Chernobyl wrote: ↑Sun Dec 22, 2024 8:01 am
Huge topic.
In general if I am low on money the priority is repairs+upgrades > tech/buybacks > buying new units and diplomacy.
It doesn't seem overwhelming to me. It's one of the fun parts of the game!
As Umeu mentioned, you get purchased units faster in winter because more months go by for fewer turns. For me personally, I do consider this effect, but it doesn't affect my purchase decisions too much in practice because the major factor is just whether I can spare the MPP or not.
Strategic MPP considerations:
-MPP now is worth far more than MPP later.
-Ensuring your majors have "enough" MPP is more important than maxing total MPP for your whole alliance
-Strangling one enemy major that you can conquer is more effective than doing equal economic damage to several enemies, or strangling an enemy major that you can't conquer.
TECH:
-Research now is worth more than research later (unless it doesn't help you).
-If you can you should usually double-chit a tech you are researching.
-Double-chittable techs are preferable to single-chit techs all else being equal.
-You need to start certain single-chit techs as soon as possible if you want to have higher levels later.
-There is no order of techs that applies to all majors. Each one is different.
-Sometimes it is optimal to double-chit a tech even when there is only one level left.
-I think players tend to slightly underrate Industry, C+C, and LRA tech.
-I think Mobility tech is great for Japan (get it before your units spawn).
-I think players tend to slightly overrate Artillery tech.
-I think players tend to slightly underrate tech in general.
I am not sure it works that way with winter, I always considered 1 month just the equivalent of 2 turns, counting both your and enemy turns. The main reason is that usually less damage is done in winter and some fronts like Russia almost completely grind to a halt. And then it’s the principle of longer build time unit first.
The point you make about double chitting a tech even if you need 1 more or the last level is great. Especially for industrial techs on great industrial powers this is true. The extra investment is recouped at 50% at the end, and it generally speeds up the research by several turns, so you min max a few 100 mpps on that probably.
I don’t know if artillery tech can be overrated, but artillery in general imo is broken in this game. Taifun will demonstrate this in our aar, and I will write something about it at the end of our game. But imo, especially for axis, it is overpowered.
Good point about mobility for Japanese spawns. I guess if you can save the mpp it’s great. I might try it out. Though overall, I don’t think it matters that much vs a good allied player since those SNLF units will not move much into open terrain in the pacific. And the initial army tasked with China is more than capable of destroying china without mobility. I can see it help in India/Burma though.
I used to underrate tech at the start for sure, now I can see how important it is, but you need to get only the ones that fit your strategy. It can easily be wasted or overrated.