LargeSlowTarget
Posts: 4443
Joined: 9/23/2000 From: Hessen, Germany - now living in France Status: offline
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Well, that's why it is called 1.1Beta, and that's why I have warned in the mod notes that I may have messed up things since my approach was pretty much "seat of the pants". Seems that my intuition was off a bit, so I have made corrections for the release version. Here is a recap of the current state of things in the v1.1. release candidate: Bottlenecks Economics Theory The economy in stock and DBB scenarios have two shortcomings: 1. Japan can afford to keep a lot of merchant ships idle in port without suffering a deficit in resource imports. 2. Allied supply production is fixed, they produce the same amount of supplies each day between Dec 7th 1941 and the surrender, instead of starting on a shoestring and having production rise over time. My tinkering with the economy tries to rectify this. After feed back from forumites, I have tweaked the economy a bit more. 1. I have increased the resource generation per resource center and increased the resource requirements of heavy and light industries by 5 points each, and 2 points for oil. This means more resource/oil input is required per HI/supply/fuel point generated. The amount of resources and oil/fuel that must be moved to feed the industries is higher, therefore increasing shipping requirements. Note that resource requirements for LI actually dropped from 25 to 20 from the first bottlenecks version, since originally the required input for LI was 15 and I had added 10 instead of 5 points by accident. 2. Note that neither refineries nor heavy industry generates supplies, only light industry does. For me, heavy industry is primarily the conversion of metal ores into basic metal products like armor plate, sheet steel, wire etc. which is then used in the manufacturing industries - shipbuilding, aircraft/armament/vehicle factories and light industries to produce weapons, tanks and trucks etc. Light industries also use resources to produce ammo, uniforms, gear and food i.e. supplies in the game sense. The oddity is that airplanes use supplies created exclusively by light industries - before they used supplies generated at least in part by refineries. In an ideal game, there would be avgas, but we have to make to with what we have. Anyway, I deemed it even more odd that that in stock/DBB ground units can "eat" supplies generated by refineries or heavy industries. Planes flying on supplies or LCU eating mineral oil products - I had to make a choice. My decision should it make less desirable to establish a "fortress Palembang" type of defense with the garrison being supplied with food and ammo produced by a refinery. In order to compensate for the loss of supply generation by HI and refineries, the supply generation of LI has been doubled and the number of LI centers has been adjusted, so that at game start, the same amount of supplies is being produced for Japan than in the base DBB scenario. For the USA, see 5. below. 3. I have removed most of the heavy industries in the SRA and modified the light industries quantities. Apparently there was little if any conversion of metal ores into metal products in the SRA. Concerning the DEI: "In 1941, the Dutch East Indies produced large quantities of coffee, tea (20% of the world's supply), cacao, coconut (25% of the world's supply), sugar, pepper, tobacco, rubber (35% of the world's supply), quinine (most of the world's supply), and oil (significant portion of the world's supply). The islands were the Netherland's main source of raw materials; very little industry was developed in the Dutch East Indies." Source: https://ww2db.com/country/dutch%20east%20indies Same for Malaysia: "Malaysia had very few secondary industries before World War II. The little that did appear was connected mainly with the processing of the primary exports, rubber and tin, together with limited production of manufactured goods for the domestic market (e.g. bread, biscuits, beverages, cigarettes and various building materials). " Source: https://eh.net/encyclopedia/economic-history-of-malaysia/ 4. Japan is resource-poor and had to import much of the resources and food needed. In the game, the ratio of "home-grown" resources and imports seems to be slanted too much towards "home-grown", so I have moved a sizeable number of resource centers from the home islands to Korea/Manchukuo/SRA. As a consequence, the daily resource deficit of 38k at the start is now considerably higher than in DBB, and Japan must conquer 1534 resource centers in the SRA and ship those resources to Japan to pull even. There are 3600+ resource centers in the historic SRA for the taking, so this should be doable. The resource stockpiles Japan controls at game start have been increased to 10m, which will cover the 38k resource deficit for about 267 days. Within this time, you must get the SRA resource flow running. Note that in DBB, the resource stockpiles did cover a daily resource deficit of only 5800 for a whopping 1250 days, thus not requiring imports from the SRA for most of the war, no industry expansion provided. I don't believe Japan was self-sufficient in resources to that point. 5. For the Allies, many factories etc. start damaged and must be repaired. This reflects the fact that production levels esp. in the USA at start of the Pacific War were just picking up from post-depression peace-time levels. Forumite feedback suggest that the five major CONUS ports go and do stay "in red" supply-wise for weeks, making it difficult to ship supplies to the PTO for months. Therefore, I have revisited the factories and daily supplies in CONUS. In the US+Canada, LI supply production start at only 4556 points, but once fully repaired, LI centers will yield 57k supplies per day. On day 1, all industries and resource centers needing repairs in the USA and Canada do require 122186 supplies daily. Daily supplies at 53k and LI production at only 4556 at start obviously will not allow to repair everything at once. The key is a selective repair of assets. LI, HI and resource centers should be priority. It is highly recommended to delay repairs of repair shipyards, oil centers and refineries until the LI and resource centers have recovered - they require 5k (repair yard) resp. 2k (oil facilities) supplies per point repaired for a total of 71k supplies per day. Expanding oil facilities and shipyard facilities is heavy construction work and requires time, the delay will lead to more realistic delivery schedules. Picture: Current state of Japan at start - HI, fuel and supply generation are at or very close to DBB base scenario levels. Edit: As you can see, in my mod Japan will start with less oil centers in operation than in DBB, but has damaged oil centers. The damaged oil centers represent the coal liquefaction which Japan increased during the war.
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< Message edited by LargeSlowTarget -- 2/19/2018 2:31:34 PM >
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