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| waw_production [2010/10/31 20:40] – tweber | waw_production [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 |
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| Production uses a three stage process to simulate the time it takes to create units and put gearing limits in place. | |
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| 1. Players must first order the production of pre-cursors (pilots, engines, steel, hulls and specialists). Precursors can be ordered through the playing of action cards. They can also be created by cities. Pre-cursors are originally in the 'new' state (e.g., new pilots, new engines, new steel, new hulls and new specialists). | |
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| 2. Every turn, there is a percent chance that each pre-cursor will be converted into the 'ready' state (e.g., ready pilots, ready engines, ready steel, ready hulls and ready specialists). The base chance to convert a pre-cursor from 'new' to 'ready' is 8%. Germany starts with a 4% conversion penalty until the 'Speer reorganization' is played (costs 250 pp). The Soviets have a 4% bonus due to the their high level of standardization. Conversion can be increased by research to up to 20%. //Improved conversion means that the economy of the country is more efficient. Less production is 'stuck' in the system.// | |
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| 3. Once a 'ready' pre-cursor is available, then it can be used in production. The number of ready pre-cursors is shown on the resource bar at the top of the screen. Below you can see a screen shot from Germany's first turn. The German player has 26 pilots ready, 11 hulls, 55 engines, 53 steel and 27 specialists ready. If you select a city for production (in the picture below, Berlin is selected) and select a item for production, the number of pre-cursors is shown (below you can see that Figther I is selected and each fighter requires 1 engine and 1 steel). __Be careful not too try to produce more items than you have precursor's for.__ In the picture below, Germany has ordered the production of 50 fighters but only has the pre-cursors for 26. The remaining production will be loss. You can see this by noting on the bottom left the 'real' is 26 while 'prod' is 50. The resource bar also shows how many pre-cursors will be consumed next turn. In the example below, 50 engines and 50 pilots are on order (-50 next to engines and pilots respectively). Since there are not enough pilots to meet this order, the -50 for pilots is in red. __Players should always make sure they check the resource bar before ending their turn to make sure they are not ordering too many units.__ This is especially important in managing production across multiple locations. | |
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