Culiacan Mexico
Posts: 8348
Joined: 11/10/2000 From: Bad Windsheim Germany Status: offline
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quote:
ORIGINAL: esteban Japan starts with a surplus of about 2500 heavy industry per day at the start of the game. Generally, between what you can capture in Rangoon, Singapore, Hong Kong, Changsha, and maybe Yunan, you can get a few hundred more. So that pretty much takes care of the initial expansion. Your air production doesn't so much increase as change, as you move production from some of your transports, and planes like Nates, to models that you need more of, like Kates, Zeroes, some more R&D for certain models, and maybe another Nell/Betty factory. Also, you run out of pilots before planes. You can use an expansion of the Japanese naval shipyards early on as well, but only about 80 points or so, as far as I can tell from my not-to-exacting observation of the yard build list. That only uses about 240 HI points per day. So there is a fair amount of room for expansion of the existing industry before you hit your first wall, lack of more HI. After the first wall, comes the second wall, of capturing enough resources and oil before your stockpile draws down. After that, comes the third wall, which is being able to produce and ship enough resources to expand your HI further. Then the fourth wall, being able to preserve your resource/industrial base from Allied attack as best as possible. However, the armaments industry is the single biggest shortfall in the Japanese production system. Japan produces about 6 manpower points for every armament point she starts with. Some of that manpower will be needed for industrial expansion and vehicle production, but I would guess at least 2/3 of it can be used for armaments. Thats where I get the 400% expansion from. I have done a 200%+ expansion so far in the games I have played versus the AI, but I have not played any of those games past mid-1942. Unfortunately, the disparity between manpower and vehicles and armaments is such that pretty much any manpower points that go into your manpower pool, and are not nearly immediately kitted out with a vehicle or armaments, are just going to sit there for the rest of the war. It would be nice if you could turn off some of the manpower centers, but you can't. I have done a couple of the 44/45 scenarios as Japan for 6-8 months too, but in those cases, the at-start situation is not conducive to a lot of industrial expansion. By then, most of the fatal mistakes have been made, and it is just a question of being able to hold an island or two or preserve a city or two that couldn't be saved historically. Here are some figures I got from the May 1942 campaign: Oil Centers………………..2,750 (16,500 Oil Points) Resources Centers………16,500 (23,775 Resource Points) Manpower Centers…………806 Heavy Industry…………13,830 Manpower Centers consume 8,060 Resource Points leaving 15,715 Heavy Industry consumes 13,830 Oil Points and 13,830 Resource Points. Leaving 1,885 Resource and 2,670 Oil Points to go into reserve. This is a best case scenario because if anyone of the oil or resource center are damaged it can have a significant effect on output, plus any ships lost to allied submarine action will take their cargo with them. So best case Heavy Industry can be expanded by 1,885 before your industry is begins to feed off of reserves. Caveat: most Japanese player will make some gains in China which will increase production slightly. Heavy Industry……..………13,830 Merchant Shipyards……..….-3,000 Naval Shipyards…………....-3,522 Vehicles (90)……………..…..-540 Armaments (501)………..….-3,006 Aircraft Engines (1527/30)…...-916 Aircraft frames (677/30)……..-406 Surplus HI points……………2440 At the start of the war you have approximately 2,500 surplus HI points as you indicated, and once you make the historical conquests the Japanese made you can expand the Heavy Industry by almost 2,000 and break even, if you lose no production to damaged facilities, sub, or whatever. That means at best you will have 4-5 thousand Hi points to spend on expansion. Doubling armaments (501 expansion) eat up 3,006 Heavy Industry points. I agree that something seems odd with manpower if the rules are correct. I wish the Manpower Centers could be turned off, as they consume resources to produce points that I will never use. PS. My figures could be wrong. I hope they are wrong as I would very much like to increase production.
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