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Re: Re: Re: Death of the Lebanese Navy

Originally posted by MateDow
I didn't know I could do that. Steel could you make the appropriate adjustment for the new data. :eek: That is a good solution that would be realistic. Is the French defense of the Eastern Med by their navy necessary? I seem to remember that the British were in charge of naval defence for that region through a mutual defence treaty. If that is the case, it would be historically correct for the French to pull their ships into the Western Med for their share of the defence. MDow


IIRC the AI will return exp. forces while at peace so I don't think it will work. Generalisimo, did you test it?
 
Re: Re: Re: Re: Aircraft Subs

Originally posted by Kevin Mc Carthy
I don't know if the Japanese subs carried more than one aircraft.

I built a model of one of those subs when I was a kid (early 1970's). IIRC, it carried only one, externally, and the sea plane was specially built to take being submerged. What it looked like with the plane on the back of the sub is very clear in my memory, so if it was not carried externally to submerge then the only other possibility is to disassemble it & carry the pieces below. Based on my experience in modern subs, I'd guess that operation would take all day (at least), leaving the sub in a very bad situation if it suddenly needed to submerge for tactical reasons.
 
Originally posted by Copper Nicus
I will be repeating, until all around get bored - "Always ask yourself - what will AI do with that?"

This is a concern I have about the new units in the C.O.R.E. naval mod. No offense to MateDow - I think the overall idea of of adding the different ship models is great, but I think additional consideration should be given to AI usage of them given the current limitations of HOI at this time:

1) You cannot add a new unit type, just new models in an existing type.
2) You cannot get the AI to distinguish between unit sub-types that are represented as different model numbers of the same unit type (CL & CA, BB & battlecruiser, etc...) - it will always build the highest number, as if the models are a technological progression of the same thing rather than (sometimes) seperate things with separate missions/purposes at essentially the same level of technology.

Therefore, to allow the starting OOB to have these cool unit sub-types and human players to build them during the game, while not causing the AI to build wads of historically incorrect units (or not the best units) during play, IMO the following principles should be observed:

1) Major parallel sub-types should get new models with the same tech app, the larger of which gets the higher number (so the AI would build the larger). For example, the same tech app would give access to a new model of CL and a new model of CA, the CA would be the higher model number, and therefore a human player could build either CA's or CL's (or whatever mix is desired) but the AI will build only CA's.

2) Odd sub-types that don't fit the regular sequence should be treated like a parallel model and assigned a model number lower than the higher "normal" model enabled by the same tech app. For example, the German "Pocket Battleships" and US "Super Cruisers".

3) For historical builds during the scenario of "small" or "odd" sub-types, an event should be used to add them to the build cue (first "historical" choice is to build them, second choice is not to build them).

Again, the idea is to prevent the AI from building a wad of inferior or special purpose ships because they happen to be the highest numbered model discovered at the moment.

The details are as follows:

Destroyers: Destroyers are the "large" sub-type; Corvettes/Frigates the "small"
Cruisers: CA's are the "large" sub-type; CL's the "small", Pocket Battleships/AA Cruisers/Super Cruisers the "odd".
Battleships: BB's are the "large" sub-type, CL's the "small"
Carriers: I haven't quite figured out what should be treated as a "small" and what as an "odd", but the same principle would apply.
 
Originally posted by Barnacle Bill

Destroyers: Destroyers are the "large" sub-type; Corvettes/Frigates the "small"

This is pretty much the formula that is used. Model 0 & 1 are small WW1 era destroyers and large torpedo boats (500 t). Models 2 & 3 are covettes and frigates. Models above 3 are destroyers 1500 tons and above. The AI will never build frigates or corvettes because of the number assigned.

Cruisers: CA's are the "large" sub-type; CL's the "small", Pocket

Models 0 & 1 are small cruisers built for minor naval powers or some of the small sloops built by major nations. Model 2 is the old armored cruiser. Model 3 is the WW1 light cruiser. Model 4 & 5 are the Treaty Cruisers (CL then CA). Model 6 is the pocket battleship (this one could be moved lower). Model 7 and higher are the more advanced levels of cruiser moving from light to super cruisers.

Battleships/AA Cruisers/Super Cruisers the "odd".
Battleships: BB's are the "large" sub-type, CL's the "small"
Carriers: I haven't quite figured out what should be treated as a "small" and what as an "odd", but the same principle would apply.

Once again the models move from technological inferior to more advanced. The only questionable model is that super dreadnaughts are model 3 and large battlecruisers are model 4. I thought about changing that for 0.6, but was scared by the changed that it would require for changing the model numbers of the majority of battleships throughout the world. It will probably be a change that I make for 0.7. That is also the reason why the super cruiser remains as a higher model number than the treaty heavy cruiser.

I could make the arguement that navies were moving towards the faster, more lightly armored fast battleship concept at the end of the 1930's. But it is more realistic to have super-dreadnaughts be the default choice before large battlecruisers.

I hope that this answers your questions sufficeintly. If not, I can always preach for hours about battleships and stuff :D MDow
 
Originally posted by MateDow
This is pretty much the formula that is used.

Well, not exactly...

Let's take cruisers for example...

Originally posted by MateDow
Models 0 & 1 are small cruisers built for minor naval powers or some of the small sloops built by major nations. Model 2 is the old armored cruiser. Model 3 is the WW1 light cruiser. Model 4 & 5 are the Treaty Cruisers (CL then CA). Model 6 is the pocket battleship (this one could be moved lower). Model 7 and higher are the more advanced levels of cruiser moving from light to super cruisers.

Once again the models move from technological inferior to more advanced. The only questionable model is that super dreadnaughts are model 3 and large battlecruisers are model 4.

I think it is worse than that...

Another way of saying it is...
Agree on 0 & 1
2 & 3 are both WWI era, but since the CL is three the AI will build CL's in preference to CA's.
Agree on model 4 & 5, but the AI will build Treaty CL's (4) in preference to WWI CA's (2), even though the WWI CA is more powerful.
Model 6, 7 & 10 are special purpose vessels, but if they happen to be the highest number known the AI will mass-produce them as general purpose ships.

What I propose is this -
a) Models 0 & 1 are fine as they are
b) swap model numbers on the WWI CL & CA, so that CL is 2 & CA is three, and have both become available with the same tech. That way the AI will build CA's, and the human player can build whichever he likes.
c) Have Pocket Battleships, Treaty CL's & Treaty CA's all become available with the same tech, and the Treaty CA have the higher model number of the three so that is the one the AI builds. Since the historical Pocket Battleships were built already by 1936, they would be in the starting OOB - a human player could build more if desired but the AI would not, or an event could offer the option (with "no" as the more likely first choice).
d) Have Post-Treaty CL, AA Cruiser, Super Cruiser & Post-Treaty CA all become available with the same tech, and the Post-Treaty CA have the higher model number of the three so that is the one the AI builds. Use events to offer appropriate nations at appropriate times the option to build appropriate numbers of AA Cruisers & Super Cruisers (a human player could build them as desired).
e) Have the Nuclear CL, Nuclear Super Cruiser & Nuclear CA all become available with the same tech, and the Nuclear CA have the higher model number of the three so that is the one the AI builds.
f) CG's & CGN's are fine as they are.

Same principle would apply to the other surface warship types - BB's, carriers, DD's

Originally posted by MateDow
I hope that this answers your questions sufficeintly. If not, I can always preach for hours about battleships and stuff MDow

In case you haven't guessed, I'm an old salt myself - ETC(SS), USNR, ret.
 
Originally posted by Barnacle Bill

What I propose is this -
a) Models 0 & 1 are fine as they are

OK


b) swap model numbers on the WWI CL & CA, so that CL is 2 & CA is three, and have both become available with the same tech. That way the AI will build CA's, and the human player can build whichever he likes.

The problem that I have with this is that the major powers stopped building or upgrading the old armored cruisers following the first world war. Although they are more powerful, they are slower. It wouldn't be good for an AI to be building ACRs as the mainstay of their fleet. Historically, the ACR was a luxury of the major maritime nations. Greece only had hers because of the generosity of a millionaire. IMO the light cruiser is a better unit for the computer to be building with it's IC.


c) Have Pocket Battleships, Treaty CL's & Treaty CA's all become available with the same tech, and the Treaty CA have the higher model number of the three so that is the one the AI builds. Since the historical Pocket Battleships were built already by 1936, they would be in the starting OOB - a human player could build more if desired but the AI would not, or an event could offer the option (with "no" as the more likely first choice).

I agree that the pocket battleship should be model 4 instead of 6. I will incorperate that for 0.7 (or 0.6 if time allows). I would like to keep the seperate techs to keep the reality of coming up with three seperate cruiser designs. It is very different to design and build a Brooklyn-class light cruiser than a New Orleans-class heavy cruiser.


d) Have Post-Treaty CL, AA Cruiser, Super Cruiser & Post-Treaty CA all become available with the same tech, and the Post-Treaty CA have the higher model number of the three so that is the one the AI builds. Use events to offer appropriate nations at appropriate times the option to build appropriate numbers of AA Cruisers & Super Cruisers (a human player could build them as desired).

I think the super cruiser question is open to debate. If you argue that the AI should be able to build the armored cruiser because it is the most powerful available, then the super cruiser should be the highest model of that generation of cruisers. If it is considered a specialty item then it should be moved lower in the scheme. The same country that built a post-treaty heavy cruiser was also the same one that built the only super cruisers. If other countries had been building a super cruiser, I believe that the US would have focused their energy on completing the Alaska-class. As it was, by the time that the design was in production, the need for large cruisers was gone. The Alaska was the logical growth of US cruiser design, not the Baltimore-class which was still limited by the Washington Treaty when the design was started. But, I am willing to go with group consensus on this. I believe that the AA cruiser is the lowest model in that generation of cruiser making it a luxury of the human player. Once again, see the above argument for maintaining the seperate techs for each model.


e) Have the Nuclear CL, Nuclear Super Cruiser & Nuclear CA all become available with the same tech, and the Nuclear CA have the higher model number of the three so that is the one the AI builds.

Very different designs, they should be seperate techs. If people agree that the super cruiser should be of lower priority than the CA, then that would be an easy change to incorperate.

As to battleship design, I am now planning on reversing the Large Cruiser and the Super-Dreadnaught.

It seems that the destroyer modelling is correct.

Seems that long posts are the punishment for breaking rule #1 :D MDow
 
Originally posted by MateDow
The problem that I have with this is that the major powers stopped building or upgrading the old armored cruisers following the first world war. Although they are more powerful, they are slower. It wouldn't be good for an AI to be building ACRs as the mainstay of their fleet. Historically, the ACR was a luxury of the major maritime nations. Greece only had hers because of the generosity of a millionaire. IMO the light cruiser is a better unit for the computer to be building with it's IC.

Fair enough. Although if nobody would ever build an ACR in 1936 or later, that sounds like an arguement for making the model for ACR's not buildable by anybody. If I understand correctly, you can define a model in the unit file but not have it enabled by any tech ap, and then it can still be used for starting OOB units in the ".inc" files but nobody can build one in the game.

Originally posted by MateDow
I would like to keep the seperate techs to keep the reality of coming up with three seperate cruiser designs. It is very different to design and build a Brooklyn-class light cruiser than a New Orleans-class heavy cruiser.

The problem with this, though, is the AI in its random wisdom might end up researching the wrong tech ap and having the wrong model as its highest available model number. However, there is a way to address that while keeping separate techs - not only make the one the AI should build in each generation the highest model number in the generation, but also use the tech ap that enables the highest model number in each generation as a prereq for all the other tech aps that enable the other models in that generation.

Originally posted by MateDow
I think the super cruiser question is open to debate. If you argue that the AI should be able to build the armored cruiser because it is the most powerful available, then the super cruiser should be the highest model of that generation of cruisers. If it is considered a specialty item then it should be moved lower in the scheme. The same country that built a post-treaty heavy cruiser was also the same one that built the only super cruisers. If other countries had been building a super cruiser, I believe that the US would have focused their energy on completing the Alaska-class. As it was, by the time that the design was in production, the need for large cruisers was gone. The Alaska was the logical growth of US cruiser design, not the Baltimore-class which was still limited by the Washington Treaty when the design was started.

Well, you are looking at it from a hardware point of view, but not from a mission point of view. My point about the ACR was based on the normal cruiser mission, which the supercruiser is not designed for. The supercruiser is a special purpose ship for a special mission - to chase & engage a Japanese design (which turned out to be imaginary) that would presumably be used as a heavy commerce raider.

That leads to a digression...

From a mission point of view, starting with the "treaty" generation we have three cruiser sub-types: CL, CA & what I would call a Commerce Cruiser (aka "Pocket Battleship"). The mission of the later was specialized, not an improved sort of heavy cruiser for general cruiser duties in the fleet. Because the Deutschland-class Pocket Battleship design was constrained & compromised by the need to at least claim to meet the treaty limits for a cruiser, I'd call them "Treaty Commerce Cruisers".

Now, you have classified the Gneisenau's as Treaty Battleships. I would not say they are much like "true" Treaty Battleships such as HMS Nelson, though. Rather, I'd say both technically & Missionwise they were a "product-improved" pocket battleship, unconstrained by treaty limits - in other words "Post-Treaty Commerce Cruisers".

The Alaska's were intended to counter a rumored Japanese development similar in intended mission to the Gneisenau's. I'd also say the Gneisenau's are more like the Alaskas than the "true" Treaty Battleships. Therefore, I submit that the model you have named "super cruisers" is really what I have called ""Post-Treaty Commerce Cruisers", and that both the Gneisenau's and the Alaskas belong here.

In summary, then, I see the following generations (* designates the one that should be for the AI to build, so it gets the highest model # and it's enabling tech ap is a prereq for those of the others):
WWI: *Light Cruiser, Armored Cruiser (not buildable)
Treaty: Treaty CL, *Treaty CA, Treaty Commerce Cruiser
Post-Treaty: Post-Treaty CL, *Post-Treaty CA, Post-Treaty Commerce Cruiser, AA Cruiser
"Atomic Era": Nuclear CL, *Nuclear CA, Nuclear Commerce Cruiser
Semi-modern: CL & CA merge into CG, CG is reachable without going through the "Atomic Era", CGN is reachable through the Nuclear CA and has a higher model number than the CG.

Originally posted by MateDow
Seems that long posts are the punishment for breaking rule #1 :D MDow

Funny how guys that make a habit of breaking rule #1 tend to get assigned to working parties after liberty call;)

<edited for typos>
 
Originally posted by Barnacle Bill
Fair enough. Although if nobody would ever build an ACR in 1936 or later, that sounds like an arguement for making the model for ACR's not buildable by anybody. If I understand correctly, you can define a model in the unit file but not have it enabled by any tech ap, and then it can still be used for starting OOB units in the ".inc" files but nobody can build one in the game.

I didn't say nobody builds them. I tend to build them for use as convoy escorts for invasion forces. They have enough fire support rating to use as fire support vessels, but are cheaper than battleships. I am sadistic that way :D I build pre-dreadnaught battleships as well ;)


The problem with this, though, is the AI in its random wisdom might end up researching the wrong tech ap and having the wrong model as its highest available model number. However, there is a way to address that while keeping separate techs - not only make the one the AI should build in each generation the highest model number in the generation, but also use the tech ap that enables the highest model number in each generation as a prereq for all the other tech aps that enable the other models in that generation.

So let me make sure that I understand. Make the highest level of cruiser the first in the research tree rather than keep them in historical order? I think that some of this problem will be dealt with the the tech tree priorities that are being included in 0.6. Hopefully, that will do the trcik for the AI.


Well, you are looking at it from a hardware point of view, but not from a mission point of view. My point about the ACR was based on the normal cruiser mission, which the supercruiser is not designed for. The supercruiser is a special purpose ship for a special mission - to chase & engage a Japanese design (which turned out to be imaginary) that would presumably be used as a heavy commerce raider.

I think that many countries would have built them for a normal cruiser mission if gun cruisers hadn't been made obsolete by the aircraft carrier :(. In the US, the Alaska-class was the cruiser that the navy had been wanting since the design of the New Orleans. They prefered a large cruiser that could operate independently. They also wanted that cruiser to have an armament equal to its size. The limitations of 8" (203mm) guns by the Washington Treaty removed that possibility.


From a mission point of view, starting with the "treaty" generation we have three cruiser sub-types: CL, CA & what I would call a Commerce Cruiser (aka "Pocket Battleship"). The mission of the later was specialized, not an improved sort of heavy cruiser for general cruiser duties in the fleet. Because the Deutschland-class Pocket Battleship design was constrained & compromised by the need to at least claim to meet the treaty limits for a cruiser, I'd call them "Treaty Commerce Cruisers".


Let's keep the term 'Pocket Battleship' because that gives a mental image. 'Treaty Commerce Cruiser' doesn't give a mental image that helps the player.


Now, you have classified the Gneisenau's as Treaty Battleships. I would not say they are much like "true" Treaty Battleships such as HMS Nelson, though. Rather, I'd say both technically & Missionwise they were a "product-improved" pocket battleship, unconstrained by treaty limits - in other words "Post-Treaty Commerce Cruisers".

The Alaska's were intended to counter a rumored Japanese development similar in intended mission to the Gneisenau's. I'd also say the Gneisenau's are more like the Alaskas than the "true" Treaty Battleships. Therefore, I submit that the model you have named "super cruisers" is really what I have called ""Post-Treaty Commerce Cruisers", and that both the Gneisenau's and the Alaskas belong here.


They aren't true treaty battleships in the sense of the North Carolina or King George V, but in terms of combat strength and mission, they are very similar. The Scharnhorst
exchanged a heavy armament for higher speed and more extensive armor protection. Scharnhorst with 9 11" or 6 15" rifles would have been an interesting match for Duke of York if it wasn't for better radar control and detection equipment.


In summary, then, I see the following generations (* designates the one that should be for the AI to build, so it gets the highest model # and it's enabling tech ap is a prereq for those of the others):
WWI: *Light Cruiser, Armored Cruiser (not buildable)
Treaty: Treaty CL, *Treaty CA, Treaty Commerce Cruiser
Post-Treaty: Post-Treaty CL, *Post-Treaty CA, Post-Treaty Commerce Cruiser, AA Cruiser
"Atomic Era": Nuclear CL, *Nuclear CA, Nuclear Commerce Cruiser
Semi-modern: CL & CA merge into CG, CG is reachable without going through the "Atomic Era", CGN is reachable through the Nuclear CA and has a higher model number than the CG.

We can make the change to make the ones with the asterisk the highest model for building purposes. That would save the German AI from building pocket battleships and just having the units that the have in the OOB, while still giving a human player tha ability to build them. I think it would be better to keep the pre-requisite for the next higher level as the same type from the level above (ie treaty light cruiser as the pre-req for post-treaty light cruiser). I haven't seen much problem with the AI not having units to keep it competitive. The only country that has the research points to spare is the US, and that is pretty historical.


Funny how guys that make a habit of breaking rule #1 tend to get assigned to working parties after liberty call;)

I knew that there was a reason :D
 
I just noticed something about the 'Aviation Cruiser'. The description, it's tech tree placement and my (very limited) knowledge are all pointing for it to be something that the naval majors are either capable of building or could start research quickly. After all, it's a treaty design, several built in the early '30s... But going through the pre-reqs you need to research LCI before you build them :confused:, and going down the pre-req path you reach Late War Experience Analysis! That can't be right?! Even Sweden had the Gotland before the war. Damn, Portugal was going to order one in 1931! (small one, but nonetheless)

So, does the Aviation Cruiser have the wrong pre-reqs, or is it WAD? Still feels wrong, but if you did it on purpose I'll just have to live with it.
 
Originally posted by Gwalcmai

So, does the Aviation Cruiser have the wrong pre-reqs, or is it WAD? Still feels wrong, but if you did it on purpose I'll just have to live with it.

It is a mistake. So much for the theory that we had found all of those :( Easy fix. Thank you for pointing it out. MDow

Gwalcmai- Check your PMs
 
Fuel Use Numbers

I am looking at rewriting the ship's models to take into account some of the experience that people have had with the game. Nothing drastic will be changing. Just little tweeks while I am working on the submarine models and tree.

One of the changes that I am planning on making deals with fuel usage by ships. I have been lurking on the discussion on another thread, and figure that they have developed workable numbers. So if there are no complaints...

Battleship 2.5 oil/day
Battlecruiser 3.0 oil/day
Fleet Carrier 2.0 oil/day
Escort Carrier 1.0 oil/day
Super Cruiser 1.5 oil/day
Pocket Battleship 0.8 oil/day
Heavy Cruiser 1.0 oil/day
Light Cruiser 1.0 oil/day
Armored Cruiser 1.2 oil/day
Destroyer Flotilla 2.4 oil/day
Corvette Flotilla 1.5 oil/day
Steam Merchant Vessel Flotilla 1.0 oil/day
Diesel Merchant Vessel Flotilla 0.8 oil/day

I will try some test games after 0.6 comes out to make sure that the numbers will work with our levels of resources before it becomes official. It will also be interesting to see how this fits with Mathguy's proposals about resources and efficiency of unts. MDow
 
I'm not really familiar with this. Is it a general increase? There's some countries (Italy and Japan comes to mind) who might suffer due to over-sized navies and under-sized economies.
 
Re: WTF: Destroyers Require Nuc Eng?

Originally posted by Kevin Mc Carthy
3000 Ton Destroyer requires Shipboard Nuke power plant (CORE 0.532).

WTF? How many Nuke destroyers are there in the world?

How about Naval Helos instead?

I went through and was double checking the tech tree and looked this one up. It was supposed to be Gas Turbines (#6969) instead of a nuclear propulsion. I just wanted you to know that it was fixed for the next version.

I also made sure that the Cruiser Conversion had the pre-requisite of the Large Battlecruiser and all of those little problems with non-existant techs wer solved.

If y'all find any more of these problems, post them here so they can be fixed. MDow
 
Re: Re: WTF: Destroyers Require Nuc Eng?

Originally posted by MateDow
I went through and was double checking the tech tree and looked this one up. It was supposed to be Gas Turbines (#6969) instead of a nuclear propulsion. I just wanted you to know that it was fixed for the next version.

I also made sure that the Cruiser Conversion had the pre-requisite of the Large Battlecruiser and all of those little problems with non-existant techs wer solved.

If y'all find any more of these problems, post them here so they can be fixed. MDow


3000 ton destroyer has prereqs { 6991 6977 } in my files... please attach the updated v0.6 files on the wiki.
 
Originally posted by Steel
I'm not really familiar with this. Is it a general increase? There's some countries (Italy and Japan comes to mind) who might suffer due to over-sized navies and under-sized economies.
Er...sound just like real history to me, Steel?
Steve.
 
Originally posted by steveh11
Er...sound just like real history to me, Steel?
Steve.


A valid point, yet I need to take into account the dozens of angry posts from C.O.R.E. players who might complain of ahistorical outcomes with Italy and Japan collapsing in 1940-1941 due to oil shortage -> no supplies -> zero org. So far we've had relatively few people dropping by to tell us our mod sucks and I'd rather keep it that way :D
 
Gibraltar area naval AI question/comment

In my latest game of vanilla 1.05c, I was playing Italy and managed to seize Gibraltar. I stationed most of the Italian fleet in the straits, hoping to block an Allied invasion armada.

Well, the USA showed up with some 70 capital ships (according to my intel) and another 50 transports, but she didn't try to force her way into the straits. She just parked outside, waiting. She stayed out there for something close to a year. I had about 6 BB's and 10 CA's with 10 DD's, so I would have been smashed if she tried the Straits. Is it impossible for the enemy to enter the Straits when occupied?

If so (and I suspect that's the case) then is it possible for the USA to land at Casablanca (Free French owned) and attack across North Africa? Why wouldn't the AI take this logical step?
 
Re: Gibraltar area naval AI question/comment

Originally posted by Chaplain

Well, the USA showed up with some 70 capital ships (according to my intel) and another 50 transports, but she didn't try to force her way into the straits. She just parked outside, waiting. She stayed out there for something close to a year. I had about 6 BB's and 10 CA's with 10 DD's, so I would have been smashed if she tried the Straits. Is it impossible for the enemy to enter the Straits when occupied?

Wow, that would have been some naval battle. Trafalger revisited. If I remember correctly (IIRC), if a country in another alliance controls the straights, then your country cannot pass through. You are lucky the US didn't just try and invade Gibralter and get you out of there, assuming the transports were full of troops. Let me know if they ever decide to engage. You will probably lose that battle though. This is another example that the megastack is still alive and well :( MDow
 
thanks

Thanks, MateDow.

BTW, as far as the naval oil consumption rates are concerned, I like your numbers and I (respectfully) disagree with Steel's take as far as CORE complaints are concerned. The higher consumption rates can be managed in the Jap player (e.g.) simply refrains from constantly deploying his fleet. IRL, (as well as in countless games of WiF I've played) the Jap is required to do this in order to husband his meager oil reserves for the real actions. With the higher rates, the naval game (in MP) becomes a cat-and-mouse experience where the Japs are very selectively deploying their fleets to meet anticipated Allied efforts. This is wonderfully historic.

Same goes for the Brits. In WiF, e.g., they can't deploy the entire Home Fleet every week of the year or they'll bankrupt themseles oil-wise. So ... I'm in favor of your revised numbers for oil consumption.

Thanks!

P.S. The higher consumption rates will also indirectly mitigate against megastacks (in MP anyway) and cause players to deploy much smaller cruiser squadrons for scouting, and set loose the big boys only when the enemy is located. Very historical!

The problem, of course, is getting the AI to play intelligently in this regard ...