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Railyard Capacity - 3/6/2021 8:09:42 PM   
rmeckman

 

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I like many others on the forum am drawn to games like WitE2 by the attention to detail and the effort put into developing realistic algorithms to represent complex issues like logistics. In a recent post, I pointed out a possible discrepancy related to the railyards in both WitE2 and WitW. The original intention in both games was that each railyard “factory” in a city represents a capability to move 5000 tons per week by rail, roughly corresponding to an ability to send out one loaded train per day. (This baseline is increased at a NSS.) However, the code for both games is currently allocating 10000 tons/week for each railyard factory rather than 5000 tons/week. One example can be seen in section 6.4.6 of the WitE2 manual, where Minsk is shown as having 6 railyard factories. The intended capacity of its railyards is shown as 30000 tons/week (6 * 5000), but they are actually providing 60000 tons/week (6 * 10000) for player use. Oddly, the description of the hex pop-up in section 6.4 does not explain these railyard numbers.

This apparent doubling of the rolling stock available to both sides raised alarm bells for me, since it could have wide-ranging effects in both WitE2 and WitW. These forums often quote the maxim that amateurs study tactics but professionals study logistics, and this issue seems to be a good fit. Yet, the response I’ve received so far in bringing this up has been fairly indifferent. I still haven’t seen any feedback on whether this doubling of railyard capacity was done deliberately to better match the actual rolling stock available in the war or is a coding bug that is being worked on.
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RE: Railyard Capacity - 3/6/2021 9:23:12 PM   
Hanny


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quote:

ORIGINAL: rmeckman

I like many others on the forum am drawn to games like WitE2 by the attention to detail and the effort put into developing realistic algorithms to represent complex issues like logistics. In a recent post, I pointed out a possible discrepancy related to the railyards in both WitE2 and WitW. The original intention in both games was that each railyard “factory” in a city represents a capability to move 5000 tons per week by rail, roughly corresponding to an ability to send out one loaded train per day. (This baseline is increased at a NSS.) However, the code for both games is currently allocating 10000 tons/week for each railyard factory rather than 5000 tons/week. One example can be seen in section 6.4.6 of the WitE2 manual, where Minsk is shown as having 6 railyard factories. The intended capacity of its railyards is shown as 30000 tons/week (6 * 5000), but they are actually providing 60000 tons/week (6 * 10000) for player use. Oddly, the description of the hex pop-up in section 6.4 does not explain these railyard numbers.

This apparent doubling of the rolling stock available to both sides raised alarm bells for me, since it could have wide-ranging effects in both WitE2 and WitW. These forums often quote the maxim that amateurs study tactics but professionals study logistics, and this issue seems to be a good fit. Yet, the response I’ve received so far in bringing this up has been fairly indifferent. I still haven’t seen any feedback on whether this doubling of railyard capacity was done deliberately to better match the actual rolling stock available in the war or is a coding bug that is being worked on.

Hunter, Soviet Transport Experience, gives all the data you would want for SU, Hans Pottgiesser does the same for Germany, maybe theystarted with historical numbers, and have discarded them for others that work better in game?. Standardmil freight train in Germany was 500 tons while in SU it was 1200 tons.

Online, try The influence of railways on military operations in the Soviet Germa war, 39 to 45 by HDavie

< Message edited by Hanny -- 3/6/2021 9:28:11 PM >


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RE: Railyard Capacity - 3/6/2021 9:55:44 PM   
Joel Billings


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The system as it exists is something that is intended. Now there are really 3 different capacity numbers being impacted by the number of railyards in the hex:

1) Capacity of depot - It impacts the max number of tons of freight that can be stored at the depot. This is also impacted by HQs in the hex. The base capacity is 10k per railyard point.
2) Rolling stock capacity - The amount of rolling stock that is available to carry units and freight long the rails. Aside from NSS's, depots of size 2 or more provide 10k tons per railyard point.
3) The ability of the depot to unload freight at the depot - I'm not exactly sure how this works, but from my experience, the larger railyards are able to unload more freight each turn in the hex than smaller railyards. I think it's more than just being due to their being more railyards in the hex and thus having access to more rolling stock capacity.

Those are the basics as I know them. Where are you seeing Minsk with 30k capacity instead of 60k?

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RE: Railyard Capacity - 3/6/2021 10:37:17 PM   
rmeckman

 

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In the pop-up for Minsk in section 6.4.6, there is a line reading "Rail: 60000 : 30000" just below the depot line. Other examples include "Rail: 90000 : 45000" for Moscow in section 4.6 and "Rail: 30000 : 15000" for Kursk in section 6.9.1. When this "Rail : x : y" line first appeared in WitW, the player started the air phase with x=y. The value of x would then go down if the railyard was later used to move nearby units by rail, so the ratio x/y would tell the player what percentage of the capacity was left. Now, it seems the player normally starts out with x=2y in both WitE2 and WitW, so comparing x to y is not so useful.

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RE: Railyard Capacity - 3/7/2021 12:37:43 AM   
Sammy5IsAlive

 

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**edit double post**

< Message edited by Sammy5IsAlive -- 3/7/2021 12:55:09 AM >

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RE: Railyard Capacity - 3/7/2021 12:53:19 AM   
Sammy5IsAlive

 

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Hi remeckman, obviously I'm just as much in the dark as you are but this is the way I see it.

The abstracted assumption in WITW/WITE2 is that each railway runs in both directions and that each railyard has equal loading/unloading capacity in either direction.

The lower number is the amount that can be loaded/unloaded on one line. The higher number is the one that can be received when you add in the other direction. That's why it is double.

So as an example of what I mean using a hypothetical situation with abstracted numbers...

You are 4 weeks into an invasion of somewhere. You started off with a railyard with the capacity to load/unload 5 trains a week (RY1) and you've now set up a railyard that can do the same for 2 trains (RY2) in each direction and three 'frontline' railyards (RY3s) that can unload/load a train each in either direction. If you follow the logic of WITW/WITE2 that capacity gives you 10 trains to use, for the sake of this example all of which are at RY1 (if you want to visualise that starting situation I guess you would have 5 trains at the outbound platform being loaded and the remaining 5 in sidings).

So T1 you send a full train each to the RY3s and 2 full trains to RY2. You still have 5 trains ready to go at RY1.

T2 the 5 now empty trains have come back to RY1 and you send the 5 remaining now full trains from there to each of the subsidiary rail yards.

T3 you basically repeat the process - five trains in RY1 go out full, 5 others come back empty. At the end of it in total there are 3 trains left empty at the RY3s waiting to come back next turn.

But on T4 things start going wrong. You've underestimated the enemy and are facing a counter-attack that is threatening the freight you have stored in the RY3s. So rather than sending their trains back empty you want to fill them up. Ideally you'd retrieve and unload all of that freight closer to the front but there isn't enough 'reverse' unloading capacity to manage it and so two trains unload at RY2 and the other goes on through to RY1. At the same time you send two full trains forward from RY1 to RY2 to help shore up the defence.

The result of all of that? RY2 ends up with 4 trains unloading at a station where it only has capacity to load 2 in either direction. An additional train had to pass through on to RY1 in the rear because there wasn't capacity to unload it closer to the front.

So that is potentially a common sense explanation for what you are seeing displayed. Whether the game works that way I've no idea to be honest. You are either waiting for an answer from the devs or you need to create a test scenario in WITW where you try and replicate the above. I'm not sure it would be very easy to test in the normal scenarios given all the different 'exterior' rail lines/railyards that have the potential to confound the test.

If that is indeed the general model that is being used, one thing I've noticed from playing around with WITW is that if you load a CU at a railyard it will use outbound capacity (i.e. reduce the lower number) at that railyard but doesn't seem to reduce either of the numbers if you then unload at a different railyard nearby.


< Message edited by Sammy5IsAlive -- 3/7/2021 1:28:53 AM >

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RE: Railyard Capacity - 3/7/2021 7:07:40 AM   
terry1040

 

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quote:

ORIGINAL: Sammy5IsAlive

Hi remeckman, obviously I'm just as much in the dark as you are but this is the way I see it.

The abstracted assumption in WITW/WITE2 is that each railway runs in both directions and that each railyard has equal loading/unloading capacity in either direction.

The lower number is the amount that can be loaded/unloaded on one line. The higher number is the one that can be received when you add in the other direction. That's why it is double.

So as an example of what I mean using a hypothetical situation with abstracted numbers...

You are 4 weeks into an invasion of somewhere. You started off with a railyard with the capacity to load/unload 5 trains a week (RY1) and you've now set up a railyard that can do the same for 2 trains (RY2) in each direction and three 'frontline' railyards (RY3s) that can unload/load a train each in either direction. If you follow the logic of WITW/WITE2 that capacity gives you 10 trains to use, for the sake of this example all of which are at RY1 (if you want to visualise that starting situation I guess you would have 5 trains at the outbound platform being loaded and the remaining 5 in sidings).

So T1 you send a full train each to the RY3s and 2 full trains to RY2. You still have 5 trains ready to go at RY1.

T2 the 5 now empty trains have come back to RY1 and you send the 5 remaining now full trains from there to each of the subsidiary rail yards.

T3 you basically repeat the process - five trains in RY1 go out full, 5 others come back empty. At the end of it in total there are 3 trains left empty at the RY3s waiting to come back next turn.

But on T4 things start going wrong. You've underestimated the enemy and are facing a counter-attack that is threatening the freight you have stored in the RY3s. So rather than sending their trains back empty you want to fill them up. Ideally you'd retrieve and unload all of that freight closer to the front but there isn't enough 'reverse' unloading capacity to manage it and so two trains unload at RY2 and the other goes on through to RY1. At the same time you send two full trains forward from RY1 to RY2 to help shore up the defence.

The result of all of that? RY2 ends up with 4 trains unloading at a station where it only has capacity to load 2 in either direction. An additional train had to pass through on to RY1 in the rear because there wasn't capacity to unload it closer to the front.

So that is potentially a common sense explanation for what you are seeing displayed. Whether the game works that way I've no idea to be honest. You are either waiting for an answer from the devs or you need to create a test scenario in WITW where you try and replicate the above. I'm not sure it would be very easy to test in the normal scenarios given all the different 'exterior' rail lines/railyards that have the potential to confound the test.

If that is indeed the general model that is being used, one thing I've noticed from playing around with WITW is that if you load a CU at a railyard it will use outbound capacity (i.e. reduce the lower number) at that railyard but doesn't seem to reduce either of the numbers if you then unload at a different railyard nearby.


Very cool example. Thanks for taking the time to bring that up.
Question remains: Is this similar to what is reflected in the code?
That would really be amazing.

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RE: Railyard Capacity - 3/7/2021 1:27:23 PM   
Hanny


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Joined: 7/5/2011
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E
quote:

ORIGINAL: Sammy5IsAlive

Hi remeckman, obviously I'm just as much in the dark as you are but this is the way I see it.

The abstracted assumption in WITW/WITE2 is that each railway runs in both directions and that each railyard has equal loading/unloading capacity in either direction.

The lower number is the amount that can be loaded/unloaded on one line. The higher number is the one that can be received when you add in the other direction. That's why it is double.

So as an example of what I mean using a hypothetical situation with abstracted numbers...

You are 4 weeks into an invasion of somewhere. You started off with a railyard with the capacity to load/unload 5 trains a week (RY1) and you've now set up a railyard that can do the same for 2 trains (RY2) in each direction and three 'frontline' railyards (RY3s) that can unload/load a train each in either direction. If you follow the logic of WITW/WITE2 that capacity gives you 10 trains to use, for the sake of this example all of which are at RY1 (if you want to visualise that starting situation I guess you would have 5 trains at the outbound platform being loaded and the remaining 5 in sidings).

So T1 you send a full train each to the RY3s and 2 full trains to RY2. You still have 5 trains ready to go at RY1.

T2 the 5 now empty trains have come back to RY1 and you send the 5 remaining now full trains from there to each of the subsidiary rail yards.

T3 you basically repeat the process - five trains in RY1 go out full, 5 others come back empty. At the end of it in total there are 3 trains left empty at the RY3s waiting to come back next turn.

But on T4 things start going wrong. You've underestimated the enemy and are facing a counter-attack that is threatening the freight you have stored in the RY3s. So rather than sending their trains back empty you want to fill them up. Ideally you'd retrieve and unload all of that freight closer to the front but there isn't enough 'reverse' unloading capacity to manage it and so two trains unload at RY2 and the other goes on through to RY1. At the same time you send two full trains forward from RY1 to RY2 to help shore up the defence.

The result of all of that? RY2 ends up with 4 trains unloading at a station where it only has capacity to load 2 in either direction. An additional train had to pass through on to RY1 in the rear because there wasn't capacity to unload it closer to the front.

So that is potentially a common sense explanation for what you are seeing displayed. Whether the game works that way I've no idea to be honest. You are either waiting for an answer from the devs or you need to create a test scenario in WITW where you try and replicate the above. I'm not sure it would be very easy to test in the normal scenarios given all the different 'exterior' rail lines/railyards that have the potential to confound the test.

If that is indeed the general model that is being used, one thing I've noticed from playing around with WITW is that if you load a CU at a railyard it will use outbound capacity (i.e. reduce the lower number) at that railyard but doesn't seem to reduce either of the numbers if you then unload at a different railyard nearby.


Interesting take, and good observations, so you think it’s re used code from WITW and they doubled the value?.


Historicly each side did it differently, German mil freight at the front by day was fulfill qm request from the day before, up to Reg filled in request by 6, sent to Div, Div tried to keep 3 units of everything on hand, enough for 5 days roughly, who added in Div held assets requirments, and then to Cops andfinaly Army, each adding in what the Army needed to replace from depots to the rear, a mil train was standardised in weight by type and would do 175 miles a day at 500 tons, so in the Army needed 300 it got 500 and and 200 is left at rail head, often parked in unloaded wagons from a single train. Russian train was 1200 tons, it took longer to reach there but when it did its payload was superior, all Russian rail, mil and civilian, freight or passenger ran at the same average speed, Germans did not, SU was a superior method as you don’t have as in W Europe railways different trains at different speeds on the same line that need to pass each other, so fewer sidings and greater efficiency.

In your example all you need is the loc to pull the parked freight away, as the depots held The wagons unloade, at one point in 41 40% of the wagons were parked like that awaiting use.. Don’t forget all the three AG only needed 72 trains a day to run the whole war with at the front, but the number you have daisy chained back to make that happen is far higher, around6 times each day, so 420 trains a day.

Pretty sure when the game says a train it’s using in game tons, not anything like an actual train pulling historic loads of freight.

Another way to go would have been freight ton miles effiecncy between transport nodes, with each side getting its yearly mil freight delivered at that rate, which changes by year, using as it is your going to get distortion from history as your not getting historical freight tons delivered, but at best an average of both that don’t ever change over the War.




< Message edited by Hanny -- 3/7/2021 3:58:30 PM >


_____________________________

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RE: Railyard Capacity - 3/7/2021 8:12:20 PM   
rmeckman

 

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quote:

ORIGINAL: Sammy5IsAlive

The abstracted assumption in WITW/WITE2 is that each railway runs in both directions and that each railyard has equal loading/unloading capacity in either direction.

The lower number is the amount that can be loaded/unloaded on one line. The higher number is the one that can be received when you add in the other direction. That's why it is double.



My understanding is that railyards are charged tonnage for loading but not unloading. When freight/units are entrained, the games first use up the railyard capacity at the originating railyard. If that isn't enough, the remainder is drawn from nearby railyards (at a cost). No railyard tonnage is charged for detraining at the destination. For units, the destination railyard can reduce the SMP cost of detraining, but the railyard capacity itself is not reduced.

quote:

ORIGINAL: Sammy5IsAlive

You are 4 weeks into an invasion of somewhere. You started off with a railyard with the capacity to load/unload 5 trains a week (RY1) and you've now set up a railyard that can do the same for 2 trains (RY2) in each direction and three 'frontline' railyards (RY3s) that can unload/load a train each in either direction. If you follow the logic of WITW/WITE2 that capacity gives you 10 trains to use, for the sake of this example all of which are at RY1 (if you want to visualise that starting situation I guess you would have 5 trains at the outbound platform being loaded and the remaining 5 in sidings).



In this example, the WitW/WitE2 player's logistics phase will always end with 5 trains at RY1, 2 trains at RY2, and one each at the RY3 yards. They will move around during the player's turn to deliver freight/units but will still be back at their "home" railyards by the end of the next logistics phase. The 10 trains do not start out at RY1.

To better illustrate my confusion, I've attempted to attach an image below showing the railyard information at four different cities. The top two are from WitE2 and the bottom two are from WitW Torch to Tunisia. The original railyard rule in WitW was pretty simple: Each railyard point provides 5000 tons of capacity, and a NSS gets a 2.0 bonus multiplier. For all four cities, the right-hand railyard number seems to match this original rule; N Moscow with 9 railyard points gets 45000 tons (9*5000), Moscow as a NSS with presumably 9 points gets 90000 tons (9*5000*2), Bone with 1 point gets 5000 tons, and Cairo as a NSS with 1 point gets 10000 tons. However, the left-hand railyard numbers---which are the ones actually used to move things around---appear to follow different sets of rules. In WitE2, the current rule appears to be: each railyard point provides 10000 tons of capacity, and the NSS bonus multiplier is 20. N Moscow therefore shows 90000 tons and Moscow shows 1800000 tons. For WitW, the current rule is: each railyard provides 10000 tons of capacity, and there is no NSS bonus. Bone thus gets 10000 tons and Cairo also gets 10000 tons.

Basically, the left-hand railyard numbers use one set of rules while the right-hand numbers use a different set. This is bound to be a source of confusion. For one thing, which rule actually matches the current documentation?

Attachment (1)

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RE: Railyard Capacity - 3/7/2021 11:19:21 PM   
Joel Billings


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Yes, the right number is supposed to be doubled as it's the max number while the number on the left is the remaining amount (they can be used up during the turn). This got overlooked. Thanks for noticing.

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RE: Railyard Capacity - 3/8/2021 10:44:18 AM   
loki100


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Some rail notes I did a while back may help this discussion. Its not directly related to the OP but may help put it into context.

Usage - as usage increases, the (S)MP cost per hex increases. For a dual rail this increase caps at +6 once 30,000 tons of freight have gone down that hex.

So first thing, 30,000 (+) usage, does NOT stop any further movement, it just makes it slower.

For units, this is all reasonably clear. A unit grabs enough train stock to move (it matches its load factor), you get 200 SMP, it can move till its expended this allocation. So it could move 200 hexes if there is no penalty (see 22.4.3 of the main manual on the details). It can move 100 hexes if usage is already in the 5000-9999 tons (ie each hex costs 2 SMP, this is for a dual rail) and only 28 hexes if every hex was at capacity.

The impact is clear enough, another unit sent down the same track will either move less far or arrive at its destination with less SMP. Equally, its possible a unit cannot load onto trains at all (lack of rail capacity on the local network),

Now for freight its a bit less clear. Not least as this is all conducted in the logistics phase and you see none of it actually done.

Now in theory every ton of freight has up to 200 SMP and moves as above, the obscure bit is where does its SMP come from and how does congestion influence the outcomes.

Ok, it gets its SMP from level 2 or higher rail yards - in this context think of these as representing rolling stock etc. A given bit of freight will try to grab rail capacity from as near as possible (up to 30 hexes away). The detail on this is in 25.4 of the manual (there maybe a quiz later when that is released).

But ... you can neither estimate this nor influence what goes on. You could in theory take a single hex on the map and add up all the level #2 railyards in 30 hexes (along rails), but the problem is (especially for the distant railyards) is that they are providing rolling stock to more than just your chosen hex.

Now its worth remembering that not every bit of freight uses its notional 200 SMP, it will use what it needs to get where its going. The balance is then released back into the system and can be used by a new piece of freight.

So to come back to the practicalities, every ton of freight gets its 200 SMP, but after some time the local rolling stock is fully allocated (the equivalent of running out of load to move your combat units). As it moves it lays down usage on the rail net and as this increases so does the cost - or in other words a later ton of freight can't move as far. In the end you run out of rail capacity to push freight down a given line.

Now if you are the Soviets in a say 10 hexes from Moscow, your depots will get the freight they need (up to their capacity) simply as Moscow has a huge railyard and you use up relatively little of your SMP stock - even if the local rails are congested.

If you are trying to supply units on the Volkhov, you are probably reliant on one or two single track lines that have no large rail yards to hand. Or in other words you will run out of SMP stock very easily.

'Super' Depots

If you lack the rail cap to move the freight to the depot then it won't arrive.

But it does 2 things that can be very important.

In many cases depot capacity (to unload etc) is < rail capacity to deliver.

Putting at least one Army/AG/Front HQ on the hex can solve that. Stavka/OKH/Air Commands have no effect, Corps HQ only limited.

The FBD/NKPS then distorts the local freight network. It is a huge flag to the local trains saying 'come here'.

So the combo boosts capacity (throughput and storage) and assigns rail cap to meeting that capacity.

In effect it does all these things regardless of where you build it, but (a) its clearly more effective multiplying the effect of a large railyard; and (b) if the local rail cap is limited, say at the end of a single track rail line, you can boost capacity and priority all you like, very little is going to happen.


Few other bits


Unit moves happen before the logistics phase but their rail usage is not cleared till the end of the logistics phase. So if you have just sent several Gds mech corps down a single track rail line very very little freight is going to squeeze along behind them.

Second depot capacity matters - even if more freight could be delivered it won't if the depot is already at its processing capacity. Which is your Army HQs should always be stacked on a depot - they boost this capacity and thus the local receipt of freight. Front/Army Group HQs are even better but much more rare.

This is also why you want a network of intermediate depots from NSS to the front line. These provide a resting point for freight that lacks the SMP to complete its journey, they also provide unloading capacity, so that freight can be stored here for the units to pick up.

Finally not all usage is cleared, if you have much over 10k per hex then an amount will still be present next turn, so the baseline cost for that hex starts much higher. Run to 30k usage and your rails may be congested for a couple of weeks (and that is assuming you don't add to the problem)

< Message edited by loki100 -- 3/8/2021 10:51:27 AM >


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RE: Railyard Capacity - 3/8/2021 2:04:29 PM   
ranknfile

 

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Thanks for the clarifications. Trying to understand as much of this game (without having my hands on it) as possible. This was very useful.

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RE: Railyard Capacity - 3/8/2021 6:14:18 PM   
rmeckman

 

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quote:

ORIGINAL: loki100

Now for freight its a bit less clear. Not least as this is all conducted in the logistics phase and you see none of it actually done.

Now in theory every ton of freight has up to 200 SMP and moves as above, the obscure bit is where does its SMP come from and how does congestion influence the outcomes.

Ok, it gets its SMP from level 2 or higher rail yards - in this context think of these as representing rolling stock etc. A given bit of freight will try to grab rail capacity from as near as possible (up to 30 hexes away). The detail on this is in 25.4 of the manual (there maybe a quiz later when that is released).

But ... you can neither estimate this nor influence what goes on. You could in theory take a single hex on the map and add up all the level #2 railyards in 30 hexes (along rails), but the problem is (especially for the distant railyards) is that they are providing rolling stock to more than just your chosen hex.

Now its worth remembering that not every bit of freight uses its notional 200 SMP, it will use what it needs to get where its going. The balance is then released back into the system and can be used by a new piece of freight.

So to come back to the practicalities, every ton of freight gets its 200 SMP, but after some time the local rolling stock is fully allocated (the equivalent of running out of load to move your combat units). As it moves it lays down usage on the rail net and as this increases so does the cost - or in other words a later ton of freight can't move as far. In the end you run out of rail capacity to push freight down a given line.



Its hard to say for sure since chapter 25 of the manual has not been released, but in WitW freight gets unlimited SMP, so it is possible for freight to move well over 200 SMP in the logistics phase. What happens instead is that the amount of railyard capacity required to move the freight increases with SMP. If the SMP required to move freight from depot to depot is small enough, it takes 1 ton of railyard capacity to move 1 ton of freight. At larger SMP values, the railyard capacity costs go up. There must be some SMP value at which it takes 2 tons of railyard capacity to move 1 ton of freight. To my knowledge, the formula for converting freight SMP into railyard cost has not been released.

The reason for giving freight unlimited SMP is probably to avoid a huge amount of bookkeeping. If freight was treated like units, the game would end up having to track freight trains under way all over the map. This is avoided by moving the freight from source to destination in one shot during the logistics phase.

(in reply to loki100)
Post #: 13
RE: Railyard Capacity - 3/8/2021 7:04:41 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
while the logistics system is based on that of WiTW there have been a few major changes.

In WiTW rail transport is relatively unimportant, for the axis its near unlimited and for the allies circumscribed by them having limited rail cap until pretty much the end of the game. The really key parts to the WiTW logistics chain are port-port and then truck-front. The rail repair routine is used to control where the depots are rather than really the movement of rail freight (I realise that is a simplification but it catches the core of the system).

Clearly in #2, its central for both sides and that led to a lot of changes (and to the truck rules as well).

You'll see the impact in the Soviet AAR I'm doing, as the Red Army pushes into Germany and Hungary - in the end no amount of care with the depot system can compensate for distance from the main NSS.

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(in reply to rmeckman)
Post #: 14
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