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Any way to steer air production /composition of airforce?

Posted: Mon Mar 28, 2011 8:39 pm
by Aditia
Is there a way in which a player can steer the composition of his airforce (i.e. higher percentage of fighters, CAS, level bombers, transports) to suit his strategical needs/plans? Also, is it recommendable to disband air units flying obsolete planes or does the AI do a good job of this itself?

RE: Any way to steer air production /composition of airforce?

Posted: Mon Mar 28, 2011 10:11 pm
by CheerfullyInsane
AFAIK, you can't do anything about the production.

As for the air-groups, don't bother disbanding them. The AI will create new air-groups based on available aircraft in the pool, so they'll simply come back after a while, plus disbanding will cost you precious APs.
Not to mention that when you disband them, you also lose any experience they've gained.
Either plonk them in the reserve waiting for newer airplanes, or use them in low-activity theaters. Crimea usually becomes a parking space for the I-16s in my games.


RE: Any way to steer air production /composition of airforce?

Posted: Mon Mar 28, 2011 10:20 pm
by Aurelian
Nope, can't change production.

I'm not sure about the groups themselves. You get some on the re-enforcement schedule.

I think it's airbases that the AI builds based on how many groups you have.

I do disband groups with no planes. Sometimes[:D]

RE: Any way to steer air production /composition of airforce?

Posted: Mon Mar 28, 2011 11:44 pm
by CheerfullyInsane
ORIGINAL: Aurelian

I'm not sure about the groups themselves. You get some on the re-enforcement schedule.

I think it's airbases that the AI builds based on how many groups you have.

Did a little digging, and it's both air-groups and airbases.

Air-groups are created if the AI thinks they are needed, and only 5 per turn.
Airbases are created if the airgoups-to-airbases ratio is above 6:1, and only 1 per turn. (18.1.4 and 18.1.5)

So disbanding air-groups is a bad idea.
1) It takes APs.
2) Air-groups might get re-created with the old planes, instead of the newer ones in the pool. With only 5 getting created each turn, this is kinda important.
3) The older airplanes still count as air-groups, making it more likely new air-bases will be created.

Gotta love a game that makes you learn something new almost daily. [:D]

Disclaimer: The above is from the manual. There might be a change in one of the patches that I've missed.

RE: Any way to steer air production /composition of airforce?

Posted: Mon Mar 28, 2011 11:57 pm
by Aurelian
ORIGINAL: CheerfullyInsane

ORIGINAL: Aurelian

I'm not sure about the groups themselves. You get some on the re-enforcement schedule.

I think it's airbases that the AI builds based on how many groups you have.

Did a little digging, and it's both air-groups and airbases.

Air-groups are created if the AI thinks they are needed, and only 5 per turn.
Airbases are created if the airgoups-to-airbases ratio is above 6:1, and only 1 per turn. (18.1.4 and 18.1.5)

So disbanding air-groups is a bad idea.
1) It takes APs.
2) Air-groups might get re-created with the old planes, instead of the newer ones in the pool. With only 5 getting created each turn, this is kinda important.
3) The older airplanes still count as air-groups, making it more likely new air-bases will be created.

Gotta love a game that makes you learn something new almost daily. [:D]

Disclaimer: The above is from the manual. There might be a change in one of the patches that I've missed.

Ahhhhhhh [:D]

I agree, gotta love a game that makes you learn something new[:D]