el cid again
Posts: 16922
Joined: 10/10/2005 Status: offline
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quote:
ORIGINAL: Ol_Dog In RHSCVO, scen 50 - At the end of Japanese turn 1, 8 Dec 1941, Naga (PI) had 502/1 supplies and 0 fuel at the base, and 450 resourses with 1 empty AK there. I left the AK there to load fuel. After Japanese turn 2, Naga base had 40/1 supplies, 5,940 fuel at the base, 500 resourses, and had loaded 95 fuel on the AK. Somehow it had swapped about 400 supplies for 6,000 fuel during the turn. That's bad - I left the AK there to reduce fuel to be captured. Welcome to the mysteries of hard code, resources and oil. IF there is any sort of trail, road or rail connection (and an RHS ferry is at least a trail connection) AI can move UNLIMITED amounts of resources and oil ANY distance instantly. I have seen 175,000 oil move from Salt Lake City (United States) to San Francisco in 12 hours (that is, one supply phase). IRL this is nonsense. I rationalize it as "movement ended at that time". Nothing I can do about it. Supplies and fuel do not move that fast - well - not that much. They also move instantly - but less often - and in lower amounts - depending on the path points - and won't move at all more than 4 hexes along a trail system (unless you use land units to hand them off - which works IRL too). I prefer a more sophisticated system. But note that I think this system works a lot better than I believed it could at first blush. For such a simple system I am astonished how well it works. One factor - when you put something in a location - it creates "demand" to send supplies TO that location! Again - nothing I can do about that. In general a port will draw fuel toward itself - the bigger the port the more the fuel. And it may be that putting a ship there is a factor as well. It is for supplies - put land units in a hex you draw supplies to them - so it is quite likely. Naga actually is Naga, Pili and Daet - three different cities - and a number of ports and airfields.
< Message edited by el cid again -- 3/12/2007 11:30:40 AM >
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