Soviet ARM multiplier (and other factories')

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, elmo3, Sabre21

Post Reply
User avatar
gingerbread
Posts: 3079
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

Soviet ARM multiplier (and other factories')

Post by gingerbread »

So it's late December '41 and you think that in a turn or two, your ARM production will increase by 30% (multiplier goes from 1 to 1.3).

Well, yes and no. The multiplier will be 1.3, but it will not be applied to what you might think. It's applied to the number of factories at each site (a city can have multiple sites of the same kind) and not to the output of each factory (a site usually has more than 1 factory). Fractions are dropped!

It's fairly easy to identify the key values 4, 7 & 10 that will give and extra 1, 2 and 3 factories respectively. So when relocating, don't use the 6000 rail cap you have left on moving 1 point from a site if that would break a key value.

The case for writing of the small ones just got stronger, but Kiev should perhaps make the list of those to relocate.

The effect of this varies on which sites are relocated, but as a (hypothetical) point of reference, the full set of 370 ARM factories will produce as 430, an increase of 16% instead of 30%.

This also applies to vehicles - the 5 pointers that were 50/turn will only make 20 (5x.55=2.75 rounds to 2 and then times 10).

User avatar
stone10
Posts: 238
Joined: Sat Sep 20, 2008 8:54 pm
Contact:

RE: Soviet ARM multiplier (and other factories')

Post by stone10 »

That's really helpful when you have to abandon some factories. Thanks gingerbread.
Image
Image
User avatar
76mm
Posts: 4768
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: Soviet ARM multiplier (and other factories')

Post by 76mm »

not sure if I understand; are you saying that arm factories should be evacced so that they end up in groups of 4, 7 or 10? If so, why?

30% of 4 is 1.2, so aren't you losing the 0.2? Or is that simply better than losing more if you have 5-6 or 8-9 AP in a hex? And 10 is the only "loss-free" number in a hex?
gradenko2k
Posts: 930
Joined: Mon Dec 27, 2010 6:08 am

RE: Soviet ARM multiplier (and other factories')

Post by gradenko2k »

76mm, he's saying that:

3 factories * 1.3 multiplier = 3.9 factories, but the 0.9 is dropped because it's a fraction, so still only get the output of 3 factories
whereas
4 factories * 1.3 multiplier = 5.2 factories. You still lose the 0.2 because it's a fraction, but you're getting a true increase in production

7 is also a key value because 4 factories, 5 factories and 6 factories will all yield 1 extra factory after the multiplier (5.2, 6.5 and 7.8 respectively), but at 7:

7 * 1.3 = 9.1 factories, 0.1 gets dropped, but now you're getting TWO factories worth of increased production

And so on for 10 being a key value because 7 factories, 8 factories and 9 factories all getting in increase of 2 factories' worth of production, but 10 suddenly jumps to 3 extra factories
User avatar
TulliusDetritus
Posts: 5581
Joined: Thu Apr 01, 2004 1:49 am
Location: The Zone™

RE: Soviet ARM multiplier (and other factories')

Post by TulliusDetritus »

I hope they fix this. I am not interested in playing an Accountant Tycoon [:D] And if they don't, I will simply ignore it [8D] So be it.
"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
User avatar
Peltonx
Posts: 5814
Joined: Sun Apr 09, 2006 2:24 am
Contact:

RE: Soviet ARM multiplier (and other factories')

Post by Peltonx »

Thats kinda what we are stuck with at this point. Its not to hard to figure out come 43 how long it will take to break the German bank.

The more you evac and run during 41 as russian the sooner the bank can be broken.

An Accounts dream this game is hehehe.
Beta Tester WitW & WitE
User avatar
gingerbread
Posts: 3079
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Soviet ARM multiplier (and other factories')

Post by gingerbread »

Not sure there is anything to fix. This was known when the decision to change the multiplier from 2.0 to 1.3 was made, so there is nothing that suggests that this is not WAD.

In any case, the simple rule of thumb for the accountancy challenged is to move large sites in chunks of 10 if possible, 7 if not. [:)]
User avatar
mmarquo
Posts: 1376
Joined: Tue Sep 26, 2000 8:00 am

RE: Soviet ARM multiplier (and other factories')

Post by mmarquo »

I am not sure that this is correct. The manual states (old using original multiplier of 200 not 130)

"Each Armament factory point will produce a notional 500 armament points at the cost of 100 tons of supplies."

And then "To continue the example from above, in 1941 100 tons of supplies will be required to produce the maximum of 500 tons of armament points per factory point for the Soviets. In 1943, 200 tons of supplies will be required to produce the maximum of 1000 tons of armament points per factory point."

As written, the output per factory is what increases, not the number of factories/site. This means that the amount of production/factory point does increase by 30% (new multiplier).

So, the the rule is either not WADesigned or not WADescribed. Or maybe it is WAD - why do you think it isn't?

Thanks [:)]

Blubel
Posts: 287
Joined: Wed Jun 22, 2011 2:39 pm

RE: Soviet ARM multiplier (and other factories')

Post by Blubel »

@ Marqou: That is what the manual states, but it is not how it is.
Just have a look at the german 1942 campaign. They have 100 factories and their allies another 45. However the log states that 167 factories have produced armaments.
Therefore it's not as stated in the rulebook an increase in production for each factory, but an increase in (not physically present) factories.

Also whether this is WAD or not, it should go (if practicable). Now that it is known the russian player can just evacuate his arament factories in groups of 10, minimizing the results.
The german player on the other hand is stuck with the factories in the places in which they are. Therefore the Germans are loosing 3,5 weeks worth of armaments production in 1942 alone due to rounding errors....
User avatar
gingerbread
Posts: 3079
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Soviet ARM multiplier (and other factories')

Post by gingerbread »

One of the important differences between a board- and a computer game is that in a board game, the rulebook is the law (sort of), in a computer game it is the code.

User avatar
mmarquo
Posts: 1376
Joined: Tue Sep 26, 2000 8:00 am

RE: Soviet ARM multiplier (and other factories')

Post by mmarquo »

One possibity to Blubels' observation: maybe the 1942 campaign was not edited/setup as the 41" campaign?
Blubel
Posts: 287
Joined: Wed Jun 22, 2011 2:39 pm

RE: Soviet ARM multiplier (and other factories')

Post by Blubel »

It's the same for the 43 campaign. (Being 261 factories producing.) I'm running a computer testgame at the moment to come into 42 the normal way. Will report the result when I get there.
Blubel
Posts: 287
Joined: Wed Jun 22, 2011 2:39 pm

RE: Soviet ARM multiplier (and other factories')

Post by Blubel »

Clicked on "endturn" alot. It's the same in 1942 if you start in 41.
carlkay58
Posts: 8778
Joined: Sat Jul 24, 2010 10:30 pm

RE: Soviet ARM multiplier (and other factories')

Post by carlkay58 »

My game against the Axis (AI) shows that he is right. The number of factories increase - not the amount of armaments produced by each factory. I went from 327 factories to 407 - not quite a 30% increase - I lost about 12 factories by not having everything optimized.
Post Reply

Return to “Gary Grigsby's War in the East Series”