Repairing Dmaaged Units

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

Moderators: Joel Billings, JanSorensen

Post Reply
aku_djinn
Posts: 13
Joined: Wed Mar 03, 2004 5:41 pm

Repairing Dmaaged Units

Post by aku_djinn »

Do damaged units repair automatically? I can't find it anywhere in the manual. I know you must port ships to repair. What about land units?

I like the game a lot so far, the whole movement and supply thing is dizzying.

Also, what does it mean if you have a negative factor in industry and people in the production menus? If you make too many units the factors go negative.

ICM
lkendter
Posts: 89
Joined: Fri May 20, 2005 1:51 am

RE: Repairing Dmaaged Units

Post by lkendter »

ORIGINAL: aku_djinn
Also, what does it mean if you have a negative factor in industry and people in the production menus? If you make too many units the factors go negative.

If the industry number is negative you are trying to produce more then the territory is capable of. If the territory can produce 3 units, but you are trying to produce 4 this will happen. You must either cancel some supply / research or put a unit on hold.


It is very easy for people to go negative. The UK production far exceedes the people supply. You must limit the total troops built to not exceed population.
User avatar
Joel Billings
Posts: 33500
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Repairing Dmaaged Units

Post by Joel Billings »

Rule sections 9.4 and 8.5.13 describe damaged units. Basically they try to retreat to a factory, where they are placed on it as if they are half built (and 1 is added to your population total). From that point on they are like any other unit in production (they must finish construction as would any unit in production). Lots of damaged units going back to your production screen will send you in the negative, at which point you should start placing units on hold or disband some that you know you won't want to finish.
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
carnifex
Posts: 1294
Joined: Mon Jul 01, 2002 8:47 pm
Location: Latitude 40° 48' 43N Longtitude 74° 7' 29W

RE: Repairing Dmaaged Units

Post by carnifex »

Damaged units are transported to the nearest factory and placed on the production screen at half the usual build time - so a damaged infantry unit will appear there to arrive next turn, instead of the second turn.

Also, when a damaged unit is placed back in production, your manpower total is increased by 1.

Once placed there damaged units behave exactly the same as newly produced units - they take 1 prod point per turn and use 2 manpower on the last turn of building.

If you are going into negatives that means you either produced too much overall (in the case of production points), or you scheduled too many units to arrive on one turn and they are eating up too much manpower (because units don't use manpower when producing except on the last turn when they use 2 manpower).

To adjust your production right-click any unit on the production screen. It will turn red and be placed on hold until you click it and put it back into production.
User avatar
carnifex
Posts: 1294
Joined: Mon Jul 01, 2002 8:47 pm
Location: Latitude 40° 48' 43N Longtitude 74° 7' 29W

RE: Repairing Dmaaged Units

Post by carnifex »

goddamn it joel will you stop beating me to the punch thank you!!!
[:D][:D][:D][:D]
User avatar
ilovestrategy
Posts: 3614
Joined: Sat Jun 11, 2005 8:41 pm
Location: San Diego
Contact:

RE: Repairing Dmaaged Units

Post by ilovestrategy »

ORIGINAL: Joel Billings

Rule sections 9.4 and 8.5.13 describe damaged units. Basically they try to retreat to a factory, where they are placed on it as if they are half built (and 1 is added to your population total). From that point on they are like any other unit in production (they must finish construction as would any unit in production). Lots of damaged units going back to your production screen will send you in the negative, at which point you should start placing units on hold or disband some that you know you won't want to finish.
So thats why my damaged ships always disappear [:D][:D][:D]
After 16 years, Civ II still has me in it's clutches LOL!!!
Now CIV IV has me in it's evil clutches!
Image
Post Reply

Return to “Gary Grigsby's World at War”