Factory management - how to
Posted: Mon Dec 27, 2010 5:18 pm
Can a tester/dev comment on best practices and do's/don'ts for factory management?
I'm reading that section of the rules now and I'm not sure I'm grasping it all.
First - are the play notes in the rules 21.2.1.1 still accurate?
It says there that only 1 point from a specific AFV/AC factory needs to be moved. I think this means if I have a 24 point MIG-3 factory and move 1 point, the other 23 points are destroyed and at the new location the factory begins as a 1 point MIG-3 factory and eventually rebuilds to the MIG-3 maximum (whatever that is) over time.
Second, some factories such as HI, Armament can be moved 1 point at a time to various locations. If a 3 point HI factory has 1 point moved to a city in the east, the remaining 2 points stay in place (and do not grow) and the 1 point moves to the new city and after being repaired produced continuously as a 1 point HI factory there.
Also the notes mention that some factories (such as the MIG-3 factory in Moskva) shut down at a specific date. Do you know this only by going into production screen and clicking on Mig3 to see it ends production in 12 month of 41 or is it visible somewhere else? It'd be more convenient to see the "tear-down" date when I look at Moscow factory hex.
Now on to some other random questions.
Is a strategy of moving 1 HI and 1 armament point to every 1 or 2 pop town in the east a good way to go? This seems to leave more pop available to work the "big" factories like T-34 etc that have to get moved to the big urban hexes with lots of manpower. Is there any disadvantage to splitting up the armament/HI factories into lots of small towns? Do the towns need anything other than manpower? (rail, etc?)
What is a rule of thumb for how much manpower (population) is needed to work a point of HI or armament factory? A point of AFV or AC factory? Frex if I have a 50 point T-34 factory how many manpower points will that consume in an urban hex to handle its production? 50?
What other do's and don'ts are there for managing your factory moves east?
Thanks
I'm reading that section of the rules now and I'm not sure I'm grasping it all.
First - are the play notes in the rules 21.2.1.1 still accurate?
It says there that only 1 point from a specific AFV/AC factory needs to be moved. I think this means if I have a 24 point MIG-3 factory and move 1 point, the other 23 points are destroyed and at the new location the factory begins as a 1 point MIG-3 factory and eventually rebuilds to the MIG-3 maximum (whatever that is) over time.
Second, some factories such as HI, Armament can be moved 1 point at a time to various locations. If a 3 point HI factory has 1 point moved to a city in the east, the remaining 2 points stay in place (and do not grow) and the 1 point moves to the new city and after being repaired produced continuously as a 1 point HI factory there.
Also the notes mention that some factories (such as the MIG-3 factory in Moskva) shut down at a specific date. Do you know this only by going into production screen and clicking on Mig3 to see it ends production in 12 month of 41 or is it visible somewhere else? It'd be more convenient to see the "tear-down" date when I look at Moscow factory hex.
Now on to some other random questions.
Is a strategy of moving 1 HI and 1 armament point to every 1 or 2 pop town in the east a good way to go? This seems to leave more pop available to work the "big" factories like T-34 etc that have to get moved to the big urban hexes with lots of manpower. Is there any disadvantage to splitting up the armament/HI factories into lots of small towns? Do the towns need anything other than manpower? (rail, etc?)
What is a rule of thumb for how much manpower (population) is needed to work a point of HI or armament factory? A point of AFV or AC factory? Frex if I have a 50 point T-34 factory how many manpower points will that consume in an urban hex to handle its production? 50?
What other do's and don'ts are there for managing your factory moves east?
Thanks