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RE: Japan Econ 101 setup Draft Doc

 
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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 3:40:02 AM   
Mac Linehan

 

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Damien -

Thank You for a quick response. May I trouble you to do a sample "Cargo Efficiency" calculation using the To'su xAKL from your document? I tried using the formula, but am not doing it correctly:

To'su: Speed (8k cruise?) x cargo (170) x endurance (2100) / (divided by) fuel (91) = Cargo efficiency.

It bothers me that I am not grasping what is probably very obvious, I am most grateful for your help.

Note: I am playing the Big Babes v08 C with Andrew Brown's extended map - the "Rabid Babes" TM (add picture of snarling wolf <here>).

Before changing or modifying my Japanese R&D, I did use the awesome Tracker to see who upgraded to what..<grin>. You have taught me well, Damien San...

Mac



< Message edited by Mac Linehan -- 11/26/2011 3:45:02 AM >


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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 3:48:09 AM   
Cpt Sherwood

 

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Here is your snarling wolf




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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 4:01:53 AM   
Mac Linehan

 

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Cpt Sherwood -

That is an absolutely awesome picture - one of the best (and I looked!). It would seem that I am picture / uploading challenged.. <oh well..>

Thank you, Sir!

Mac

< Message edited by Mac Linehan -- 11/26/2011 5:40:25 AM >


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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 12:42:55 PM   
n01487477


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quote:

ORIGINAL: Mac Linehan

Damien -

Thank You for a quick response. May I trouble you to do a sample "Cargo Efficiency" calculation using the To'su xAKL from your document? I tried using the formula, but am not doing it correctly:

To'su: Speed (8k cruise?) x cargo (170) x endurance (2100) / (divided by) fuel (91) = Cargo efficiency.

It bothers me that I am not grasping what is probably very obvious, I am most grateful for your help.

...


cargomiles = (((float)theMaxSpeed + (float)theCruiseSpeed)/2) * ((float)GetCargoCapacity()+(float)GetLiquidCapacity()) * (float)theEndurance / (float)theFuel;

Tosu = (((10 + 8) /2) * (170 + 0) * 2100) / 91
=3213000 / 91
=35307
[edited as my calculator(head) was broken!]
Still not sure this is the best formula - but the one for 1.9 for now.

/* Other formula's
    				((float)GetShipDailyHexMovement_Mission() * (float)GetShipRange_MissionSpd() * 
        			((float)GetCargoCapacity()+(float)GetLiquidCapacity()))/
        			(float)theFuel;
    				
    				((float)GetShipDailyHexMovement_Mission() * (float)GetShipRange_MissionSpd() * 
    				((float)GetCargoCapacity()+(float)GetLiquidCapacity()))/
    				(float)GetShipFuelPerHex();
    				*/


< Message edited by n01487477 -- 11/27/2011 12:47:02 AM >


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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 12:51:12 PM   
n01487477


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Last point about this.
Using the best ship for hauling is not just about docking &
load rates, but also speed, capacity and distance to travel.

I'm not saying that all the cargo routings should be measured by this scale, nor that docking rates should always be adhered to (esp with long distance ferrying), but I hope it does help somewhat in making those decisions.



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RE: Japan Econ 101 setup Draft Doc - 11/26/2011 7:05:00 PM   
Mac Linehan

 

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Damien -

Thank you for clarifying the formula.

Mac

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 9:53:12 AM   
n01487477


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More done on explaining PDU and R&D.

Enjoy ...

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 9:53:35 AM   
n01487477


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More done on explaining PDU and R&D. (Feel like I might be repeating myself somewhat though)

Enjoy ...



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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 10:50:11 AM   
sanderz

 

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quote:

ORIGINAL: n01487477



More done on explaining PDU and R&D. (Feel like I might be repeating myself somewhat though)

Enjoy ...




Thanks - will try and work through it and post any comments

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 12:45:51 PM   
sanderz

 

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AIR PROODUCTION

All this assumes Realistic R&D is OFF and PDU is ON. Also I am using BabesLite mod, not sure if this has different upgrade paths but the principle is the same.

Thanks for the new document - from this I'm going to have a go at working out how i think things work - apologies if this is so wrong that its effectively irrelevent. If it is anywhere near correct i also apologise for probably stating what should be blindingly obvious :)

*****************************************************

PRODUCTION
Lets take the humble A6M2 Zero - using its ID numbers it seems to upgrade as follows:-

This plane starts in production.

603 ==> 604 ==> 614 ==> 616 ==> 619

The only starting production factory is Maebashi producing 56 a month. I'm assuming that what happens in practice is that:-

* on 44/2 the factory upgrades to the Sen Baku (604)and still produces 56. N.B. there doesn't seem to be a R&D factory for the Sen Baku, i assume this doesn't stop the factory from Auto upgrading?

* then on 44/6 the same factory upgrades to the A6M5b (614) and still produces 56. I assume this this auto upgrade could be earlier or later depending on how R&D goes at the Nagoya R&D factory (which is researching 614)

* then on 44/10 the same factory upgrades to the A6M5c (616) and still produces 56. Again, the actual date is subject to change depending on how R&D goes.

If you don't want a factory to auto-upgrade you can set it from 'Upgd' to 'Keep' in the industry/air screen.

R&D
If we then look at the A6M3 (609) it starts in R&D status in Nagoya with the following upgrade path.

609 ==> 610 ==> 612 ==> 614 ==>616 ==> 619

If i do nothing the R&D factories will always remain R&D factories?

As mentioned in the Production section above i assume that as soon as a plane has completed R&D that the production factories can either be switched to this model and those due to auto upgrade do so automatically (or do you have to manually change it?)

How do you know when R&D on a plane has been completed - is there a message in the log? Or is the only way to tell that the R&D factory will be seen to have switched to another model?

Does Tracker update the 'Available Date' to show an earlier date if you allocate extra R&D to get it researched earlier. As mentioned above i assume the production factories then auto upgrade earlier.

If i want to change a R&D factory to actually produce a particular plane i can select this in the industry/air screen BUT then it will need to be fully repaired(?).

*****************************************************

As a more general point how much earlier do you get some of your planes based on the strategy you describe in your document? Also, are there problems getting the right engines for these ealrier than normal builds?

Once again many thanks for all your time in producing a very helpful document.
















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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 1:07:19 PM   
n01487477


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quote:

ORIGINAL: sanderz

AIR PROODUCTION

All this assumes Realistic R&D is OFF and PDU is ON. Also I am using BabesLite mod, not sure if this has different upgrade paths but the principle is the same.

Realistic R&D OFF & using a different MOD changes some of the paradigms. I'm not very familiar with BabesLite (but should throw some time into it).
quote:


Thanks for the new document - from this I'm going to have a go at working out how i think things work - apologies if this is so wrong that its effectively irrelevent. If it is anywhere near correct i also apologise for probably stating what should be blindingly obvious :)

*****************************************************

Probably not stating the obvious, but I'm reading and typing as I'm going.
quote:


PRODUCTION
Lets take the humble A6M2 Zero - using its ID numbers it seems to upgrade as follows:-

This plane starts in production.

603 ==> 604 ==> 614 ==> 616 ==> 619

The only starting production factory is Maebashi producing 56 a month. I'm assuming that what happens in practice is that:-

* on 44/2 the factory upgrades to the Sen Baku (604)and still produces 56.

Yep - but with R&D OFF; I'd upgrade the FULLY Repaired factory (or make some more M2 factories, wait till they've repaired and send them on the R&D path) to the 604 and then to R&D the 614 or 616.
quote:


N.B. there doesn't seem to be a R&D factory for the Sen Baku, i assume this doesn't stop the factory from Auto upgrading?

You don't need any R&D factories to get a plane - it will arrive on time. R&D factories are useful only to advance a planes scheduled arrival.
quote:


* then on 44/6 the same factory upgrades to the A6M5b (614) and still produces 56. I assume this this auto upgrade could be earlier or later depending on how R&D goes at the Nagoya R&D factory (which is researching 614)

Yes true, see previous note though.
quote:


* then on 44/10 the same factory upgrades to the A6M5c (616) and still produces 56. Again, the actual date is subject to change depending on how R&D goes.

Yep, you look like you have it.
quote:


If you don't want a factory to auto-upgrade you can set it from 'Upgd' to 'Keep' in the industry/air screen.

Yep.
quote:


R&D
If we then look at the A6M3 (609) it starts in R&D status in Nagoya with the following upgrade path.

609 ==> 610 ==> 612 ==> 614 ==>616 ==> 619

If i do nothing the R&D factories will always remain R&D factories?

No it'll become a production facility when the plane it researches is due.
quote:


As mentioned in the Production section above i assume that as soon as a plane has completed R&D that the production factories can either be switched to this model and those due to auto upgrade do so automatically (or do you have to manually change it?)

Either way those due to auto upgrade will - auto or manual up to you.
quote:


How do you know when R&D on a plane has been completed - is there a message in the log? Or is the only way to tell that the R&D factory will be seen to have switched to another model?

Not sure about the Ae game log. Tracker doesn't, but I could set one.
quote:


Does Tracker update the 'Available Date' to show an earlier date if you allocate extra R&D to get it researched earlier. As mentioned above i assume the production factories then auto upgrade earlier.

Yes to both. Tracker does too & Alert is generated. New Tracker will give more info.
quote:


If i want to change a R&D factory to actually produce a particular plane i can select this in the industry/air screen BUT then it will need to be fully repaired(?).

*****************************************************

No, production starts at any time as long as 1 factory unit is repaired. R&D doesn't start until all are repaired.

quote:


As a more general point how much earlier do you get some of your planes based on the strategy you describe in your document? Also, are there problems getting the right engines for these earlier than normal builds?

No problems with engines as they are fully repaired in the beginning and can advance pretty quickly.

In my quick set-up I didn't optimise what I'd do - as I wanted to leave a lot up to you(the player). I just wanted to get you on track. Having said that, I can achieve many many months advance if I throw enough factories at it. And a year + for Realistic OFF is achievable on some models.
quote:


Once again many thanks for all your time in producing a very helpful document.

Sure - maybe I need to think what you've asked here and amend the doc to reflect this too...

Cheers -

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 1:32:48 PM   
n01487477


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Pax found a mistake where I had reversed PDU ON and OFF in the understanding PDU section ... seems I confused myself and didn't understand

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 1:37:56 PM   
sanderz

 

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Thanks for that

Will have a read through and try and update my original note with the corrections and repost.

The biggest thing i didn't pick up on was "You don't need any R&D factories to get a plane - it will arrive on time. R&D factories are useful only to advance a planes scheduled arrival." - so i guess that plane production start times can never be later than shown on tracker and presumably that even if you don't change anything in R&D the existing R&D factories will research the planes a little quicker than the date displayed in tracker.

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 1:42:11 PM   
n01487477


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quote:

ORIGINAL: sanderz

Thanks for that

Will have a read through and try and update my original note with the corrections and repost.

The biggest thing i didn't pick up on was "You don't need any R&D factories to get a plane - it will arrive on time. R&D factories are useful only to advance a planes scheduled arrival." - so i guess that plane production start times can never be later than shown on tracker and presumably that even if you don't change anything in R&D the existing R&D factories will research the planes a little quicker than the date displayed in tracker.

Maybe, but remember that you need 100 points for a month advance. Some of the existing factories are small. A repaired 30(0) will give about 30/mth. So 3+ months for a month advance. This is where multiple 30(0)'s come in... but the trick is having them fuly repaired, as I stated in the R&D section.

Bed time soon.

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 2:02:29 PM   
sanderz

 

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quote:

ORIGINAL: n01487477


quote:

ORIGINAL: sanderz

Thanks for that

Will have a read through and try and update my original note with the corrections and repost.

The biggest thing i didn't pick up on was "You don't need any R&D factories to get a plane - it will arrive on time. R&D factories are useful only to advance a planes scheduled arrival." - so i guess that plane production start times can never be later than shown on tracker and presumably that even if you don't change anything in R&D the existing R&D factories will research the planes a little quicker than the date displayed in tracker.

Maybe, but remember that you need 100 points for a month advance. Some of the existing factories are small. A repaired 30(0) will give about 30/mth. So 3+ months for a month advance. This is where multiple 30(0)'s come in... but the trick is having them fuly repaired, as I stated in the R&D section.

Bed time soon.


Curious as to why you don't use 34 instead of 30 - wouldn't this ensure one months advance every 3 months, or are there other reasons why size 30 is optimal?

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 2:22:19 PM   
n01487477


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quote:

ORIGINAL: sanderz
quote:

ORIGINAL: n01487477
quote:

ORIGINAL: sanderz
Thanks for that

Will have a read through and try and update my original note with the corrections and repost.

The biggest thing i didn't pick up on was "You don't need any R&D factories to get a plane - it will arrive on time. R&D factories are useful only to advance a planes scheduled arrival." - so i guess that plane production start times can never be later than shown on tracker and presumably that even if you don't change anything in R&D the existing R&D factories will research the planes a little quicker than the date displayed in tracker.

Maybe, but remember that you need 100 points for a month advance. Some of the existing factories are small. A repaired 30(0) will give about 30/mth. So 3+ months for a month advance. This is where multiple 30(0)'s come in... but the trick is having them fuly repaired, as I stated in the R&D section.

Bed time soon.

Curious as to why you don't use 34 instead of 30 - wouldn't this ensure one months advance every 3 months, or are there other reasons why size 30 is optimal?

Not to get to mathematical about it but 30 is optimal. Larger than 30 do not 'usually' give 1 point extra to R&D. The reason is the way the R&D model was set up by GG (and now MichaelM). To get an additional bonus would take a large number of factories to get the additional bonus.

Here's the code part

quote:

quote:

ORIGINAL: michaelm


In simple terms
(a.1) Daily number of initial devices from factory is as with a/c production [ (active devices + random(30))/30]. If this number is 0, or there are any damaged devices present, then no R&D will result this turn from this factory. [This agrees with the manual ]
(a.2) A factory will then produce a random R&D between 1 and the number of devices from step (a.1) ie 1 device = 1, 2 devices = 1,2, 3 devices =1,2,3, 4 devices = 1,2,3,4 10 devices = 1,2,3,4,5,6,7,8,9,10 etc.
(b) The random R&D is then divided by 10. Any random R&D of less than 10 will be '0', otherwise it will be the ten's component of the random R&D.
(c) If there are no damaged devices in factory (this is a given as there must be NO damaged ones present), add '1' to the number from (b).
(d) If the number from (c) exceeds 3, it is capped at '3'.

The number from (d) is added to the a/c development counter - this will be a number from 1 to 3 inclusive.
Once the counter exceeds 100, it moves the available date sooner by a month and resets the development counter.


Clear as mud mate ... take my word for it, 30 is best Anyway - any other q's I'll answer in the morning.

Cheers

< Message edited by n01487477 -- 11/27/2011 2:25:10 PM >


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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 2:37:40 PM   
Mike Solli


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Damian, I finally downloaded the current draft and began reading it. Hokkaido is not connected to Honshu? I've always thought that but lately have heard that it is connected.

By the way, thanks for the video on windows mode in my AAR. That definitely cleared it up. Going to get it set up in a couple of minutes.

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 2:53:14 PM   
sanderz

 

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quote:

ORIGINAL: n01487477
No, production starts at any time as long as 1 factory unit is repaired. R&D doesn't start until all are repaired.



If you expand an existing R&D factory of say 5(0) by 1 then it changes to 5(1) so i assume that you don't lose the 5 research points and your comment refers to all the R&D factories at the start of the game where most have nothing built, so for example a 0(15) R&D factory would not produce any points at all until it got to 15(0).

I am still trying to collect my thoughts on the aircraft production process (but not including any guidance on whats actually best to do in the game). This is now taking the form of a "for dummies" type guide where i have blatantly ripped off all the info you are providing and been kind enough to help me with - hope you are OK with this, if not please PM me. You are welcome to include any/all of what i hope to produce if you feel its relevent. Hopefully i'll get something posted here in the next day or so.

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 3:03:08 PM   
sanderz

 

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quote:

ORIGINAL: n01487477

Not to get to mathematical about it but 30 is optimal. Larger than 30 do not 'usually' give 1 point extra to R&D. The reason is the way the R&D model was set up by GG (and now MichaelM). To get an additional bonus would take a large number of factories to get the additional bonus.

Here's the code part

quote:

quote:

ORIGINAL: michaelm


In simple terms
(a.1) Daily number of initial devices from factory is as with a/c production [ (active devices + random(30))/30]. If this number is 0, or there are any damaged devices present, then no R&D will result this turn from this factory. [This agrees with the manual ]
(a.2) A factory will then produce a random R&D between 1 and the number of devices from step (a.1) ie 1 device = 1, 2 devices = 1,2, 3 devices =1,2,3, 4 devices = 1,2,3,4 10 devices = 1,2,3,4,5,6,7,8,9,10 etc.
(b) The random R&D is then divided by 10. Any random R&D of less than 10 will be '0', otherwise it will be the ten's component of the random R&D.
(c) If there are no damaged devices in factory (this is a given as there must be NO damaged ones present), add '1' to the number from (b).
(d) If the number from (c) exceeds 3, it is capped at '3'.

The number from (d) is added to the a/c development counter - this will be a number from 1 to 3 inclusive.
Once the counter exceeds 100, it moves the available date sooner by a month and resets the development counter.


Clear as mud mate ... take my word for it, 30 is best Anyway - any other q's I'll answer in the morning.

Cheers


Thanks for the info - will definitely be taking your word about this rather than trying to work it out :D

However contray to my previous post doesn't this imply that existing R&D factories that are upgraded would cease to produce ANY R&D points - if so doesn't this conflict with whats shown in the game?

Hmmm, my heads beginning to hurt, will await with interest your comments in the morning (wherever morning is for you - its 1500 hours here in the UK)



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Post #: 109
RE: Japan Econ 101 setup Draft Doc - 11/27/2011 5:24:51 PM   
Mac Linehan

 

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quote:

ORIGINAL: Mike Solli

Damian, I finally downloaded the current draft and began reading it. Hokkaido is not connected to Honshu? I've always thought that but lately have heard that it is connected.


Mike -

Although Hakodate (Hokkaido) and Ominato (Honshu) are adjacent, if you activate F6 (map with hexside details), you will note that there is a red impassible hex side between both ports. Thus no auto transfer from Hokkaido to Honshu.

Hope this helps!

Mac

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RE: Japan Econ 101 setup Draft Doc - 11/27/2011 8:35:44 PM   
sanderz

 

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quote:

ORIGINAL: sanderz

However contray to my previous post doesn't this imply that existing R&D factories that are upgraded would cease to produce ANY R&D points - if so doesn't this conflict with whats shown in the game?


Regarding that last bit and thinking about it some more i assume theres no reason why the exisiting factories don't need to be rebuilt but that zero R&D points be produced untill ALL new ones are rebuilt.

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Post #: 111
RE: Japan Econ 101 setup Draft Doc - 11/27/2011 11:14:15 PM   
Mike Solli


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quote:

ORIGINAL: Mac Linehan


quote:

ORIGINAL: Mike Solli

Damian, I finally downloaded the current draft and began reading it. Hokkaido is not connected to Honshu? I've always thought that but lately have heard that it is connected.


Mike -

Although Hakodate (Hokkaido) and Ominato (Honshu) are adjacent, if you activate F6 (map with hexside details), you will note that there is a red impassible hex side between both ports. Thus no auto transfer from Hokkaido to Honshu.

Hope this helps!

Mac


Mac, thanks, but I was confused. When I read Hokkaido, I was thinking the island of Shikoku. I know Hokkaido is not connected to Honshu. Sheesh.

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Post #: 112
RE: Japan Econ 101 setup Draft Doc - 11/27/2011 11:36:02 PM   
n01487477


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quote:

ORIGINAL: sanderz
quote:

ORIGINAL: n01487477
No, production starts at any time as long as 1 factory unit is repaired. R&D doesn't start until all are repaired.

If you expand an existing R&D factory of say 5(0) by 1 then it changes to 5(1) so i assume that you don't lose the 5 research points and your comment refers to all the R&D factories at the start of the game where most have nothing built, so for example a 0(15) R&D factory would not produce any points at all until it got to 15(0).

OK some mechanics of it all. Each aircraft R&D Points are global, not factory specific.

If that 5(0) factory produced for a month it would prob. accumulate 5 R&D points.
Then if for the next month, you changed it to 5(1)(assuming 1 point isn't repaired in the month), you would gain 0 R&D points but still retain the original 5 R&D points.
Then it repaired 6(0), for the next month you'd get 6 points + the original 5 = 11 points.
If you changed the factory to another R&D model, the points are kept but the factory reverts to 0(?)- I'll double check on size % reduction.
quote:


I am still trying to collect my thoughts on the aircraft production process (but not including any guidance on whats actually best to do in the game). This is now taking the form of a "for dummies" type guide where i have blatantly ripped off all the info you are providing and been kind enough to help me with - hope you are OK with this, if not please PM me. You are welcome to include any/all of what i hope to produce if you feel its relevent. Hopefully i'll get something posted here in the next day or so.


Not a problem, all the questions focus the paper into what Q's need answered.
Also, just reading your PM now - might use it as an addendum as you've given permission. Send it back with answers in a while.

quote:

wherever morning is for you - its 1500 hours here in the UK


I was born in the UK, lived most of my life in Oz, now in Sth Korea lecturing and taking it easy

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EconDoc
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(in reply to sanderz)
Post #: 113
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 12:07:45 AM   
Mac Linehan

 

Posts: 1227
Joined: 12/19/2004
From: Denver Colorado
Status: offline
quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: Mac Linehan


quote:

ORIGINAL: Mike Solli

Damian, I finally downloaded the current draft and began reading it. Hokkaido is not connected to Honshu? I've always thought that but lately have heard that it is connected.


Mike -

Although Hakodate (Hokkaido) and Ominato (Honshu) are adjacent, if you activate F6 (map with hexside details), you will note that there is a red impassible hex side between both ports. Thus no auto transfer from Hokkaido to Honshu.

Hope this helps!

Mac


Mac, thanks, but I was confused. When I read Hokkaido, I was thinking the island of Shikoku. I know Hokkaido is not connected to Honshu. Sheesh.


Mike San -

I did not realize that the two were not connected (port to port transfer) till I read about in the forums. Now I know to look...

And: I am not confused all the time, just most of the time... <sigh>

Mac

< Message edited by Mac Linehan -- 11/28/2011 12:12:30 AM >


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(in reply to Mike Solli)
Post #: 114
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 12:10:50 AM   
Mac Linehan

 

Posts: 1227
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: n01487477

quote:

ORIGINAL: sanderz
quote:

ORIGINAL: n01487477
No, production starts at any time as long as 1 factory unit is repaired. R&D doesn't start until all are repaired.

If you expand an existing R&D factory of say 5(0) by 1 then it changes to 5(1) so i assume that you don't lose the 5 research points and your comment refers to all the R&D factories at the start of the game where most have nothing built, so for example a 0(15) R&D factory would not produce any points at all until it got to 15(0).

OK some mechanics of it all. Each aircraft R&D Points are global, not factory specific.

If that 5(0) factory produced for a month it would prob. accumulate 5 R&D points.
Then if for the next month, you changed it to 5(1)(assuming 1 point isn't repaired in the month), you would gain 0 R&D points but still retain the original 5 R&D points.
Then it repaired 6(0), for the next month you'd get 6 points + the original 5 = 11 points.
If you changed the factory to another R&D model, the points are kept but the factory reverts to 0(?)- I'll double check on size % reduction.
quote:


I am still trying to collect my thoughts on the aircraft production process (but not including any guidance on whats actually best to do in the game). This is now taking the form of a "for dummies" type guide where i have blatantly ripped off all the info you are providing and been kind enough to help me with - hope you are OK with this, if not please PM me. You are welcome to include any/all of what i hope to produce if you feel its relevent. Hopefully i'll get something posted here in the next day or so.


Not a problem, all the questions focus the paper into what Q's need answered.
Also, just reading your PM now - might use it as an addendum as you've given permission. Send it back with answers in a while.

quote:

wherever morning is for you - its 1500 hours here in the UK


I was born in the UK, lived most of my life in Oz, now in Sth Korea lecturing and taking it easy


Damien - yet another piece of the puzzle revealed.. Thanks!

Mac

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(in reply to n01487477)
Post #: 115
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 8:05:31 PM   
sanderz

 

Posts: 433
Joined: 1/8/2009
From: Devon, England
Status: offline
A quick question about aircraft production and reinforcements.

I assume that reinforcement air squadrons just appear and don't need production, however you will need some production to replace any losses?

(in reply to Mac Linehan)
Post #: 116
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 8:31:19 PM   
sanderz

 

Posts: 433
Joined: 1/8/2009
From: Devon, England
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quote:

ORIGINAL: sanderz

A quick question about aircraft production and reinforcements.

I assume that reinforcement air squadrons just appear and don't need production, however you will need some production to replace any losses?




hmmm just seen this in the Tracker notes on air production

TBO_YTA - The total being built that are yet to arrive (air group reinforcements), doesn't include upgrades.

Reinforcement - The number needed to fill existing air groups

Now i'm confused

(in reply to sanderz)
Post #: 117
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 8:34:23 PM   
Mike Solli


Posts: 13933
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
Reinforcement units may have anywhere from 2 (may be 0 but I can't remember) to a full complement of aircraft. These aircraft do not count against production. Go to the reinforcement queue and open one of the air units. You'll see how many the unit appears with.

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(in reply to sanderz)
Post #: 118
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 8:51:05 PM   
sanderz

 

Posts: 433
Joined: 1/8/2009
From: Devon, England
Status: offline
OK, so if i look at the D4Y1 Judy the carrier planes come fully loaded but the land based ones only have 2 out of 18,27, or 36 aircraft.

So when they arrive as 'new' reinforcements i need aircraft already built and waiting in the pool so that these new units can take them as reinforcements and fill up to their full strength.

Therefore the TBO_YTA ia the number needed to make ALL of the due reinforcements up to full strength, and whats called 'Reinforcements' in tracker is just to reinforce exisitng untits to replace combat losses.

Sorry if i'm a bit slow on the uptake and have missed the obvious - am finding this a very steep learning curve, but feel i am beginning to get my head around things :)

Thanks for all the help.


EDIT: so what are the figures in brackets for TBO_YTA and Reinforcements in Tracker?

< Message edited by sanderz -- 11/28/2011 8:58:16 PM >

(in reply to Mike Solli)
Post #: 119
RE: Japan Econ 101 setup Draft Doc - 11/28/2011 9:00:43 PM   
Mike Solli


Posts: 13933
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline

quote:

ORIGINAL: sanderz

OK, so if i look at the D4Y1 Judy the carrier planes come fully loaded but the land based ones only have 2 out of 18,27, or 36 aircraft.

So when they arrive as 'new' reinforcements i need aircraft already built and waiting in the pool so that these new units can take them as reinforcements and fill up to their full strength.


You have several options with newly arriving air units.

1. Have planes in the pool to fill out the unit.
2. Upgrade the unit to a different type of plane.
3. Do nothing for the time being.

quote:

ORIGINAL: sanderz
Therefore the TBO_YTA ia the number needed to make ALL of the due reinforcements up to full strength, and whats called 'Reinforcements' in tracker is just to reinforce exisitng untits to replace combat losses.


I don't know. Damian will have to answer that question.

quote:

ORIGINAL: sanderz
Sorry if i'm a bit slow on the uptake and have missed the obvious - am finding this a very steep learning curve, but feel i am beginning to get my head around things :)


Welcome to the wonderful world of Japanese economics.

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(in reply to sanderz)
Post #: 120
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