Query on Japanese Production
Posted: Sat Apr 29, 2006 9:31 am
Anyone got a spreadsheet with all locations and economic assets -
I don't care from what scenario?
Going to try to work up a quick and dirty supply sink set.
This concept is to use a combination of civil engineers, support
and sometimes aviation support (where civil airliners got taken over and the air support units are fixed in location) - and what I call static facilities - and put these in otherwise static slots (e.g. coast defense units) -
with the effect they
1) Need no support nor provide any (except if they have a few airplane mechanics who will refuel anything)
2) Eat supplies generated by resource centers but not wanted in this area (supplies wanted are simply not eaten - we control it by the size of the sink)
3) Industry/Resources in the hex are destroyed if it falls to the enemy.
Now there are technical problems with this. You cannot put these guys in to locations as such - well you can - but they don't work in any slot where a resource comes first. Non economic things in such slots are ignored.
If a non-resource comes first - economic things are ignored. No middle case. And for once that is in the manual - sort of - at least partially.
Then there is the problem of if the hex falls to the enemy - sure it is damaged - but when it repairs back up - who eats the supplies. I don't want to answer that question - for fear players may "cheat." So call it "cheating by the mod guy"
I don't care from what scenario?
Going to try to work up a quick and dirty supply sink set.
This concept is to use a combination of civil engineers, support
and sometimes aviation support (where civil airliners got taken over and the air support units are fixed in location) - and what I call static facilities - and put these in otherwise static slots (e.g. coast defense units) -
with the effect they
1) Need no support nor provide any (except if they have a few airplane mechanics who will refuel anything)
2) Eat supplies generated by resource centers but not wanted in this area (supplies wanted are simply not eaten - we control it by the size of the sink)
3) Industry/Resources in the hex are destroyed if it falls to the enemy.
Now there are technical problems with this. You cannot put these guys in to locations as such - well you can - but they don't work in any slot where a resource comes first. Non economic things in such slots are ignored.
If a non-resource comes first - economic things are ignored. No middle case. And for once that is in the manual - sort of - at least partially.
Then there is the problem of if the hex falls to the enemy - sure it is damaged - but when it repairs back up - who eats the supplies. I don't want to answer that question - for fear players may "cheat." So call it "cheating by the mod guy"