| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| waw:waw_production [2010/11/05 22:42] – tweber | waw:waw_production [2026/06/22 12:21] (current) – external edit 127.0.0.1 |
|---|
| ====== Production ====== | ====== Production ====== |
| |
| | [[waw:waw_production_walkthrough|For more details, see WAW production walk through]] |
| |
| ==== I. Production ==== | ==== I. Production ==== |
| |
| **Production can be increased** through research. Player's can improve the production of their own people (e.g., Germany can improve German production), of European people (e..g, Eastern Europe, Low countries, Spain, Scandanavia) and Non-Euro people (Asia and Latin America). The cost of the research is set each turn based the production of the people to be improved. The level of production by people type is can be seen by playing the 'Check people production' card. __//It is important to gear up production as quickly as possible. This is the first research players should conduct.//__ Note that most regimes start at 50% production while Euro and Non-Euro people's production starts at 25%. The US production level starts at 25% as does the Soviet production level if the 'World wide revolution' variant is selected. | **Production can be increased** through research. Player's can improve the production of their own people (e.g., Germany can improve German production), of European people (e..g, Eastern Europe, Low countries, Spain, Scandanavia) and Non-Euro people (Asia and Latin America). The cost of the research is set each turn based the production of the people to be improved. The level of production by people type is can be seen by playing the 'Check people production' card. __//It is important to gear up production as quickly as possible. This is the first research players should conduct.//__ Note that most regimes start at 50% production while Euro and Non-Euro people's production starts at 25%. The US production level starts at 25% as does the Soviet production level if the 'World wide revolution' variant is selected. |
| | |
| | **The time it takes for pre-cursors to become ready for production** can also be improved through research. Germany starts with a pre-cursor production delay and must go through all pre-cursor stages (all the other regimes only have to go through 4 stages). Germany can eliminate this penalty by researching 'Speer re-organizes economy'. All regimes can further reduction pre-cursor production time through research. //In effect, production of all units beyond basic infantry take 2-5 turns depending on your pre-cursor production time. This simulates production lags.// |
| |
| ====II. Supply ==== | ====II. Supply ==== |
| Supply can be purchased 3 different ways: | Supply can be purchased 3 different ways: |
| |
| 1. Manufactured supply costs 10 pp and can be built in cities | 1. Supply built in cities costs 10 pp |
| |
| 2. Minerals costs 2 pp and can be built out of minerals locations (e.g., Bratislava) or chemical factories (e.g., Lille, Dresden) | 2. Supply built in resource hexes and chemical factories costs 2 pp |
| |
| 3. Oil cost 1 pp and can be built out of oil locations (e.g., Ploesti) | 3. Supply built at oil locations costs 1 pp. |
| |
| Note that each of these three items produces 1 supply. The only difference is the cost. //This models the importance of having access to resources and oil.// __Players should ensure supply needs are met by minerals or oil. Build chemical factories rather than rely on supply from cities.__ Note that resources and oil locations can only produce supply and have a separate people type (e.g., resource people). As such, they can not be improved by production research. | //This models the importance of having access to resources and oil.// __Players should ensure supply needs are met by minerals or oil. Build chemical factories rather than rely on supply from cities.__ Note that resources and oil locations can only produce supply and have a separate people type (e.g., resource people). As such, they can not be improved by production research. Italy starts the game with no efficient supply locations and should build one or borrow from Germany. |
| |
| ====III. Factories ==== | ====III. Factories ==== |
| ==== IV. Fuel. ==== | ==== IV. Fuel. ==== |
| |
| A unit of fuel is produced with every supply. Fuel is consumed every time a plane, vehicle or ship moves or fights. If a player runs out of fuel, they will be less effective. The Allies have large reserves, fuel management is most important for the Axis powers. Note fuel is not saved from turn to turn. //Fuel will be a challenge for Italy and Japan (at least which the embargo is in place and before Southern resources are secured.// | A unit of fuel is produced with every supply. Fuel is consumed every time a plane, vehicle or ship moves or fights. If a player runs out of fuel, they will be less effective and movement will be reduced by 75%. The Allies have large reserves, fuel management is most important for the Axis powers. Note fuel is not saved from turn to turn. //Fuel will be a challenge for Italy and Japan, at least while the embargo is in place and before Southern resources are secured. Make sure to save fuel for the end of your turn to have reserves to react to enemy air strikes// |
| | |
| | Every round, half of the left over fuel is consumed by your civilian population and war industries. Players may impose fuel rationing by playing an action card. This card allows players to retain 75% of unused fuel from turn to turn. This does result in a 25% reduction in own people production efficiency. Players who have imposed rationing may stop fuel rationing by playing another action card. //It is a good idea to ration fuel before major offensives to have a stock pile available. Large air, tank and ship battles will burn through reserves quickly// |
| |
| [[world_at_war_rules|Back to WAW scenario]] | [[world_at_war_rules|Back to WAW scenario]] |