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Population

Posted: Wed Apr 06, 2005 10:23 pm
by jjwi
Can someone please explain to me how population works? My max pool limit seems to jump around all over the place. One turn I will have 25/16 then in another turn it will be 12/10. How does this work?

RE: Population

Posted: Wed Apr 06, 2005 10:26 pm
by Uncle_Joe
Well, every unit damaged during the turn dumps a Pop point into the pool when it is placed on the replacement track (simulating the survivors of the damaged unit being reconstituted). That is probably accounting for a lot of the increase. Also, if you dont use it all one turn, it can store up to twice the value for the next turn.

Hope it helps

RE: Population

Posted: Wed Apr 06, 2005 11:25 pm
by Dalwin
A semi related question involving Russia on their first turn after being invaded.

Their peace time per turn population production is 24. On the turn prior to the outbreak of war, I had something like 10 points unspent. That should mean that as a base number for the next turn I would have 34/(34 - (2x number of units just finished))

I understand that damaged units return one to the pool, but my first production after being invaded showed 145/100 or something close to that. I know the Germans badly beat up my border garrisons, but there is no way I had 110 units damaged. Heck most of the militia units were killed outright. Those rarely get damaged.

Is there some special block of population given to the Russians after war starts? I know they get the one big wave of militia. Is this population surge to give the option to buy a lot more militia for a really big wave?

As it was, I did not have enough idle industry to use most of that pop and the next turn saw it trimmed back to a cap of double my poulation total plus 1 per damaged unit. This was probably 80 or so population that I never got to spend.

RE: Population

Posted: Wed Apr 06, 2005 11:30 pm
by Joel Billings
Yes, this is the population given to generate the militia.