Question about national status screen

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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James Ward
Posts: 1163
Joined: Tue May 09, 2000 8:00 am
Location: Baltimore, Maryland, USA

Question about national status screen

Post by James Ward »

In the National Status screen on the right hand side there is a list of items, buy HQ etc.
Under each item there is a field marked Current with a number next to it and a field marked Next with 2 numbers separated by a dash next to it.
What does Next mean and what do the two numbers mean?
Cyrano~
Posts: 35
Joined: Sun Jul 04, 2004 11:22 pm

RE: Question about national status screen

Post by Cyrano~ »

Each Strategic phase you buy the necessary requirements for the war for the current upcoming impulses (until next Strat phase) sometimes beyond.
Look at the top left of the screen, it will tell you how many impulses there will be for the upcoming cycle (very useful in determining Artillery requirements).
Now some of these items take longer to deploy than others (that's why there are the two numbers and the dash) and hence you need to plan ahead. P17 of the manual lists the differences.
Once you play a number of turns it becomes self evident.

Hope this helps.
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JD Walter
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Joined: Fri Jun 20, 2003 7:26 am
Location: Out of the Silent Planet

RE: Question about national status screen

Post by JD Walter »

Hi James,

1. "Current" is the number of points you have available to use that strategic phase (refits, etc.) or during this turn (air points, artillery ammo, trenches, R&D, etc.).

2. "Next" are the points you will receive in the next strategic phase for the IP's you are spending this turn.

3. If there is a field showing "# - #", these are the amounts you will receive 1 and 2 turns (strategic phases) from now, respectively. HQ Refits take two
strategic phases to produce, so refits bought in turn "X" will be ready on turn "X+2" (e.g., refits bought on turn 1 will be available for turn 3).

So you must plan ahead with your production!

Especially arms! Note most new units take arms points to manufacture; in addition, replacements cost arms (1 arms + 1 manpower point per combat factor). So arms regulate your repair and reinforcement capacity. Also note that, if insufficient arms are available in stockpile, some production choices (e.g., tanks, cavalry) will not appear. Further, there is a "countersheet" limit; countries are restricted to a counter mix, and you must lose a unit before you can produce another of its type (cavalry).

Hope this helps! GoA is a simple, yet surprisingly deep, game.
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