Some important facts for SR'36

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redindus
Warrant Officer
Posts: 39
Joined: Dec 10 2013
Human: Yes

Re: Some important facts for SR'36

Post by redindus »

Jakt80 wrote:Bottom left corner, top right tab, you get a window displaying collapsable trees of Active(or Selected?)/Deployed/Reserve units.
Thank you, i found it. I wasnt aware of that.

I got one question here, when resources are collecting from vary places, does it have to be transported to homeland? Or does it automatically added to resource pools? If resources are somewhere in USA, it should be automatically and for Japan that needed crude oils from Miri, should be transported by tankers.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: Japan & Micronesia - response

Post by geminif4ucorsair »

redindus wrote: Sure hope you guys going to add Truk and other bases, otherwise remove Wake and Midway Islands to be balance. Since USA have Pearl Harbor, IJN need Truk though.

Anyway thank for bringing that ship datas, so can go over my work. I got my sources from many books and kept record of it over the years, since there are some are misguided. Having huge collection on American Naval Dictionary (8 vols) and now you can go online with that. Not easy to collect all the proper sources.
Ref para 1 above...the Japanese Micronesia Islands (Truck, Palau Group, Gilberts and Marianas, etc.) were all de-militarized, by treaty from the time of their acquisition after WW One, a reward of German territories that were divided-up after the war by the European powers. As such, I recommended that only Airfield and Sea Pier installations be included in any of the atoll's, to BG. The Japanese flew regular air flights from Japan to these locations pre-war - with mostly flying boats and some land-based transports - and, merchant marine (MM) shipping regularly called at these ports, returning local goods from the islands and provided Japanese goods in return (hence the Sea Pier inclusion).

The Japanese did honor their treaty commitment's in this regard pre-war, i.e. no fortifications.

While I have been making corrections to the Japanese Empire's set-up, have not checked the Micronesia area to see what has been achieved as yet. But, that is how it should be.

Ref: US Navy - I also have the American naval dictionary set for the U.S., but it is also all on the internet now.

More to your point, however, is that Bathagor did his own naval orbat compilations and think he did well, for nearly all the countries....what drafts laid out on my worksheets were then reviewed for inclusion and think he has done a great job at compiling naval. Blame me for the Air and Land orbats, though BG has trimmed the Land orbats for a lot of the larger countries (as in SR-CW/SR-49). Corrections continue, however, on their part.
redindus
Warrant Officer
Posts: 39
Joined: Dec 10 2013
Human: Yes

Re: Japan & Micronesia - response

Post by redindus »

geminif4ucorsair wrote:
redindus wrote: Sure hope you guys going to add Truk and other bases, otherwise remove Wake and Midway Islands to be balance. Since USA have Pearl Harbor, IJN need Truk though.

Anyway thank for bringing that ship datas, so can go over my work. I got my sources from many books and kept record of it over the years, since there are some are misguided. Having huge collection on American Naval Dictionary (8 vols) and now you can go online with that. Not easy to collect all the proper sources.
Ref para 1 above...the Japanese Micronesia Islands (Truck, Palau Group, Gilberts and Marianas, etc.) were all de-militarized, by treaty from the time of their acquisition after WW One, a reward of German territories that were divided-up after the war by the European powers. As such, I recommended that only Airfield and Sea Pier installations be included in any of the atoll's, to BG. The Japanese flew regular air flights from Japan to these locations pre-war - with mostly flying boats and some land-based transports - and, merchant marine (MM) shipping regularly called at these ports, returning local goods from the islands and provided Japanese goods in return (hence the Sea Pier inclusion).

The Japanese did honor their treaty commitment's in this regard pre-war, i.e. no fortifications.

While I have been making corrections to the Japanese Empire's set-up, have not checked the Micronesia area to see what has been achieved as yet. But, that is how it should be.

Ref: US Navy - I also have the American naval dictionary set for the U.S., but it is also all on the internet now.

More to your point, however, is that Bathagor did his own naval orbat compilations and think he did well, for nearly all the countries....what drafts laid out on my worksheets were then reviewed for inclusion and think he has done a great job at compiling naval. Blame me for the Air and Land orbats, though BG has trimmed the Land orbats for a lot of the larger countries (as in SR-CW/SR-49). Corrections continue, however, on their part.
I agreed, didnt think that newer infos would popped up so late. By Ivan Gogin, never heard of him or that articles. Well i am glad he/i found it, least it would be more straight forward and better accurate infos.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: Arguing over Orbat's - unnecessary exercise

Post by geminif4ucorsair »

I think it is an unnecessary exercise in Forum discussion the missives about current beta edition orders-of-battle,

for there is still a lot to be downloaded in this regards. This comment applies to "large groups" of region downloads.....

such as "the USN is missing" or "where's the USSR air force".

My understanding, and review of some regions, is that not everything is downloaded yet. Patients, mein herr!

Otherwise, if you disagree with some specific Unit...be it a ship, aircraft type, or land unit, within what is already downloaded,

lets focus our attention on that, please.

My 2-cents, anyway.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: Some important facts for SR'36

Post by geminif4ucorsair »

redindus wrote:
Jakt80 wrote:
I got one question here, when resources are collecting from vary places, does it have to be transported to homeland? Or does it automatically added to resource pools? If resources are somewhere in USA, it should be automatically and for Japan that needed crude oils from Miri, should be transported by tankers.
When you make a trade, it automatically goes to the other region.

The Player Option box has a check you can make called "Diplomatic Merchant Marine"....this places merchant marine units into the game, but only for the movement of military units, and you can track their progress across the seas as such. It's an option that is favored by past Forum comments and seems to work well.

The idea of tracking commercial merchant marine shipment would be a nightmare, even with a side-bar or other box separately tracking these,
so the "trade transaction" has an immediate effect. Example: Japan buy $1M worth of oil from the Dutch East Indies in exchange for an equal amount of Japanese Goods - Industrial.....once agreed to, each region benefits with their addition at the end of the day's trade.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: Some important facts for SR'36

Post by geminif4ucorsair »

redindus wrote: Okay, first of all, you will need to change the DDR for ship designation tags. They should be DD for Destroyers, SS for Submarines, CL for Light Cruisers, CA for Heavy Cruisers, BC for Battlecruisers, BB for Battleships, CVE for Escort Carriers, CVL for Light Carriers and CV for Fleet Carrier. Now im not sure how you got the transport/merchant ships, the transports are AP mostly while merchants are AKs. Are there any tankers or fleet oilers? If so that would make tankers as TKs and oilers AOs. RisingSun (redindus)
I understand your concept of "standardized" designations used above; however, this is not the way Battlegoat (BG) design this....it may even pre-date BGs assumption of the Supreme Ruler game. Whether it was for programming reasons or whatever, they have assigned Categories of ships, such as Category 17 to represent all destroyer-cruiser-battleship units. One reason maybe related to fuel consumption assignments, etc., which would differ somewhat from Category 16 Aircraft Carriers. Another reason may have been that Cat 16 can accommodate Aircraft units in their
Battlegoat "standard" sizes, i.e. 18-aircraft per squadron. Category 17 ships cannot.

The reasoning for all this has never quite been explained by BG, it may simply be a programmers preference and how much programming is required.

But, look at the two name lines of each ship unit and you will often see one of the abbreviations or longer terms used.....such as:
CL-55 /// Cleveland Class Cruiser. Should give you all the clues you need.

Hope that helps.
redindus
Warrant Officer
Posts: 39
Joined: Dec 10 2013
Human: Yes

Re: Some important facts for SR'36

Post by redindus »

geminif4ucorsair wrote:
redindus wrote:
Jakt80 wrote:
I got one question here, when resources are collecting from vary places, does it have to be transported to homeland? Or does it automatically added to resource pools? If resources are somewhere in USA, it should be automatically and for Japan that needed crude oils from Miri, should be transported by tankers.
When you make a trade, it automatically goes to the other region.

The Player Option box has a check you can make called "Diplomatic Merchant Marine"....this places merchant marine units into the game, but only for the movement of military units, and you can track their progress across the seas as such. It's an option that is favored by past Forum comments and seems to work well.

The idea of tracking commercial merchant marine shipment would be a nightmare, even with a side-bar or other box separately tracking these,
so the "trade transaction" has an immediate effect. Example: Japan buy $1M worth of oil from the Dutch East Indies in exchange for an equal amount of Japanese Goods - Industrial.....once agreed to, each region benefits with their addition at the end of the day's trade.
I was hoping it would transfer that goods by oversea with merchant/tankers to be more accurate. Another word, how did the Americans crippled Japan's will to fight? The keys is crippling their supply lines and their resources pouring in to the homeland to make more combat units and fueling their hardwares. If this automatically adding resources on the next day, it would be unrealistic here.

Another words, after Japan hit Pearl Harbor, Japan knew that they need to get resources elsewhere due to embargo against her from USA. So she simply get crude oils and other resources throughout Dutch East Indies. Would have to use merchants and tankers to ship them to homeland of Japan.
geminif4ucorsair
General
Posts: 1286
Joined: Jun 08 2005

Re: Some important facts for SR'36 - trade & MM shipping

Post by geminif4ucorsair »

redindus wrote:
geminif4ucorsair wrote: I got one question here, when resources are collecting from vary places, does it have to be transported to homeland? Or does it automatically added to resource pools? If resources are somewhere in USA, it should be automatically and for Japan that needed crude oils from Miri, should be transported by tankers.
When you make a trade, it automatically goes to the other region.

The Player Option box has a check you can make called "Diplomatic Merchant Marine"....this places merchant marine units into the game, but only for the movement of military units, and you can track their progress across the seas as such. It's an option that is favored by past Forum comments and seems to work well.

The idea of tracking commercial merchant marine shipment would be a nightmare, even with a side-bar or other box separately tracking these,
so the "trade transaction" has an immediate effect. Example: Japan buy $1M worth of oil from the Dutch East Indies in exchange for an equal amount of Japanese Goods - Industrial.....once agreed to, each region benefits with their addition at the end of the day's trade.[/quote]

I was hoping it would transfer that goods by oversea with merchant/tankers to be more accurate. Another word, how did the Americans crippled Japan's will to fight? The keys is crippling their supply lines and their resources pouring in to the homeland to make more combat units and fueling their hardwares. If this automatically adding resources on the next day, it would be unrealistic here.

Another words, after Japan hit Pearl Harbor, Japan knew that they need to get resources elsewhere due to embargo against her from USA. So she simply get crude oils and other resources throughout Dutch East Indies. Would have to use merchants and tankers to ship them to homeland of Japan.[/quote]

Tracking several million tons of trade-created merchant shipping would overly clutter the map, if that is what you are suggesting. My idea for a solution to this critical issue, would be fore BG to set-up a automatic "delay before delivery", dependent on the distance btw regions trading - or a automatic # of days to cross the Pacific (or other oceanic bodies).

Land-based trade might be based on Rail transit times (av. say 50-km) between Capitals of each of the countries.

There is little question that the American submarine service did the greatest damage to the civilian merchant marine service and crippled Japan's war-making ability, to a large degree. The problem is how to game this in an "operational" computer game.

Several Pacific War board games have established a "ratio" between the number of submarines deployed versus enemy Escorts deployed, resulting in a tonnage sunk calculation....in some ways, this works, as long as it is adjusted by certain other factors and re-done every year.
Some other calculations might be added - achieving Improved Torpedo Designs (i.e. reliable magnetic exploder - reliable warheads) factoring in # of maritime patrol hunting aircraft deployed; technology in COMINT (communications intelligence)/SIGINT (signals intelligence) - i.e., breaking the Japanese military codes (or any countries - which is not yet in the technologies tree of the SR-series.

Am sure BG would welcome a well researched concept that could be programmed.
My guess ATM, it is too much to introduce except under a future Update or "next game"/game "rework" release.
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