Wed Dec 03, 2008 2:21 am
Thanks to Calvinus for pointing us all to the tables! Very handy for understanding the game.
How to Read the Production Chart
For example Germany at Civilian Production level 9:
1. Income 130 - These are "economic points" (EP), which are like "money" to buy corps, ships, planes, technology, ambassadors, etc
2. Munition Multiplier - Very important. This is how many munitions each munitions site can produce in a given turn.
3. Sites - Names of the production sites. Some are for munitions (have little shells on the map, some are aviation, some are gas, some are naval)
4. Flow - Not quite the right name(?), this number appears to be the number of mun sites if this lines up with the boardgame production charts
5. Gas - # Gas production sites, main function is a modifier for gas table rolls
6. Naval - Number of shipyards. Main function in board game is how many extra (more than 1) shipbuilding boxes can be "bought" each interphase for any one ship. More = more shipbuilding capacity.
7. Aviation - Impacts the number of aviation units that can be repaired in a given interphase. More sites = more repaired units.
Munitions Production Example:
Max munitions production = (# of sites) * (munitions multiplier)
i.e. Germany @ civilian production level 9 has 7 munition sites and a munitions multiplier of 1, so max per turn is 7 (sites) x 1 (mun multiplier) = 7 munitions
Then, to calculate the cost for any given # of munitions per turn, the game cross references the "munitions cost" excel file, where the X axis in yellow along the top is the # of shells per turn and the Y axis = the # of production sites available. So, for Germany to produce 16 shells per turn with 8 sites = 24EP (cross reference 16 across the top and 8 on the left side). That would only be possible, of course, if Germany had a munitions multiplier of at least 2 and 8 production sites available (can't happen until civilian production level 6).
An important issue is "number of production sites available", especially for France is lower if the sites (Lille and Reims, for example) are under enemy control. If they are, they obviously can't be used for French munitions production.
So, the path to more munitions per turn is lowering the civilian production level to get more sites in production and get more mun from each site (the munitions multiplier). The only downside is the lower the civilian production level, the less NW bonus a nation receives in the interphase.
One big problem: the munitions production slider does not appear bound by a nation's current # of production sites and the munitions multiplier. For example, I am able to put the munitions slider at 25 shells / turn for Germany during the Fall 1914 interphase, even though I should only be able to set it to a max of 7 shells per turn. However, my real production was what it should have been (7 per turn). Ensuring that the slider matches up with the current possible max production would help clarify things for players.
Hope this helps a bit.
Doug