Investment options
Posted: Fri Mar 04, 2005 12:38 pm
What investment strategy should paul follow?
Hold off buying tanks and FBs to research better capabilities as fast as possible(10 RPs per turn) ilitia and arty (4 militia to 1 arty) Buy 2 factories to help build up later - and 1 supply each turn
Wait on investment and build a strong combined arms army witha ratio of 4 militia - 2 inf - 1 arty - 1 armor - 1 fighter/FB (alternating) wait to buy factories - buy 3 supplies to stockpile
Steady investment (say 5 per turn, vice 10) spread out over inf, armor and arty and focus on 6 milita - 2 inf - 2 arty - 1 armor 1 fighter ratio.
Research investment starts at 1 per turn and increases 1 each sucessive turn (1 , then 2 then 3 RPS in a given tech). buy 1 factory. Buy 2 supplies (10) per turn.
supplies and militia show up the turn you buy them (1 PP buys 5 supply points). Our troops are able to scavenge 20 supplies per turn off teh populace (every one else can scavenge 50 on "challenging" level)
inf and arty take 2 turns (2PP). Fighters take 3, armor 4, and FBs and HBs 5. Facotries 6. IT cost two population teh turn a unit is created to man it up (not a problem for us yet - it can become an issue later.
When a unit is damaged in combat, if it can trace a route back to a facotry it teleports to teh assembly line at the "half way point", except for militia who die if damaged. So you have to leave some capacity once the invasiion begins to fix your broken stuff, or youhave to "out things on hold" until you free up PPs.
You can disband things on teh production track, but only get half teh investment back (so its not a good idea IMO to disbd teh heavy fleet in Leningrad
Hold off buying tanks and FBs to research better capabilities as fast as possible(10 RPs per turn) ilitia and arty (4 militia to 1 arty) Buy 2 factories to help build up later - and 1 supply each turn
Wait on investment and build a strong combined arms army witha ratio of 4 militia - 2 inf - 1 arty - 1 armor - 1 fighter/FB (alternating) wait to buy factories - buy 3 supplies to stockpile
Steady investment (say 5 per turn, vice 10) spread out over inf, armor and arty and focus on 6 milita - 2 inf - 2 arty - 1 armor 1 fighter ratio.
Research investment starts at 1 per turn and increases 1 each sucessive turn (1 , then 2 then 3 RPS in a given tech). buy 1 factory. Buy 2 supplies (10) per turn.
supplies and militia show up the turn you buy them (1 PP buys 5 supply points). Our troops are able to scavenge 20 supplies per turn off teh populace (every one else can scavenge 50 on "challenging" level)
inf and arty take 2 turns (2PP). Fighters take 3, armor 4, and FBs and HBs 5. Facotries 6. IT cost two population teh turn a unit is created to man it up (not a problem for us yet - it can become an issue later.
When a unit is damaged in combat, if it can trace a route back to a facotry it teleports to teh assembly line at the "half way point", except for militia who die if damaged. So you have to leave some capacity once the invasiion begins to fix your broken stuff, or youhave to "out things on hold" until you free up PPs.
You can disband things on teh production track, but only get half teh investment back (so its not a good idea IMO to disbd teh heavy fleet in Leningrad