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Industry Repair Costs

Posted: Wed Feb 18, 2015 11:50 am
by dr.hal
Folks, I did some searches and didn't come up with the answers I needed, so in desperation I've come to this posting. I couldn't find any information that definitively lists the repair costs for all the various forms of industry/manpower/production (I've done searches in this forum and reread the manual). Is there a list somewhere? There is a recent thread on LI and it's costs; 1000 supply points per damage point per day (?) AND a minimum of 10,000 supply points in the base hex to be repaired. This thread also refers to HI as being the same. Is this delineated in graphic format anywhere? Can someone please point me in the right direction? Thanks. Hal

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 12:50 pm
by Jim D Burns
All industry costs 1000 supply per point and you can only repair a max of 1 point per day per industry icon. So if you had 4 different industries in a hex and sufficient supply each one could repair 1 point (of their own damage not other industries damage) and you'd spend 1000 for each point repaired.

I'm not sure what the minimum supply stock needs to be, 10k sounds kind of arbitrary, I'd guess it would be a number based on the base request/usage number. But 10k might be right someone else would need to confirm.

Jim

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 1:04 pm
by Numdydar
You do not need 10K to repair. As long as you have greater than 0 supplies some repair will occur. I really cannot find anywhere that clearly states you have to have 10K> for factory repair to occur at all.

The link discussing repair costs is here in post 4

http://www.matrixgames.com/forums/tm.asp?m=2855433&mpage=1&key=&#2855499

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 1:21 pm
by dr.hal
Thanks Jim, but the thread that Numdydar points to clearly indicates that 10K supply is needed. Also when you say only one point max can be repaired, I assume that you mean PER BASE. So if you have 10 bases that all have refinery repairs needed, all ten can do one point each per turn if the minimum requirements are met, right? Also when you say "all industry" does that include manpower?

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 1:39 pm
by Rising-Sun
But it will repair the base first I believe before repairing the factory. Correct me if I am wrong, when I captured a base somewhere near Singapore, the base took some damage during conflict and after that was fully repaired then move on to factories if any.

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 1:58 pm
by Numdydar
ORIGINAL: dr.hal

Thanks Jim, but the thread that Numdydar points to clearly indicates that 10K supply is needed. Also when you say only one point max can be repaired, I assume that you mean PER BASE. So if you have 10 bases that all have refinery repairs needed, all ten can do one point each per turn if the minimum requirements are met, right? Also when you say "all industry" does that include manpower?

Yes. A max of one point per damaged factory can be repaired. So if you have LI, HI, and a refinery and all are damaged at the same base each of these can get one point of repair assuming supplies are available. At least that seems to be the way it works for Japan [:)]

Now I have noticed in the latest beta that AF repair will occur before port repair. So if a base is captured the AF is repaired first, then the port. So I do not know if this priority extends to factory repair or not. If it does I have no idea of what the order would be. Just guessing if there is an order it would be refinery then HI then LI.

But as I said before, as far as I know different types of damaged factories can all get 1 point of repair at the same base.

I do know for absolutely positive that if there are 10 different hexes with just HI damaged that each of the 10 will get 1 point of repair per turn assuming supplies are available.

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 2:09 pm
by dr.hal
Ok, that's clear enough thanks Numdydar. But we still don't have a definitive answer as to the need for 10K supplies and if so, for WHAT repairs. I have a small base that produces some oil, but it would never be worth my effort to send 10K+ supply there to repairs as the base has no troops there what so ever and thus has no need of supply... This would hold true for almost all bases with only a few points of industry... I would like to see if the 2X base needs for drop tanks would apply here rather than a set number of supply points.

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 2:23 pm
by Alfred
Besides being answered in the Logistics 101 thread (and several other threads too), the following thread
 
http://www.matrixgames.com/forums/tm.asp?m=3110307&mpage=1&key=repair%2Cbond&#3110328
 
has a detailed post from me on the subject of industry repair costs.
 
As to the need for having the 10k supply "bond", why is anything in the game needed.  It is a design concept incorporated into the game abstraction.
 
Airfield damage has always been repaired before port damage.  It uses up engineering capacity unlike industry repairs which do not.
 
Alfred

RE: Industry Repair Costs

Posted: Wed Feb 18, 2015 2:56 pm
by dr.hal
Well Alfred, that's what I was asking for, some guidance. As to the "need" to know about the 10K, I thought that need was self explanatory, I need to know if it's a requirement so I can meet that requirement and I couldn't find that "requirement" in the manual (and there IS debate over the existence of that "requirement" in various threads). As for WHY there is that 10K requirement is another question, and yes of course it's an abstraction, so are the "supply points" that make up that abstraction. It would be "nice to know" if there was ever a rationale given for that particular abstraction. However given that there has never been a need to rationalize the 2X base supplies for drop tanks, I wasn't really expecting that "need" or explanation to be forthcoming.