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japanese production questions

Posted: Sat Feb 04, 2006 7:23 pm
by Bahnsteig
I'have some problems with the informations on the right side of the industrial screen and the manual didn't help me really.
what exactly do the numbers in the brackets mean?
i have naval shipyard 1263 (3654)
when i accelerate the production of a ship, will the numbers change? and if so, how?

and what is with the repairpoints?
if a city has a repair dock with 100, will the city "save" points till 4 times of the dock, in this case 400?
and when a damaged ship is in the port will it use the points and after the repair the city will save the points again till 400?
or will all the repairpoints be counted together and splitt to the cities where they are needed?
some cities have only 4 points and it makes no sence to send a big ship in there...i guess

thx in advance





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RE: japanese production questions

Posted: Sun Feb 05, 2006 2:28 am
by acmejeff
The number outside of the brackets is how many points you are producing per turn. The number within the bracket is you current pool total. If you accelerate a ship the first number will remain the same but the pool points will change.

Yes, each city can only have four times the number of repair points. It comes down to use them or lose them in each city as they do not get shared between cities. You can use the smaller repair docks to take care of AK/AP ships and use the big ones to deal with fleet repairs. The size of the port plus HQs will have a lot to do with where you repair which ships too.

RE: japanese production questions

Posted: Sun Feb 05, 2006 1:21 pm
by Bahnsteig
thanx for your answer.
so i can accelerate my ships till the brackets are empty :)

RE: japanese production questions

Posted: Sun Feb 05, 2006 6:49 pm
by alfrake
ORIGINAL: Bahnsteig
thanx for your answer.
so i can accelerate my ships till the brackets are empty :)

It's really better if you track the daily change and then tweak it. If your total shipyard points goes up on a day, then you can accelerate something for the future. If it goes down, you need to halt/normalize something. If your total is near zero, that probably means a ship did not get worked on that day. The amount used per turn changes fairly often as ships get built and new ones started.
Personally, my (extremely rough) target is to keep my naval shipyard pool around 100. I'm sure I could go lower, but this way I can forget it for a few days. As I'm tracking its daily change, I halt/restart subs as necessary (Shinano canceled on day 1). The actual monitoring doesn't take much effort on my part, I'm toggling something that way less than once a week.

RE: japanese production questions

Posted: Sun Feb 05, 2006 9:21 pm
by Bahnsteig
i canceled shinano too on the first day.
and i will cancel subs when it's possible because they are almost useless.
now that i know what the brackets mean it will be easier for me to optimize the industry.
unfortunatelly the screens are not very helpfull, could be better


RE: japanese production questions

Posted: Sun Feb 05, 2006 10:06 pm
by hawker
i canceled shinano too on the first day.
and i will cancel subs when it's possible because they are almost useless.
now that i know what the brackets mean it will be easier for me to optimize the industry.
unfortunatelly the screens are not very helpfull, could be better


Cancell ONLY RO subs,others a quite good weapon[;)].

RE: japanese production questions

Posted: Mon Feb 06, 2006 1:57 pm
by Bahnsteig
i cannot cancel RO-subs
the only options are normal and accalerate
Do you relly have much success with your jap-subs?
they get more often hit than they hit anything.
and i'm right now in late feb 1942

RE: japanese production questions

Posted: Mon Feb 06, 2006 4:19 pm
by AmiralLaurent
My own tactic is to have poth shipyards pool between 500 and 1000, if they go under 500, i will stop or no more accelerate some ships, if they go over 1000 I will accelerate some. That enables me to check only every 3-4 days and deal with it very quickly.

You can only cancel ships when the delay before launching is inferior to durability x 10. On the other hand all ships advancing over durability x 10 are advancing for free, you may accelerate them (and pay for that) if the delay is inferior to durability x 30.

So that means that you can't cancel RO-subs at start of the game as their delay is over their durability * 30.

To reply for your question about the effectiveness of Japanese submarines, I think they are worth the effort. Glen-carrying submarines are wonders (totally unrealistic, in RL Glen crashed or disappeared every 2-4 op flights, so using them for naval search was a waste). Other submarines are useful to sink cripples, or as a threat on Allied convoy lines, away from Allied bases, so your opponent should keep escort back there.
Minelaying with Jap subs, except the four I-121-124 specialized subs is a waste of time and ships, because you will have to sail too close of an Allied base and the risk of being sunk is not worth it.

RE: japanese production questions

Posted: Mon Feb 06, 2006 6:08 pm
by Bahnsteig
thx for the info.
how do you know that with the durability of the subs?
i didn't find anything usefull in the manual.

the only thing i do with my subs is to try ambush ships between PH and SF so my opponent has to waste DDs on convoys

RE: japanese production questions

Posted: Mon Feb 06, 2006 6:12 pm
by tsimmonds
So that means that you can't cancel RO-subs at start of the game as their delay is over their durability * 30.

Actually this should say that you can't cancel RO-subs at the start of the game as their delay is over their durability * 10.