Mac Linehan
Posts: 1484
Joined: 12/19/2004 From: Denver Colorado Status: offline
|
quote:
ORIGINAL: findmeifyoucan I have found the problem. The Japanese are given virtually no manpower to start the game with. After turn 1 I have less than 3k manpower after patch. In a prepatch game I am playing I have over 100k at the end of of 1/42. I have not changed the way I do my production so I only have 7 count them 7 manpower points which means no expansion for a long time for the Japanese. Now that is a big change. I am not sure if I want to play the Japanese anymore because of this. findmeifyoucan - while this is now obvious, I usually only look only at the supply requirements. Am aware of the manpower needs for expansion to work, but have not payed as close attention as I should; your post has alerted me to this factor in the equation. Will have to do some research and compare scenarios. My current game, a modded scn 1 (but manpower untouched) under 1108c, turn 2 has 6k or so manpower, am not sure why so low. Appreciate your work, Mac Please continue your research, I will follow this thread closely. Edit: Gents, my game began with "replacements on", a first for me, as I usually have this feature toggled off. A post in the tech forum suggested that this setting was the cause of first turn manpower drain; I believe it to be correct. Replacements toggled off, manpower should begin to grow. A good learning experience. Mac
< Message edited by Mac Linehan -- 2/6/2011 9:00:18 PM >
_____________________________
LAV-25 2147
|