war weariness

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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ruskicanuk
Posts: 43
Joined: Sun Sep 30, 2007 10:23 pm

war weariness

Post by ruskicanuk »

Question about War Weariness - when a country (WA or Soviets) achieve a milestone, are the effects immediate or do you wait until the start of the round ? For instance, say the soviet player has 9 WW and then during their movement phase, put a guy into eastern poland and then end that phase. In prod phase they will have 10 WW - will they also have 2x production ?
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GKar
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RE: war weariness

Post by GKar »

Unless I'm mistaken the effects won't take place until the next turn of said country.
ruskicanuk
Posts: 43
Joined: Sun Sep 30, 2007 10:23 pm

RE: war weariness

Post by ruskicanuk »

Ok - so what if Germany does an action which causes USSR WW to go from 9 to 10.  Will the USSR production be x2 that same round (on their turn) or will it only kick in starting the NEXT round (the start of Germany's next turn).
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GKar
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RE: war weariness

Post by GKar »

As said above, next turn a.k.a. three months later as far as I know. A turn is composed by a movement and a production phase (!= turn).
WanderingHead
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RE: war weariness

Post by WanderingHead »

The effects of War Readiness are immediate. However, to understand what that means you have to recognize some subtleties.

Namely, all generation of production, population, and resource points for all players occurs at the beginning of the German turn. So, in the example of the Russians, the factories produce production points at the beginning of the German turn which can be "consumed" during actual production at the end of the Russian turn. Effectively, this looks as though any WR point increase during a turn have no effect on production until the next turn.

Understanding this subtlety to the mechanic is rarely of importance. The only place I know of that really has any impact is that the effect of bombing resources looks a little different for a Axis versus a Ally resource center. The Allies can repair right away to get resource production the next turn, the Axis cannot repair until after the resources have already been produced.

The effect of WR increases on DOW are also immediate. So increases due to German actions or the standard per turn increase at the beginning of the Russian turn can allow the Russian to activate that same turn.
Forwarn45
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Joined: Tue Apr 26, 2005 1:53 am

RE: war weariness

Post by Forwarn45 »

ORIGINAL: WanderingHead
The effect of WR increases on DOW are also immediate. So increases due to German actions or the standard per turn increase at the beginning of the Russian turn can allow the Russian to activate that same turn.

I just wanted to add that the effect of WR increase is not necessarily immediate in this respect. If indirect action by the Axis (i.e., sub attacks or attacks on neutrals) pushes up Allied WR to the point that the Allied country will declare war, it won't do so until its own turn. So you can't force the Russians or Allies to declare war on you during your own turn through indirect action.
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