Thanks, Grok
In my wishful thinking serie, let's go to the production rules a bit more detailed... Last, just in case it is not whisful thinking: all ideas expressed here are offered to wargamers for free but I would express I don't want to see these ideas be implemented in a Talonsoft game... if they were programmable which obviously are certainly not
-production is based on 3 ressource types, industrial centers, manpower, financial means and technologies.
- ressources are:
- oil: only used for computing supply of armored, mech, motorized units and planes.
- raw materials figures carbon, iron, wood, food abstractly. Used for weapon creation, supply of all units,expansion of production capacity, civilian goods, transport.
-rate materials figure rare minerals as tungsten, copper. Used as raw materials.
-ressources will be furnished by some hexes in the map, each rated for genre and volume.
- industrial centers will be towns. each will have a number figuring production capacity and types of equipment which can be built.
- the production capacity will be the number of raw and rare materials each industrial center can transform during one month. This value will be affected by: investment, bombing, voluntary destruction, manpower level, strikes.
- production capacity could be exchanged between 2 industrial centers, with delay ( relocation of Soviet and german industries)
- manpower is a national global setting varying with mobilization, women manpower, mandatory working. It will lower industrial capacities if diminushing.
- some technologies ( taylorism, production rationalization) will be able to raise production capacity.
- financial means are only used for investment. At start, each nation will dispose of money means which will have to be increased by taxes, forced loans, inflation, commercial exchanges. Taxes, forced loans, inflation will of course be regrouped into one variable, affecting political points . For creation or expansion of a production capacity, money will have to be spent with materials.
- the production will be at nation level ( not by industrial centers). Production will be divided in many categories with percentage levels altered by player.
- fleet production ( total of naval capcity production points)
- planes production (idem)
- ground production: with sub categories:
- civilian goods ( giving political points)
- industrial capacity
- transport level ( a low transport level will result in loss of a part of the materials ressources.
-research
- general weapons (ground units)
- tanks
-artillery
- AT guns
- AA guns
- electronic features (radio and radar)
- special weapons ( gas, Atomic bomb, V1 and V2)
-supply
- each production type will be: x raw materials + y raw material = 1 supply points, 100 planes, 1000 general equpmments, etc
- player will be able to vary the proportion of rare materials in production type. If the proportion is lower than needed, the production result will be randomized ( reflecting fact low quality equipment is more or less useless in battlefield)
- rare materials will be very needed for special weapon and electronics.
- production priorities will simulate the difficulties to turn production of one type to another: when lowering one and for raising another, part of the percentage will be temporary lost and slowly recovered during the next months.
- production of a new weapon type( created by research) will cost more in the 2 first months.
- last, production of any genre will last at least 2 months ( and much pore for fleets, atomic bomb, etc) to force players to plan ahead.
[This message has been edited by laurent Favre (edited October 02, 2000).]
[This message has been edited by laurent Favre (edited October 02, 2000).]
[This message has been edited by laurent Favre (edited October 02, 2000).]