Japanese Industry/Production Questions

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.

Moderators: wdolson, Don Bowen, mogami

User avatar
Zemke
Posts: 665
Joined: Tue Jan 14, 2003 12:45 am
Location: Oklahoma

Japanese Industry/Production Questions

Post by Zemke »

At the risk of sounding very dumb about the Japanese prodution system, I have a few questions for the "experten" out there.

Is is worth it for Japan to invest in increased ship repair? I am playing one PBEM where I did a significant increase in the ship repair yard in Tokyo, the up grade too a long time to take effect and during that time I had very few supplies, but now Tokyo is producing double the repair points it was at the start, did I make a mistake, should I have not created the SUPER repair yard?

I also increase the Naval ship yard size in Tokyo with the hope that it would give me faster ship production coming out of Tokyo, again did I make a mistake in thinking this?

Supplies seems to build up very slowly for me in Japan, granted I have various factory changes in effect or factory increase in effect, which I suspect is the problem, or is Japan supply production just very slow?

R and D of new plane types. I have read that one should start R&D on future planes, while at the same time I have read in some "Guides" to stop R&D on future planes. What should I be doing?
"Actions Speak Louder than Words"
User avatar
niceguy2005
Posts: 12522
Joined: Mon Jul 04, 2005 1:53 pm
Location: Super secret hidden base

RE: Japanese Industry/Production Questions

Post by niceguy2005 »

ORIGINAL: Zemke_4

At the risk of sounding very dumb about the Japanese prodution system, I have a few questions for the "experten" out there.

Is is worth it for Japan to invest in increased ship repair? I am playing one PBEM where I did a significant increase in the ship repair yard in Tokyo, the up grade too a long time to take effect and during that time I had very few supplies, but now Tokyo is producing double the repair points it was at the start, did I make a mistake, should I have not created the SUPER repair yard?

I also increase the Naval ship yard size in Tokyo with the hope that it would give me faster ship production coming out of Tokyo, again did I make a mistake in thinking this?

Supplies seems to build up very slowly for me in Japan, granted I have various factory changes in effect or factory increase in effect, which I suspect is the problem, or is Japan supply production just very slow?

R and D of new plane types. I have read that one should start R&D on future planes, while at the same time I have read in some "Guides" to stop R&D on future planes. What should I be doing?
I Zemke, look for Spookys WitP fansite, there is some information there, although as also a noob to Japanese production I admit I could use more.

One question addressed on Spooky sight was the one about increasing the size of the repair yards. The adivse I read there suggested that it is not worth the supplies. I have invested most of my supplies early on in creating engough engine production for my AF. I don't know if that is a good idea either though
Image
Artwork graciously provided by Dixie
User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Japanese Industry/Production Questions

Post by Nikademus »

#1 rule...be very wary of expanding too much. once those expanded industries (including plane types) go "online" they will suck up HI so you need to monitor your pools closely and ship ship ship in Oil and Resource. I made the mistake recently of not closely monitoring my HI and Oil pools and managed to cause my economy to essentially come to a screeching halt by mid 43.

User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

ORIGINAL: Zemke_4

At the risk of sounding very dumb about the Japanese prodution system, I have a few questions for the "experten" out there.

Is is worth it for Japan to invest in increased ship repair? I am playing one PBEM where I did a significant increase in the ship repair yard in Tokyo, the up grade too a long time to take effect and during that time I had very few supplies, but now Tokyo is producing double the repair points it was at the start, did I make a mistake, should I have not created the SUPER repair yard?

I also increase the Naval ship yard size in Tokyo with the hope that it would give me faster ship production coming out of Tokyo, again did I make a mistake in thinking this?

Supplies seems to build up very slowly for me in Japan, granted I have various factory changes in effect or factory increase in effect, which I suspect is the problem, or is Japan supply production just very slow?

R and D of new plane types. I have read that one should start R&D on future planes, while at the same time I have read in some "Guides" to stop R&D on future planes. What should I be doing?

First of all, welcome to the forum. Secondly, there are no dumb questions. These are all very good questions to ask. I'll address them in order.

1. I believe it is wise to increase the Japanese ship repair capability. You start out with a total of 535 points. My PBEM is currently 23 June 42 and I have 1119 points and it's still slowly rising. I like to have 4-5 large repair ports for my BBs and CVs. Also, the really tiny yards are pretty much useless unless you increase the size. I doubled Japan's yard to 142. I can repair a CV as well as some small ships too.

2. Naval (and merchant) shipyards are important for building ships faster, but they are not really specific to the port. The points are lumped together and used for ships regardless of what port they are building in. I list all of my shipyards at the beginning of the game and usually upgrade using the smallest. As they are completed, I check my production stats and see how much more I need. To date I've increased my shipyards from 1174 to 1276 (and holding) and merchant yards from 1000 to 1095 (and holding). It all depends on how fast you want to get your reinforcement ships and how much supply you're willing to spend.

3. You get supply for Japan from 2 sources: resource centers and HI centers. I believe that supply is the critical part of the Japanese war machine. Granted you need oil and resources for HI production, but you will need supply for everything. I track my supply from in info screen daily to see my supply trends. You can calculate how much supply you produce in a month and then allocate it for various uses.

4. Ahh, R&D. Many people keep it off. I keep it going. R&D is actually part of a bigger problem. The first thing you need to do is to determine what planes you want to produce. Then figure out how many of each plane type. Then figure out how many of each engine type you need. Now back to R&D. You probably won't want to produce all of those planes. Keep in mind one thing. You will need some of those planes to allow your reinforcement daitai/sentai starting with that type of aircraft to actually come on map. At that point you can change the unit to another aircraft type. The original aircraft move back into the pool for the next unit in the queue.

A couple of hints for aircraft:

Change all Claude and Nate factories to something else. They're obsolete. Same with the Army DBs (Ki-30, 32 and 51). You have plenty of all of them.

Turn off the Nell factory. You have plenty. In Jan 42 this factory will auto upgrade (free of charge) to Bettys.

Turn off the Mavis factory too. It'll upgrade to Emily in Jan 42.

Hunt around for other info or just ask here and someone will give you some of his hard learned advice.[:D]
Image
Created by the amazing Dixie
User avatar
Zemke
Posts: 665
Joined: Tue Jan 14, 2003 12:45 am
Location: Oklahoma

RE: Japanese Industry/Production Questions

Post by Zemke »

[font="Arial"]I wish I know how much HI was getting used each day, so I could optimize it. I have R&D off on all planes right now. If I keep R&D on do I get the plane early. I have taken some R&D completly off and that factory is now building planes, was that a bad idea? I guess I am asking if I don't do R&D will I get that plane type? I have this same question on a separate thread, but I will ask it again, if I DO NOT do R&D will I still get that plane type? Because if I will get the new plane model anyway, then I think I will just convert all R&D factories to production of real planes, and just get the new models when they are due.

One other question, is there generally enough production of Army equipment, or does that need to be increased also. I generally increase the smaller factorys anyway no matter.

Thanks guys for your patience, particularly Mike's reply, very useful.[/font]
"Actions Speak Louder than Words"
User avatar
saj42
Posts: 1132
Joined: Tue Apr 19, 2005 12:02 pm
Location: Somerset, England

RE: Japanese Industry/Production Questions

Post by saj42 »

I'm a bit of a Jap Production novice but, IIRC, you WILL get the plane type if the R&D factories are off. You will get them on the historical date. Having R&D factories running/on will give a chance of bringing forward the 'in-service' date. I can't recall the calculation but someone out there knows it ! Just remember to switch the R&D factories on when the date is due as they 'convert' to the production factories
Image
Banner by rogueusmc
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: Japanese Industry/Production Questions

Post by Mistmatz »

ORIGINAL: Mike Solli

1. I believe it is wise to increase the Japanese ship repair capability. You start out with a total of 535 points. My PBEM is currently 23 June 42 and I have 1119 points and it's still slowly rising. I like to have 4-5 large repair ports for my BBs and CVs. Also, the really tiny yards are pretty much useless unless you increase the size. I doubled Japan's yard to 142. I can repair a CV as well as some small ships too.


What I'd like to know is how dockyard points affect the repair capability of a port.

How are they distributed between damaged ships and what is the purpose of "a point" does it mean a dice roll or a probability for a dice roll if you have many dockyard points for a vessel?
If you gained knowledge through the forum, why not putting it into the AE wiki?

http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki

User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

ORIGINAL: Mistmatz

What I'd like to know is how dockyard points affect the repair capability of a port.

How are they distributed between damaged ships and what is the purpose of "a point" does it mean a dice roll or a probability for a dice roll if you have many dockyard points for a vessel?

First question: Ya got me. All I know is that it appears (no hard data; just looking at ships as they repair) that similar ships in different, similar ports with the only difference being a repair facility, the ship with the repair facility seems to repair faster. How's that for a non-answer?[:D]

Second question: The computer handles that. The only advise I can give is that if you want a specific ship to get the repair points, don't put any other damaged ships in that hex, whether in port or in a TF in the hex. I track how many shipyard repair facility points I have in each hex and put only the ships I want repaired in the port. The rest go in "holding ports" and move to the ship repair ports as repaired ships leave.
Image
Created by the amazing Dixie
Mistmatz
Posts: 1399
Joined: Sun Oct 16, 2005 8:56 pm

RE: Japanese Industry/Production Questions

Post by Mistmatz »

ORIGINAL: Mike Solli

ORIGINAL: Mistmatz

What I'd like to know is how dockyard points affect the repair capability of a port.

How are they distributed between damaged ships and what is the purpose of "a point" does it mean a dice roll or a probability for a dice roll if you have many dockyard points for a vessel?

First question: Ya got me. All I know is that it appears (no hard data; just looking at ships as they repair) that similar ships in different, similar ports with the only difference being a repair facility, the ship with the repair facility seems to repair faster. How's that for a non-answer?[:D]

I'm very impressed, really! [8|][;)]
ORIGINAL: Mike Solli
Second question: The computer handles that. The only advise I can give is that if you want a specific ship to get the repair points, don't put any other damaged ships in that hex, whether in port or in a TF in the hex. I track how many shipyard repair facility points I have in each hex and put only the ships I want repaired in the port. The rest go in "holding ports" and move to the ship repair ports as repaired ships leave.

Would be nice to know if this method eventually means wasting dockyard points due to a max. amount being assigned to one vessel.
As japanese player I'm just not mentally willing to spend supplies on something that might not have the slightest effect. Especially as I already lost lots of supplies due to very dumb decisions... [8D][8D]
If you gained knowledge through the forum, why not putting it into the AE wiki?

http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki

User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

I understand what you're saying. The only consoling part of all this is that, once the shipyards are built (costing supply), the shipyard points they produce don't cost anything.
Image
Created by the amazing Dixie
IS2m
Posts: 194
Joined: Sun May 01, 2005 11:36 pm

RE: Japanese Industry/Production Questions

Post by IS2m »

ORIGINAL: Mike Solli




Change all Claude and Nate factories to something else. They're obsolete. Same with the Army DBs (Ki-30, 32 and 51). You have plenty of all of them.

Question for you Mike: Does the Claude factory auto-upgrade?
User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
Image
Created by the amazing Dixie
User avatar
dtravel
Posts: 4533
Joined: Wed Jul 07, 2004 6:34 pm

RE: Japanese Industry/Production Questions

Post by dtravel »

ORIGINAL: Mistmatz

ORIGINAL: Mike Solli

1. I believe it is wise to increase the Japanese ship repair capability. You start out with a total of 535 points. My PBEM is currently 23 June 42 and I have 1119 points and it's still slowly rising. I like to have 4-5 large repair ports for my BBs and CVs. Also, the really tiny yards are pretty much useless unless you increase the size. I doubled Japan's yard to 142. I can repair a CV as well as some small ships too.


What I'd like to know is how dockyard points affect the repair capability of a port.

How are they distributed between damaged ships and what is the purpose of "a point" does it mean a dice roll or a probability for a dice roll if you have many dockyard points for a vessel?

I am working on gathering data on how ship repair works. You can see discussions of this in some of the other threads. I am still working on it, but I'll give you some basics that I have figured out.

There are two forms of ship repair, Inherent and Repair Shipyard. Each, as far as I have been able to determine, operates independently of the other.

Inherent repair is the repair that any ship can do on its own, even therotically while steaming at sea. The chances of the ship repairing a point of SYS damage is dependant on its Durability (can be found in the ship detail screen), whether it is in a port or not, the size of the port and the presence of repair support in the form of AR/AS/AD ships and Naval HQs. The lower the DUR, the larger the port, the more repair support is present, the higher the chances of making that "roll". It is even possible for a ship to repair two points in one day, if it gets lucky enough and its DUR is low enough.

Repair Shipyards produce Repair Points. If a ship is in a port (it may need to be disbanded) with a Repair Shipyard, in addition to any Inherent repair rolls it makes, it has a chance of using those Repair Points to reduce its SYS damage also. Again, the lower the ship's Durability, the more likely it is to make that roll so far as I can tell at this point. This roll may or may not be influenced by the same factors as Inherent Repair, I don't know at this point. Also, like Inherent Repair, if the DUR is low enough it may make this roll twice in one day but this is even less likely than with Inherent Repair. If the ship makes its Repair Shipyard die roll, it repairs a point of SYS damage and a number of Repair Points equal to its Durability + 20 are used up. You can see how many Repair Points a given port generates each turn by looking in the Industry section of the base. Note that any given base will only generate more Repair Points if the current accumulated total is less than four times the Repair Shipyard size. So a small Shipyard like Melbourne (size 15) will never have more than 74 accumulated Repair Points (4 x 15 = 60; less than 60 is 59; 59 + 15 = 74), so it is never going to be of any help repairing anything who's Durability is larger than 50.
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

Image
User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

ORIGINAL: dtravel

I am working on gathering data on how ship repair works. You can see discussions of this in some of the other threads. I am still working on it, but I'll give you some basics that I have figured out.

There are two forms of ship repair, Inherent and Repair Shipyard. Each, as far as I have been able to determine, operates independently of the other.

Inherent repair is the repair that any ship can do on its own, even therotically while steaming at sea. The chances of the ship repairing a point of SYS damage is dependant on its Durability (can be found in the ship detail screen), whether it is in a port or not, the size of the port and the presence of repair support in the form of AR/AS/AD ships and Naval HQs. The lower the DUR, the larger the port, the more repair support is present, the higher the chances of making that "roll". It is even possible for a ship to repair two points in one day, if it gets lucky enough and its DUR is low enough.

Repair Shipyards produce Repair Points. If a ship is in a port (it may need to be disbanded) with a Repair Shipyard, in addition to any Inherent repair rolls it makes, it has a chance of using those Repair Points to reduce its SYS damage also. Again, the lower the ship's Durability, the more likely it is to make that roll so far as I can tell at this point. This roll may or may not be influenced by the same factors as Inherent Repair, I don't know at this point. Also, like Inherent Repair, if the DUR is low enough it may make this roll twice in one day but this is even less likely than with Inherent Repair. If the ship makes its Repair Shipyard die roll, it repairs a point of SYS damage and a number of Repair Points equal to its Durability + 20 are used up. You can see how many Repair Points a given port generates each turn by looking in the Industry section of the base. Note that any given base will only generate more Repair Points if the current accumulated total is less than four times the Repair Shipyard size. So a small Shipyard like Melbourne (size 15) will never have more than 74 accumulated Repair Points (4 x 15 = 60; less than 60 is 59; 59 + 15 = 74), so it is never going to be of any help repairing anything who's Durability is larger than 50.

First of all, I agree with what you just said. I do have a question about it though, assuming the manual is accurate.[:'(] If each is independent of the other, then in theory 3 points of damage can be repaired in a turn. I've seen 2 points repaired quite often, but never 3. Have you ever seen that?
Image
Created by the amazing Dixie
User avatar
dtravel
Posts: 4533
Joined: Wed Jul 07, 2004 6:34 pm

RE: Japanese Industry/Production Questions

Post by dtravel »

ORIGINAL: Mike Solli

ORIGINAL: dtravel

I am working on gathering data on how ship repair works. You can see discussions of this in some of the other threads. I am still working on it, but I'll give you some basics that I have figured out.

There are two forms of ship repair, Inherent and Repair Shipyard. Each, as far as I have been able to determine, operates independently of the other.

Inherent repair is the repair that any ship can do on its own, even therotically while steaming at sea. The chances of the ship repairing a point of SYS damage is dependant on its Durability (can be found in the ship detail screen), whether it is in a port or not, the size of the port and the presence of repair support in the form of AR/AS/AD ships and Naval HQs. The lower the DUR, the larger the port, the more repair support is present, the higher the chances of making that "roll". It is even possible for a ship to repair two points in one day, if it gets lucky enough and its DUR is low enough.

Repair Shipyards produce Repair Points. If a ship is in a port (it may need to be disbanded) with a Repair Shipyard, in addition to any Inherent repair rolls it makes, it has a chance of using those Repair Points to reduce its SYS damage also. Again, the lower the ship's Durability, the more likely it is to make that roll so far as I can tell at this point. This roll may or may not be influenced by the same factors as Inherent Repair, I don't know at this point. Also, like Inherent Repair, if the DUR is low enough it may make this roll twice in one day but this is even less likely than with Inherent Repair. If the ship makes its Repair Shipyard die roll, it repairs a point of SYS damage and a number of Repair Points equal to its Durability + 20 are used up. You can see how many Repair Points a given port generates each turn by looking in the Industry section of the base. Note that any given base will only generate more Repair Points if the current accumulated total is less than four times the Repair Shipyard size. So a small Shipyard like Melbourne (size 15) will never have more than 74 accumulated Repair Points (4 x 15 = 60; less than 60 is 59; 59 + 15 = 74), so it is never going to be of any help repairing anything who's Durability is larger than 50.

First of all, I agree with what you just said. I do have a question about it though, assuming the manual is accurate.[:'(] If each is independent of the other, then in theory 3 points of damage can be repaired in a turn. I've seen 2 points repaired quite often, but never 3. Have you ever seen that?

First off, always assume the manual for this game is wrong.

Next, In Theory it is actually possible for 4 points of damage to be repaired in one turn. (Two from inherent repair, two from shipyard repair.) I've personally never seen more than 2, but at least one person has reported seeing 3 points repaired in one turn. But the likelihood of it appears to be extremely low, so don't count on it, just consider it an excuse for a major party.
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

Image
User avatar
niceguy2005
Posts: 12522
Joined: Mon Jul 04, 2005 1:53 pm
Location: Super secret hidden base

RE: Japanese Industry/Production Questions

Post by niceguy2005 »

ORIGINAL: dtravel

ORIGINAL: Mike Solli

ORIGINAL: dtravel

I am working on gathering data on how ship repair works. You can see discussions of this in some of the other threads. I am still working on it, but I'll give you some basics that I have figured out.

There are two forms of ship repair, Inherent and Repair Shipyard. Each, as far as I have been able to determine, operates independently of the other.

Inherent repair is the repair that any ship can do on its own, even therotically while steaming at sea. The chances of the ship repairing a point of SYS damage is dependant on its Durability (can be found in the ship detail screen), whether it is in a port or not, the size of the port and the presence of repair support in the form of AR/AS/AD ships and Naval HQs. The lower the DUR, the larger the port, the more repair support is present, the higher the chances of making that "roll". It is even possible for a ship to repair two points in one day, if it gets lucky enough and its DUR is low enough.

Repair Shipyards produce Repair Points. If a ship is in a port (it may need to be disbanded) with a Repair Shipyard, in addition to any Inherent repair rolls it makes, it has a chance of using those Repair Points to reduce its SYS damage also. Again, the lower the ship's Durability, the more likely it is to make that roll so far as I can tell at this point. This roll may or may not be influenced by the same factors as Inherent Repair, I don't know at this point. Also, like Inherent Repair, if the DUR is low enough it may make this roll twice in one day but this is even less likely than with Inherent Repair. If the ship makes its Repair Shipyard die roll, it repairs a point of SYS damage and a number of Repair Points equal to its Durability + 20 are used up. You can see how many Repair Points a given port generates each turn by looking in the Industry section of the base. Note that any given base will only generate more Repair Points if the current accumulated total is less than four times the Repair Shipyard size. So a small Shipyard like Melbourne (size 15) will never have more than 74 accumulated Repair Points (4 x 15 = 60; less than 60 is 59; 59 + 15 = 74), so it is never going to be of any help repairing anything who's Durability is larger than 50.

First of all, I agree with what you just said. I do have a question about it though, assuming the manual is accurate.[:'(] If each is independent of the other, then in theory 3 points of damage can be repaired in a turn. I've seen 2 points repaired quite often, but never 3. Have you ever seen that?

First off, always assume the manual for this game is wrong.

Next, In Theory it is actually possible for 4 points of damage to be repaired in one turn. (Two from inherent repair, two from shipyard repair.) I've personally never seen more than 2, but at least one person has reported seeing 3 points repaired in one turn. But the likelihood of it appears to be extremely low, so don't count on it, just consider it an excuse for a major party.
I am about 99% sure I had a BB repair 3 points in one turn. Once, in a distant galaxy, a long time ago...
Image
Artwork graciously provided by Dixie
User avatar
dtravel
Posts: 4533
Joined: Wed Jul 07, 2004 6:34 pm

RE: Japanese Industry/Production Questions

Post by dtravel »

ORIGINAL: niceguy2005
I am about 99% sure I had a BB repair 3 points in one turn. Once, in a distant galaxy, a long time ago...

And then all your penguin POWs dropped dead from overwork. [:D]
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

Image
User avatar
Mike Solli
Posts: 16100
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Japanese Industry/Production Questions

Post by Mike Solli »

[:D]
Image
Created by the amazing Dixie
User avatar
aletoledo
Posts: 827
Joined: Fri Feb 04, 2005 6:51 pm
Contact:

RE: Japanese Industry/Production Questions

Post by aletoledo »

I'm in the beginning of '43 and have initiated taking my osaka repair yard to 200 repair points. I guess I have a lot of damaged ships and even distributing them amoung all the decent yards, I find that I still use up all the points each turn.

I knew I needed the extra points and so I started increasing the capacity early, but after the initial increases finished, I had a lull in the fighting and didn't continue increasing the yards. I regret that and probably should have cranked it up to 200 from the very beginning. it was hard (and still is) on supply, but I feel its been worth it so far, because cruisers really seem to benefit the most and I can turn them around easily.
User avatar
scout1
Posts: 3104
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

RE: Japanese Industry/Production Questions

Post by scout1 »

Turn off the Mavis factory too. It'll upgrade to Emily in Jan 42

No way. The Mavis (if memory serves) has the longest legs of any search a/c. I increase these puppies. Always good to know what the Limeys and Yanks are up to [;)]
Post Reply

Return to “The War Room”