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Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 2:53 am
by gingerbread
So it's late December '41 and you think that in a turn or two, your ARM production will increase by 30% (multiplier goes from 1 to 1.3).

Well, yes and no. The multiplier will be 1.3, but it will not be applied to what you might think. It's applied to the number of factories at each site (a city can have multiple sites of the same kind) and not to the output of each factory (a site usually has more than 1 factory). Fractions are dropped!

It's fairly easy to identify the key values 4, 7 & 10 that will give and extra 1, 2 and 3 factories respectively. So when relocating, don't use the 6000 rail cap you have left on moving 1 point from a site if that would break a key value.

The case for writing of the small ones just got stronger, but Kiev should perhaps make the list of those to relocate.

The effect of this varies on which sites are relocated, but as a (hypothetical) point of reference, the full set of 370 ARM factories will produce as 430, an increase of 16% instead of 30%.

This also applies to vehicles - the 5 pointers that were 50/turn will only make 20 (5x.55=2.75 rounds to 2 and then times 10).


RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 3:46 am
by stone10
That's really helpful when you have to abandon some factories. Thanks gingerbread.

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 4:27 am
by 76mm
not sure if I understand; are you saying that arm factories should be evacced so that they end up in groups of 4, 7 or 10? If so, why?

30% of 4 is 1.2, so aren't you losing the 0.2? Or is that simply better than losing more if you have 5-6 or 8-9 AP in a hex? And 10 is the only "loss-free" number in a hex?

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 5:16 am
by gradenko2k
76mm, he's saying that:

3 factories * 1.3 multiplier = 3.9 factories, but the 0.9 is dropped because it's a fraction, so still only get the output of 3 factories
whereas
4 factories * 1.3 multiplier = 5.2 factories. You still lose the 0.2 because it's a fraction, but you're getting a true increase in production

7 is also a key value because 4 factories, 5 factories and 6 factories will all yield 1 extra factory after the multiplier (5.2, 6.5 and 7.8 respectively), but at 7:

7 * 1.3 = 9.1 factories, 0.1 gets dropped, but now you're getting TWO factories worth of increased production

And so on for 10 being a key value because 7 factories, 8 factories and 9 factories all getting in increase of 2 factories' worth of production, but 10 suddenly jumps to 3 extra factories

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 11:03 am
by TulliusDetritus
I hope they fix this. I am not interested in playing an Accountant Tycoon [:D] And if they don't, I will simply ignore it [8D] So be it.

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 11:32 am
by Peltonx
Thats kinda what we are stuck with at this point. Its not to hard to figure out come 43 how long it will take to break the German bank.

The more you evac and run during 41 as russian the sooner the bank can be broken.

An Accounts dream this game is hehehe.

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 11:49 am
by gingerbread
Not sure there is anything to fix. This was known when the decision to change the multiplier from 2.0 to 1.3 was made, so there is nothing that suggests that this is not WAD.

In any case, the simple rule of thumb for the accountancy challenged is to move large sites in chunks of 10 if possible, 7 if not. [:)]

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 12:26 pm
by mmarquo
I am not sure that this is correct. The manual states (old using original multiplier of 200 not 130)

"Each Armament factory point will produce a notional 500 armament points at the cost of 100 tons of supplies."

And then "To continue the example from above, in 1941 100 tons of supplies will be required to produce the maximum of 500 tons of armament points per factory point for the Soviets. In 1943, 200 tons of supplies will be required to produce the maximum of 1000 tons of armament points per factory point."

As written, the output per factory is what increases, not the number of factories/site. This means that the amount of production/factory point does increase by 30% (new multiplier).

So, the the rule is either not WADesigned or not WADescribed. Or maybe it is WAD - why do you think it isn't?

Thanks [:)]


RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 1:08 pm
by Blubel
@ Marqou: That is what the manual states, but it is not how it is.
Just have a look at the german 1942 campaign. They have 100 factories and their allies another 45. However the log states that 167 factories have produced armaments.
Therefore it's not as stated in the rulebook an increase in production for each factory, but an increase in (not physically present) factories.

Also whether this is WAD or not, it should go (if practicable). Now that it is known the russian player can just evacuate his arament factories in groups of 10, minimizing the results.
The german player on the other hand is stuck with the factories in the places in which they are. Therefore the Germans are loosing 3,5 weeks worth of armaments production in 1942 alone due to rounding errors....

RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 2:10 pm
by gingerbread
One of the important differences between a board- and a computer game is that in a board game, the rulebook is the law (sort of), in a computer game it is the code.


RE: Soviet ARM multiplier (and other factories')

Posted: Sun Nov 06, 2011 6:37 pm
by mmarquo
One possibity to Blubels' observation: maybe the 1942 campaign was not edited/setup as the 41" campaign?

RE: Soviet ARM multiplier (and other factories')

Posted: Mon Nov 07, 2011 9:07 am
by Blubel
It's the same for the 43 campaign. (Being 261 factories producing.) I'm running a computer testgame at the moment to come into 42 the normal way. Will report the result when I get there.

RE: Soviet ARM multiplier (and other factories')

Posted: Mon Nov 07, 2011 10:43 am
by Blubel
Clicked on "endturn" alot. It's the same in 1942 if you start in 41.

RE: Soviet ARM multiplier (and other factories')

Posted: Mon Nov 07, 2011 11:52 pm
by carlkay58
My game against the Axis (AI) shows that he is right. The number of factories increase - not the amount of armaments produced by each factory. I went from 327 factories to 407 - not quite a 30% increase - I lost about 12 factories by not having everything optimized.