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That's why folks were fighting over Guadalcanal and the Solomons, after all.
Similar in nature to the escalating cost of port and airfield upgrades, it is a game thing and has nothing to do with history or RL. It's the sort of thing gamers are used to, and it's fine for those who see WotS as just a fun game. AFAIK, In RL, for both sides, success in the the Guadalcanal conflict was perceived as vital to achieving their ultimate goals, so both were willing to commit all available resources (i.e., those not vital for other operations), regardless of whether or not "sea lanes are open". IRL, in a multi-theater war, success in a particular region does not suddenly provide X3 resources for that region.
I changed the variable to 1.5, and I only did that (instead of setting it to 1.0) because, with the escalating port and airfield upgrade requirements, it would otherwise take a very long time to upgrade Guadalcanal to level 5 airfield. It would become obvious that you were going to win, but you'd have to keep grinding along for a few weeks to get the resources needed for the upgrade.
To enhance historical realism, the default escalation of upgrade requirements should be reduced to relatively logical levels, the enemy AI strategy and tactics should be adjusted accordingly, and this "open sea lanes" bonus default should be set to 1.0.
Admiral Fancypance: "Congratulations, Admiral Player. You have destroyed 100 more of the enemy's ships than they have of yours. Here's your medal. Oh, you want more resources instead of a medal? I'll get back to you on that..."
I agree with JG1 Wilhelm that sea lanes open is just an artificial game thing to shorten the campaign. I didn't realize that I could change the bonus. I'll just set it to 1.0, and continue my present campaign.
Merchant ships sailing into uncontested waters were free to sail by themselves; otherwise, they usually preferred to gather into convoys with escorts to reduce the risk of being engaged without support.
Japan was trying to take over the Solomons to set up a forward base to disrupt the sea lanes between Australia and the US to make a land invasion of Australia less costly.
If the real history and strategy behind WW2 campaigns is of no interest to you, so be it.
Whether the US would have conceded Guadalcanal if they had taken severe losses is obviously a moot point if one is only discussing things "in the context of how the game works".
WOTS is hardly the first game where the strategic layer serves mostly as a framework for creating interesting tactical battles. My preference would be to understand the historical logistics driving the war in the Pacific and tweak the game in a fashion which replicates those logistics-- within the limits of the game engine and enjoyable gameplay.
Historically, sinking enemy merchants ships in the Solomons would have meant they weren't available to deliver troops, supplies, weapons, etc. from the enemy's home front to its front-line supply depots, which in turn would have meant fewer and less effective attacks on your supply lines.
In the game, IIRC they added the bonus to help speed the end of the game because by the time you'd sunk that many enemy merchant ships there weren't many enemy warships left, either, and it was just a lot of waiting around until you had enough supplies to build the airbases to meet your victory conditions.
IRL losing one merchant is very serious matter, that's why cargo ships count towards sea lane count in this game, to simulate the gravity of such matter.
making logistics more forgiving is a common game thing, but that doesn't mean it should apply to everything. In this case it applied to sea lane but not total troop count.
Right, and here's an idea that wasn't talked about much in this discussion: just because one gets replenishment every week doesn't mean one should use it all right away to build and upgrade less-important bases at will. The requirement to be patient, to forgo doing a lot of nice-to-have upgrades in order to accumulate enough resources to make the most advantageous upgrades, should be a realistic part of one's strategy.
For my current campaign, I, too, eliminated the bonus (i.e., set it to 1.0), but also reduced the upgrade requirements in setup.txt to what I think are more realistic numbers:
"suppliesPerUpgrade0":[500,1000,1500,2000,4000],"suppliesPerUpgrade1":[500,1000,1500,2000,4000],"fuelPerUpgrade0":[50,100,150,200,400],"fuelPerUpgrade1":[50,100,150,200,400],"engineeringPerUpgrade0":[50,100,150,200,400],"engineeringPerUpgrade1":[50,100,150,200,400]
Considering what's needed to build a fighter base as the base line, the requirements to upgrade beyond that are still high, but I padded the amounts to compensate a little for the fact that routine re-supply and maintenance of bases is not required in the game. Notice there's a big jump to upgrade to level 5, but that's realistic.
I captured all of the unoccupied bases, and put level 1 airfields on 5 of them giving me 20 additional Zero fighters to use as scouts. It wasn't economical to upgrade them further. A total of 15750 supplies, 1575 engineers and 1575 oil is need to make a level 5 airfield on Guadalcanal. Supplies are not a problem since you get 2400/week on elite, but engineers and oil are only 120/week. That's about 16 weeks including the 575 used for the 7 level 1 airfields that I finally built including the 200 you start with the first week. With the campaign starting at the beginning of the second week in August, the earliest I could finish the campaign was about 20 November 1942. I finished on 18 Nov.
Your idea of changing the upgrade costs is interesting, and would work to shorten the campaign. What I didn't like about the 3x supplies was that it changes your strategy midway into the campaign. I wanted to follow my original strategy to the end to see if it would work. Once I upgraded Guadalcanal to a level 4 airfield the AI became more aggressive, but it was too late since it had already lost all 6 of its BBs and 3 of its 4 CAs. If the AI had been more aggressive earlier and located my CAs, I would probably have lost. I only had a light CA and some DDs to start, and for a long time after that only 2 CAs, some DDs, 1 MS and 1 AO. Only in the last few weeks did I need surface task forces to block the aggressive AI task forces which were weak due to the lack of BBs and shortage of CAs.