el cid again
And now the part that really matters: logistics that is
Those who don't know RHS have to know this mod is logistically oriented. For example Australia will not literally starve if you don't bring anything, ok. Resource Centers + Light Industry will prevent literal starvation. But you still must move stuff. If you want an efficient Australia (historical, as I assume Sid did his homework), oil and more resources are needed. Oil Refineries will produce 90k fuel per month. You might need extra fuel after all.
India produces lots of supplies and resources. But they still need oil AND fuel (deficit) if you want heavy industry to work at 100%.
And so on. Your AKs, TKs are not idle. Another big difference with other mods or Vanilla.
Add to this the resources produced in New Caledonia, the Fidjis, Samoa and countless other places. You can ignore them if you want, but that means less supplies than in the real thing. So I created dozens of Cs convoys to grab almost everything that can be grabbed.
In fact, logistics is the part of the game that I always liked the most. So no complaint.
RHS indeed is logistically oriented. Every location is researched and, when someone complains for cause,
it gets corrected to the nearest possible values. The primary problem is the lack of ammunition as a separate
category. After that, the failure to make air units and motorized land units need fuel as fuel. On the resource
side, the biggest thing needed by weight is coal (2/3 of all imports to Japan are coal for example) - but we found
a way to include it. Still - it would be better if LCU and bombers consumed ammo when in combat - and fuel
when they move or fly. But we have compromised to fold them into the existing framework.
None of the supplies in the South Seas are fictional. It is, mainly, a logistical desert. But not
entirely. New Caledonia in particular is a source of vital metals of strategic value - and also of cattle!
And some timber of value sufficient to export. The larger island groups did have a local economy - but
those with only technical populations and no export potential at all are not modeled in the economy. There
are many such cases.
In the mainland of Asia (and a few other places) there are "oasis economies" - nothing can be exported -
so local production only is modeled - and it is usually perfect. The resources convert to supplies if
nothing is damaged - and that limits the size of the force which can base on them. The only other way to
get supplies there would be to fly them in! Good luck with that. But we DO give you even the very minor
air transport elements available. It is surprising how often they get used in the early war period. [US
airlines, mobilized in 1942 after a few months of trying to maintain civil schedules) really were used
to supply Alaska and the Canadian LOC to it - which has a lot of airfields.
Do not neglect riverine and seasonal ocean shipping routes. Siberia lost its major road to Yakutsk (it still
does not exist) and you much of Siberia is hard to supply except seasonally - although air supply is possible.
We gave you all the historical airfields - they permit crossing all the way to North America if you want to
(and indeed that is the route US aircraft aid mainly used).
There is considerable effort to automate supply - using adjacent ports -
to remove player tedium when that is possible. And there is potential for a lot
more IF you build up minor ports (or level 0 potential ports) to Level 3 - when
they are adjacent to other ports.
RHS has a variable supply system. Supplies INCREASE as the war goes on for the Allies -
so they can feed the gigantic armies and air forces that are coming. This is done via
"damaged" industry. You must manage this in a few places, however - mainly on the map edge.
You may not be able to build everything at the same time. In general, if there are a thousand
damaged industry, you are supposed to build that industry every day from game start IF you can
afford the cost (1000 supply points per day per industry). If there are fewer than that,
prioritize by what is most important first.