Things you WISHED you knew in your first game...

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Elessar2
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RE: Things you WISHED you knew in your first game...

Post by Elessar2 »

Sugar: That all is true, in theory. But there are only a limited amount of techs that will give you a significant benefit. In Barbarossa as the Axis you'll likely have chits on all of Inf Weapons/Adv Tanks/Adv Ftrs/Ground Att/C&C, likely Long Range Air; anything else is going to go into things which help only in other theatres, like Adv Subs or AA.

Plus with the biggie techs it's one chit or bust [which is one reason I've been experimenting with 2 or 3 chit maximums]-there is literally no other techs I can add which will minimize my ground/air losses. When winter comes they're likely to be banged up, esp. after the -1 Russian Winter event. I simply found that ignoring the economic techs porked my subsequent campaigns, couldn't afford to repair everything before the following summer.
PvtBenjamin
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RE: Things you WISHED you knew in your first game...

Post by PvtBenjamin »

ORIGINAL: Sugar

You mean like in the most outdated manual ever, hehe?

Do the Maths: a fighter without any upgrade will cost 187 MPPs on the highest lvl of Prod. compared to 250 originally, equals 74.8% = 5%/Lvl.
A fighter with 5/5 will cost 375 MPPs compared to 438 originally, equals 85.62%.


When exactly did the Prod Tech rules change? In addition to the "manual" I specifically remember Bill saying in a thread that the upgrade costs were also reduced.


In the Ind Tech vs Prod Tech research debate I always have 2 chits (until lv 4) on Ind Prod for SU & US, with GB its more of a luxury. IMO Ind Tech is the most important research to SU & US. With SU & US I will eventually start investing in Prod.
If the Allies make it to '43/'44 and the SU & US have Ind Tech lv 4/5 and Prod Tech lv 3-5 they are very hard to beat. SU Prod Tech will also compensate for greatly reduced Ind Mpps when the Axis controls a large percent of the map.

Against a highly skilled attack GB Ind & Prod tech are a luxury from the DAK entry until the US enters & engages. Delaying Egypt, holding Iraq & upgrading the Navy to protect the GB/SU convoy don't leave much room for Ind or Prod Tech.



Sugar
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RE: Things you WISHED you knew in your first game...

Post by Sugar »

I`m not sayin Prod. is worthless, far fom it, but benefits different nations differently at the progressing campaign.

And the limit of research is a serious concern, especially in case of Russia: you absolutely need to start the major techs asap: Inf., Tanks, Fighters, TacBombers, Air Defense; then C&C, Inf.- Armored- and Aerial Warfare in this order.

This totals 1750 MPPs, when C&C + AD are chitted twice. Leaves only 1 major research open, which should be Ind.. In this case and during the early stage of the war it`s far mor worth than Prod., because you will mainly command cheap Korps and Armies, which don`t benefit much from Prod., because they`re already at a discount.

And even when you got some of those techs out of the way, Arty, LongRange and especially Logistics are far more important, and the second chit on Ind. Opportunity costs.
When exactly did the Prod Tech rules change?

31. of February 2017, 6.42 a.m., hehe. I can remember Bill or Hubert discussing if it was worth to implement the discount on upgrades, but did`nt come to a conclusion. It`s really not very serious is it, as it applies to both sides?

Fact is the manual is of limited value right now, and if you didn`t follow the numerous patchnotes there`s no way to keep updated.

PvtBenjamin
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RE: Things you WISHED you knew in your first game...

Post by PvtBenjamin »

Correct it has same impact, not a big deal. I'm more perturbed that I didn't notice.

I try to read the updates closely but miss stuff. Agreed on the manual.

From the WaW Forum 12/18
ORIGINAL: BillRunacre

ORIGINAL: Xenocide

Production discounts apply to what?

I know they apply to new units and upgrades. Do they apply to reinforcing an existing unit?

Yes, both new units and reinforcing existing ones become cheaper.
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bfcj
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RE: Things you WISHED you knew in your first game...

Post by bfcj »

Do you know the version # in which this change was made? I'm looking through the version_changes.txt file and cannot find it. I didn't re-read the entire document, but searched for "prod" and "tech" which I'd expect at least one of which would be in the change description.
Sugar
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RE: Things you WISHED you knew in your first game...

Post by Sugar »

Hi bfcj,

I don`t think there were any changes at all, it`s like that from the start; the manual was wrong and still is obviously.
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bfcj
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RE: Things you WISHED you knew in your first game...

Post by bfcj »

Oh. Thanks!
PvtBenjamin
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RE: Things you WISHED you knew in your first game...

Post by PvtBenjamin »

ORIGINAL: Sugar

Hi bfcj,

I don`t think there were any changes at all, it`s like that from the start; the manual was wrong and still is obviously.


Or the game has been wrong from the start [X(]
Will952
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RE: Things you WISHED you knew in your first game...

Post by Will952 »

A slight Allied tilt on Saudi Arabia is enough to start a 40MPP per turn flow of trade to the US. Not shabby at all!
klschult
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RE: Things you WISHED you knew in your first game...

Post by klschult »

There are buttons above the strategic map at the bottom that show up-gradable and reinforceable units in green.

COOL: Just found the buttons for one-click reinforcing and upgrading!
Last edited by klschult on Tue Feb 14, 2023 6:40 pm, edited 1 time in total.
klschult
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RE: Things you WISHED you knew in your first game...

Post by klschult »

Not new, but after 100 games or so I learned you do not HAVE TO place new units at the beginning of a turn. There's a menu at the top labeled, oddly enough, "New Units" which I couldn't figure out the purpose of. Turns out, if you DON'T immediately place you're units, they show up there and you can place them later in the turn. [8|]
klschult
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Re: Things you WISHED you knew in your first game...

Post by klschult »

Ships will supply back to 10 by sitting NEXT TO a port. I can't believe how long it took me to realize this.

Ships with supply of 12 (London or Manchester) will stay at 12 even if they visit a smaller port.
klschult
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Re: Things you WISHED you knew in your first game...

Post by klschult »

Production gets you a 5% discount. That means that, if its a 125 investment you need to spend 2,500 pts before you even get break even, let alone the opportunity cost of what you could have spent that 125 on for the 20+ turns before you can get that investment back.

Which makes not a very good investment unless you aren't fighting for the first 20 turns or so.

The Russians are the only ones I would even consider, and I'm not sure what I want to wait on to get the Prod bonus earlier. If you're going to pay for it, benefits are better if you get it as soon as possible. And the Russian cost is 155, so 3,100 expenditure before break even.
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Taxman66
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Re: Things you WISHED you knew in your first game...

Post by Taxman66 »

Production has a secondary value of reducing the value of damaged/destoyed units and this reduces the national morale damage taken.

Also be aware that Production tech does take into account mpp spent on repairing units. You recover the costs faster than you realize.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
klschult
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Re: RE: Things you WISHED you knew in your first game...

Post by klschult »

GMartin wrote: Wed May 16, 2018 12:15 pm
Subs can force enemy ships out of ports.
Say what? How does that work?
Cameraeye
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Re: Things you WISHED you knew in your first game...

Post by Cameraeye »

Wish I knew that only one major power needs to research Intelligence
klschult
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Re: Things you WISHED you knew in your first game...

Post by klschult »

When the (last) capital falls the probability of surrender = 100 - (3*# of units in the home country). The National Morale doesn't matter. The number of enemy units in the home country doesn't matter either.

UK Home country is defined as those spaces that have (UK) in the left hand corner of the box that appears when you hover over the hex. So, for example, Cyprus is UK Home Country but Egypt and Palestine are not.
forestrouse
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Re: Things you WISHED you knew in your first game...

Post by forestrouse »

Cameraeye wrote: Mon Jun 09, 2025 6:20 pm Wish I knew that only one major power needs to research Intelligence
Is this really true? Majors share, but not as high a level as intelligence and the Soviet's don't share with either the US or Britain. So while this advice might be okay advice for most majors, it certainly doesn't apply to the Soviets.
Forest
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Taxman66
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Re: Things you WISHED you knew in your first game...

Post by Taxman66 »

It's true(ish), particularly if you are only worried about defensive S&I.

However, more countries investing mean more chances at breakthroughs to get ahead. Also more countries investing will mean more intelligence unit reveals.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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