It's 9pm in Malaysiaalready
In the future or past?
It's 9pm in Malaysiaalready
But at the very least, you still spend your oil/fuel when you build your stuff, instead of along its whole life time depending on its use, which is a stragical big distorsion. And pretty ridiculous.
In the future or past?
Present time haha
Alright. Podcat just said there will be one. Just hang on. T.TIts 8:25 am in Peru right now.
What are the serious effects of the US oil embargo on Japan![]()
What I'm curious about, and scared about, is the navy. While I can see the system working for land and air forces (pretty simplified, but they said that the more complex system was too complex to work well), I don't see how navies can be made running without oil and still remain at least a tiny bit realistic. The Mutsuki-class destroyers were built in the 20's, but were still around in WWII; and the end of WWII saw at the same time the Haruna (launched 1913, sunk at her moorings in mid 1945), the Nagato (completed 1920, survived the war), and the Yamato (completed 1941, sunk in 1945). These were massive vessels whose consumption cannot be represented by simple attrition: the Musashi wasn't built to reinforce the Yamato; on the other hand, the massive fuel problems the Japanese suffered from forced the Yamato-class battleships out of battle most of the time, and the Haruna was sunk at her moorings in Kure, together with almost the whole rest of the capital ships Japan had, because there was no fuel to sortie them with. No fuel just breaks down completely with navies: either they can sail forever, or the shipyards produce "ship parts" and the vessels suffer from attrition while sailing, with the paradoxical result that a completely fine ship could be sunk because of the 'attrition damage' it took sailing to the location of battle.
Stockpiling is bad. It is always too easy for player to abuse.
The idea that supplies and fuel are manufactured is good though. Essentially, it both should be non-stockpilable and non-tradeable.
Then put a limit on stockpiling, like 1-3 months worth.
You mean like the 1 month "behind the scenes" stockpile that is confirmed in the game?
I was thinking of a strategic stockpile for a country
Abstracting the actual supplies and the actual fuel into the manufacture of replacement equipment is a very bad abstraction. It is so bad that I don't really feel like debating it anymore with anyone who might disagree. It is particularly bad with respect to naval units that don't require a steady flow of replacements. Under some circumstances it might approximate the same strategic decisions, but in many other situations absurdities will abound. Even in situations that are not filled with overarching absurdities, immersion will be destroyed by the illogical system -- tanks refueled and resupplied by more tanks.
Both supplies and fuel should be separate equipment items.
You could have land supplies, air supplies and naval supplies, but I am comfortable with the abstraction of a single type of supply that must be manufactured and stockpiled and is expended as your units consume them. There does not have to be a flow system. The stockpile could be reduced by the daily usage as calculated under the current system and supplies could be delivered to your units in the same way equipment will be. This would be a much better abstraction than the current system.
The same should go with fuel. It should be manufactured with factories from oil. Oil, as a strategic resource, cannot be stockpiled, but fuel can be. If it is possible to stockpile too much, limits can be imposed or expenses added to make abuse of stockpiles impossible. Then each supply region would have a separate fuel limit as well, and again, the fuel would be delivered to your units in the same way as equipment. If you need fuel and don't have enough, movement is reduced. If you have none, you stop -- just like in real life.
This system would use the same regional supply limit, but you would just add a regional fuel limit too. Supply and fuel would be separately stockpiled and separately consumed as if they were equipment. The game would be improved as the troublesome abstraction of conflating supply, fuel, and equipment all together would be avoided.
Stockpiles can be easily fixed