Production

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

Production

Post by Atlantikwall »

1) I read that for a production point both a ressource and population point is necessary. For ressources, you need an unbroken chain of transports to bring them to the factory, but what is with population. Would an "unconnected" inhabitant of the Commonwealth count to the population of an WA?

2) I saw, a "population pool": can you really "store" inhabitants? But you sure can`t "store" unused factory capacity!

3) If a axis country attacks either Russia or bring the USA into war, does the economic multiplier rise the same turn (as USA comes later in turn order), or only the next turn/season?

4) If e.g. Russia produces a unit that needs two turns to be completed and the area is attacked by Germany two turn later than the beginning of prodction, is the unit considered to be ready (because it`s two turns later), or is it not ready, as it is not Russia`s turn yet?

5) What can you produce in one factory, i.e. how many units and how many supply? With a multiplier, I guess, you can produce double the amount of units.
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Becket
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Joined: Mon Mar 15, 2004 6:42 pm

RE: Production

Post by Becket »

Units are produced at the end of the turn in which they will be ready -- that sounds sort of confusing, so let me say it this way instead: You choose to produce an infantry unit, which will be ready in the next season. You end the current turn. At the start of the next turn, the infantry unit will not be ready yet. When you end that turn, the infantry unit will be built (assuming that the factory is still in your possession and you have enough resources.

It is possible (usually due to units coming back that need repairs) that you will not have enough production to produce everything that's due for the current turn. In this case, you can either put some things on hold, or let the computer randomly decide what to produce. As you can guess, it's better to put things on hold so that you decide what gets produced.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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Joel Billings
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RE: Production

Post by Joel Billings »

For a production point you need one factory point and one resource point. Population is used only when the unit is finished. Unused factories (those without matching resource) are wasted and not stored. Unused production points are wasted (but you can always use them to build supplies or research if you aren't building units with them). Population can be stored, as can resources, but there are limits on how much you can store.
All understanding comes after the fact.
-- Soren Kierkegaard
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