After all this debate about why not a production system ...... I wanted to make a constructive suggestion for a production system controlled for example by the “Wehrwirtschafts- und Rüstungsamt” (AI)!? - Instead of, or complementing, the purely historic oriented production system currently being implemented. (i.e. for a later expansion or sequel to “War in the East”)
The point is the weapons that where actually produced by Germany in WW2 where indeed to a certain extent controlled by OKW / OKH / OKL. And of course also produced occording to the battlefield results of the time. And not in complete ignorance of how the war was going.
Currently in my opinion a purely historical oriented production system will not take into account the fact that the battlefield results can differ quite significantly, in either direction, from what happened historically. That’s the whole point of the game….. And if the player represents OKW/OKH/OKL then he should indeed have some, at least indirect, influence in what is produced. The structure of how the armaments economy was controlled in Germany in WW2 supports this view:
(http://de.wikipedia.org/wiki/Datei:Steu ... schaft.svg - SEE BELOW)
The “Wehrwirtschafts- und Rüstungsamt” (In English: “Defense/War Economy and Armaments bureau”) was organized directly under, got orders from, and reported to OKW and was responsible for the coordination of the production of arms according to these wishes and directives of OKW. The "Heereswaffenamt" (Army ordinance bureau) was organized directly under the OKH and the "Generalluftzeugmeister" (General Air Arms Master) under the OKL. In game these 3 bureaus would be represented by the AI. The production of arms would then orient itself according to historic technological timelines with input of Battlefield analysis.
This battlefield analysis would not have to be performed by the AI itself but come from the player; with for example bi-annual input from the Player. i.e. twice a year the player would get a report/questionaire from the “Wehrwirtschafts- und Rüstungsamt” (AI) requesting his input/view on the current situation of the Battlefield and what is required in arms for the forces. He would have 3 priority choices for the Heer and 3 priority choices for the Luftwaffe on what arms, weapons or units should be produced. These priority choices would be given to him in form of drop-down menus listing the arms and weapons according to the technology available / on the immediate horizon being currently developed.
The player would NOT have any influence on how exactly these choices are implemented, or which factories are geared in which fashion, nor how well these choices are actually implemented. Simply put: the more unrealistic the choice (with respect to what is available technology-wise and how the factories can be geared) – the less it is actually realized. Realistic choices on the other hand can be implemented fairly well. Gamey results could be completely avoided.
After these bi-annual choices the player then gets monthly “Production-reports” on what weapons actually are produced and sent to his hands for distribution.
At the moment I have the feeling that the current purely historic driven production system is going to be rather very heavy-handed towards a kind of historic-reenactment atmosphere – not what I expect of a game of where I want to test “what-if” situations.
Currently it will not be possible for the player to say:
”It is Febuary 1942 and the war is going quite well, we do not need to develop and produce Tigers in 1942 – we just need to focus on mass-producing PzKpfw IVF2's / PzKpfw IVG's and we will be able to defeat the sovjets at the end of this summer campaign”… (!!)
Finally with this type of production control the current system would not necessarily have to be altered in a large way - depending of course on the details I don't know yet - but it could be possible to use the same system albeit with slightly different inputs - instead of the "exact historical data" this battlefield analysis input by the player; i.e. take the currently being developed system, and alter it's inputs.
Romdanzer










