How do you calculate/grow population?

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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hickmanj
Posts: 51
Joined: Tue Mar 29, 2005 12:37 am

How do you calculate/grow population?

Post by hickmanj »

Ok, some turns I have 18 and some 12.... what controls this? What countries produce population for Germany and how do you increase it? Is it random....

Not sure I understand the rules in this respect. I know how to allocate them in production - just not how to track/grow the pool of people.

?
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IDrinkBeer
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RE: How do you calculate/grow population?

Post by IDrinkBeer »

ORIGINAL: hickmanj

Ok, some turns I have 18 and some 12.... what controls this? What countries produce population for Germany and how do you increase it? Is it random....

Not sure I understand the rules in this respect. I know how to allocate them in production - just not how to track/grow the pool of people.

?


The amount of population you have is based on your home area's totals. It will never go up ( except for Germany when some of its Minor's join its side ) but it can go down if any area that contributes population to your total is taken by the Allies.

Each unit costs two population on the turn it is actually put on the map. Every unit that is damaged and put back into the queue contributes ( really returns ) 1 pop point towards your current population total. The damaged unit population "return" is probably what you are seeing when your population fluctuates from turn to turn.

Hope this helps...

IDB

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carnifex
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RE: How do you calculate/grow population?

Post by carnifex »

As I understand it, you can save population from turn to turn up to a limit.

In the manual example given, "Population in any given area’s Population Pool at the end of a player’s Production Phase may never exceed the population value of the region." So if a country's total region pop value is 10, and they don't use any that turn, they can save that 10 and it will be added to the the total at the begining of the next production phase.

So you might want to save some pop if you have a bunch of builds coming in next turn, because the last turn of building costs double pop points.
dulsin2
Posts: 33
Joined: Wed Mar 30, 2005 12:48 pm

RE: How do you calculate/grow population?

Post by dulsin2 »

Actualy this was answered in a different post.

When a unit is damaged it goes on the production spiral and you gain 1 population. When the unit comes out of production then you must pay 2. A net loss of one point but this is why we are seeing different manpower pools on each turn.
Dalwin
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Joined: Thu Mar 31, 2005 4:28 pm

RE: How do you calculate/grow population?

Post by Dalwin »

ORIGINAL: carnifex

As I understand it, you can save population from turn to turn up to a limit.

In the manual example given, "Population in any given area’s Population Pool at the end of a player’s Production Phase may never exceed the population value of the region." So if a country's total region pop value is 10, and they don't use any that turn, they can save that 10 and it will be added to the the total at the begining of the next production phase.

So you might want to save some pop if you have a bunch of builds coming in next turn, because the last turn of building costs double pop points.

Actually units in the production spiral never cost any population points at all until the last turn, when they cost two.

You can save populatin by not spending it but only up to double the face value in each province. This is important in Rumania which only has one point. This means that they can and should build one militia every other turn.
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