Tue Nov 09, 2004 3:12 am
by Tankerace
The funny thing about the Shinano is she was never designed as a combat aircraft carrier. She was supposed to have ~47 planes of her own, but her main function was to carry about 60 more to be deployed on other CVs as replacements. She is a big hulking piece of crap. IMO, she'd be more valuable as a battleship.
RE: acclerated ship
Posted: Tue Nov 09, 2004 3:14 am
by 2ndACR
Oh I do alot of production tweaking on turn 1. See Tanaka's thread below this one on production. I have a thread over in the war room covering my 1st turn production changes somewhere.
RE: acclerated ship
Posted: Tue Nov 09, 2004 3:26 am
by tsimmonds
Agree, lots of tweaks to make. Many improvements in the realm of halting some aircraft or engine factories or entire programs, converting others, halting some ships, accelerating others, converting merchies to auxiliaries, etc. The one thing that you don't want to do is make wholesale factory expansions. Some expansion is necessary (Kates, Zeros, Emilys, armaments, vehicles) but it is important to show some restraint here. Every single factory point you expand will cost you 1000 supply, and in the first 6 months supply is even more dear to you than fuel. Ships are the only things that need fuel, but everything - ships, LCUs, A/C, construction, repair, replacements, you name it - everything burns supply. And until you know how much oil you are going to have to play with, every supply point you burn is a gamble that may or may not pay off....
RE: acclerated ship
Posted: Tue Nov 09, 2004 3:32 am
by 2ndACR
My changes caused some concerns in Feb 42 from a lack of supply, but now it is July 42 and everything is cruising along just fine now. And I still have not conquered all of Java yet.
Dang that little adventure in India. Set me back quite a bit. Would have worked if I would have went all out instead of just getting 2 divisions butchered.
RE: acclerated ship
Posted: Tue Nov 09, 2004 4:11 am
by Tanaka
ORIGINAL: irrelevant
Forgoing Shinano allows you to do many other things. OTOH, if you leave production untouched, IIRC you are losing ground from the first day and will soon run into problems if you do not either expand Naval shipyards or convert Merchies to Naval. I have a detailed analysis of this on my PC at (ahem) the office; I'll post something about this in the morning. Shinano is definitely so much dead weight however.
sounds like another disadvantage to the AI since it does not touch production...falls behind i guess...
RE: acclerated ship
Posted: Tue Nov 09, 2004 4:51 am
by Tanaka
ORIGINAL: 2ndACR
By cancelling Shinano on turn 1, I have been able to get the CVL Shoho, the 2 small CV's (can not remember their names) and am 30 days out from getting the next 2 CVE's and the date is July 4, 1942.
All of those ships have been accelerated until they reach 10 days out. I err on the side of caution on this one.
Never did a count to see what is left over. But IMO the Shinano is worthless. I would rather have 1-2 extra Shokaku class CV's.
why accelerated until 10 days out?
RE: acclerated ship
Posted: Tue Nov 09, 2004 4:53 am
by Tanaka
ORIGINAL: irrelevant
Forgoing Shinano allows you to do many other things. OTOH, if you leave production untouched, IIRC you are losing ground from the first day and will soon run into problems if you do not either expand Naval shipyards or convert Merchies to Naval. I have a detailed analysis of this on my PC at (ahem) the office; I'll post something about this in the morning. Shinano is definitely so much dead weight however.
yes please post would like to see this thanks!
RE: acclerated ship
Posted: Tue Nov 09, 2004 6:48 am
by 2ndACR
ORIGINAL: Tanaka
ORIGINAL: 2ndACR
By cancelling Shinano on turn 1, I have been able to get the CVL Shoho, the 2 small CV's (can not remember their names) and am 30 days out from getting the next 2 CVE's and the date is July 4, 1942.
All of those ships have been accelerated until they reach 10 days out. I err on the side of caution on this one.
Never did a count to see what is left over. But IMO the Shinano is worthless. I would rather have 1-2 extra Shokaku class CV's.
why accelerated until 10 days out?
I would rather not find out very rudely that the disappearing ship bug is still there. So I go back to normal construction speed around the 10 day mark. Plus it allows me to start something else.
RE: acclerated ship
Posted: Tue Nov 09, 2004 12:41 pm
by tsimmonds
With no shipyard changes, Japan gets 1174 naval shipyard points per day. On 12/7/41 the following have reached the stage of construction that requires the expenditure of shipyard points in order for them to advance towards completion: 4CV, 2CVL, 2BB, 1DD, 12SS requiring a total expenditure of 1260 points per day. From the start there is a deficit that can be handled in various ways.
- as I said, you can stop Shinano. Her merits aside, she gobbles up 180 points every day until her arrival on 11/17/44. That's 15% of the shipbuilding budget for a ship that is essentially worthless.
- you can expand shipyards. I rejected this out of hand as too expensive, both of supplies to pay for the expansion as well as of HI to pay for the shipbuilding. But should you elect to do this, the real trick there is how much to expand, and timing of the expansion. Of course you need more points right away, and expanding shipyards takes time.
- you can convert merchant shipyards. You have 1000 points worth of them at the start, and only 510 points worth of merchies burning. But that is before you convert AKs to AE, AR, AS, AV, and MLE. Those guys cost an additional 20 points a day each. Only you know how many of those you are going to make, so only you know whether you have leftover merchie capacity or not.
The other thing to keep in mind is that this is the situation at the start. It is not static but can and does change on a daily basis as some ships arrive and others reach the point where they start burning shipyard points. For example, the expenditure required for merchant ship construction on Jan 3, 1944 is 2612 points. That's pretty rich for your 1000 point per day budget. Fortunately for you, by then you are likely to have excess
naval shipbuilding capacity that you can convert to merchant construction. The only question then is whether you have the HI to build all those ships (and of course, whether you still actually
need any of them!). The only way to really be able to plan your shipbuilding is to build a day by day construction plan for the entire war including all possible ships, and then start tweaking it. I have done this, and would be happy to share it, but the files are huge. The one for warships is 23 megs, the one for merchies is 37 megs.
RE: acclerated ship
Posted: Tue Nov 09, 2004 1:23 pm
by steveh11Matrix
Surely you're joking! If you do nothing to the Japanese production, doesn't it run at the historical rate?
Steve.
RE: acclerated ship
Posted: Tue Nov 09, 2004 1:31 pm
by tsimmonds
Surely you're joking! If you do nothing to the Japanese production, doesn't it run at the historical rate?
Historical rate? I have no idea. Is the arrival schedule in the game historical? I never looked at it that way. All I know is that the arrival schedule in the game is unattainable without taking action of some kind.