Shannon V. OKeets
From: Honolulu, Hawaii
ORIGINAL: Dr Deo
ORIGINAL: Shannon V. OKeets
The way MWIF handles creating saved oil is that each Saved Oil 'unit' has a number on it, reflecting how much oil is being saved in the hex. When you save one oil point in a hex, the unit is created with a number of 1; so no oil is 'lost'. The program imposes the pertinent limits on how much can be saved in each hex.
The WIF FE rules on this are very confusing, mostly due to using printed counters for saved oil points. In MWIF, saved oil and build point 'units' are virtually identical as far as the creation process is concerned.
That sounds to me exactly the way the RAW treats saving oil when using option 31 but not using option 14. By RAW you are allowed to create your own oil markers, so you're not limited by the counters available. However, with option 14 (i.e. playing with synth oil) you have to invest 1 bp whenever you save oil where there's no oil stored already. I guess that symbolises the cost of constructing storage tanks etc.
13.5.1 Option 14:
Each oil marker you place on the map costs 1 build point.
It is free to increase the value of the marker.
Ah, I see. I had never noticed/understood this aspect of the saved oil rule. Thanks (I guess).
This rule is problematical to implement. What it says is that you have to spend a BP, which can only be done during production (unless we are letting the player use a saved BP and save the oil at some other point in the sequence of play). But simultaneously you have to have an oil point shipped to the location where it is to be saved. Looking at the sequence of play for the end of turn, it appears that this would have to occur after Use Oil and Final Reorganization, and also after Search and Seizure:
pPartisan, // RAC 13.1.
pEntry, // RAC 13.2.
pUSEntry, // RAC 13.3.
pProdPlanningPrelim, // RAC 13.6.1 & 13.6.2.
pStayAtSeaA, // RAC 13.4.
pStayAtSeaD, // RAC 13.4.
pReturnToBaseA, // RAC 13.4.
pReturnToBaseD, // RAC 13.4.
pUseOil, // RAC 13.5.1.
pFinalReorganization, // RAC 13.5.
pBreakDown, // RAC 22.4.1.
pProdPlanningFinal, // RAC 13.6.1 & 13.6.2.
pSearchAndSeizure, // RAC 13.6.1.
pScrapDestroyed, // RAC 13.6.9.
pNavalRepair, // RAC 13.6.5.
pProduction, // RAC 13.6.3 -> 13.6.9.
In other words, saving oil should be part of production. But the routing of the oil point to a location would have had to have occurred earlier in the turn. For example, all routing decisions would have had to have been made before search and seizure.
The only way I see being able to impose this BP expenditure rule for new oil point locations would be to require an oil point to have successfully arrived at its intended destination (from previous routing instructions) and then either save the oil point if the player expends a BP, or else simply destroy the oil point (pour it onto the ground) since there is no 'facility' at its destination.
I think I am going to leave the code the way it is, ignoring this codicil to the optional saved oil rules when the optional synthetic oil plants rules are also being used. Why the introduction of synthetic oil plants would make a difference to saving oil eludes me at the moment. And writing more code for combinations of optional rules doesn't stimulate any positive feedback in my brain cells.
Perfection is an elusive goal.