How about "gearing" up production

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royson58
Posts: 22
Joined: Wed May 11, 2005 10:33 pm

How about "gearing" up production

Post by royson58 »

Has there been any discussion about "gearing" up production? This is kind of like research is currently, where you couldn't just build as many of one thing one turn, another the next, etc. You could only build one more than what you built last turn. This could be applied to a country as a whole, or region, etc. Some things, like militia and/or supply could be exempt.
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aletoledo
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Joined: Fri Feb 04, 2005 6:51 pm
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RE: How about "gearing" up production

Post by aletoledo »

its a nice idea, but considering all the other restrictions placed upon production I don't think we need any more.

1) there is a population restriction that limits the number of units created each turn.
2) there is also only 27 turns maximum in each game.

combine these together and there is a finite number of units that you can create each game. adding in any other restriction would likely then limit this final number even more. Unless of course you feel there are too many units as it is currently and would like to have fewer?
royson58
Posts: 22
Joined: Wed May 11, 2005 10:33 pm

RE: How about "gearing" up production

Post by royson58 »

I agree that I hate to add another layer of complexity just for complexity sake.

I think the current system allows players (especially the WA) to switch production in a manner that is not only unrealistic (even for a super industrial nation), but allows some players (WA again) to get away with sloppy play. I think "gearing" would be a good optional rule for advanced players. I have to admit I've always liked the "gearing" concept since my "World in Flames" game days.

Regards,
Royson58
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