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Maikop repairs ? - 4/16/2011 7:08:41 PM   
molchomor

 

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Hi guys, I held Maikop now as axis for a few turns (well actually longer but a few turns with rail access to it).

Q: What is the correct repair rate for oil/fuel production ? Both the oil and fuel resources had 100 damage at the point where the rail reached Maikop, a couple of turns later damage is 99 / 98. So it seems it will take a couple of years to restore full production with the current repair speed ??

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RE: Maikop repairs ? - 4/16/2011 7:32:21 PM   
Helpless


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Yes, it takes time to repair oil and resources. Historically Germans didn't manage to export anything from the oil fields they captured and held in North Caucasus.

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RE: Maikop repairs ? - 4/16/2011 7:33:57 PM   
molchomor

 

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So, therefore axis will never benefit from Maikop in this historical simulation ?

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RE: Maikop repairs ? - 4/16/2011 7:46:56 PM   
Helpless


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quote:

So, therefore axis will never benefit from Maikop in this historical simulation ?


They do it mostly by denying it for the Soviet. Although production can start if damage is below 50%, it also takes very long for the Soviet to repair them.

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RE: Maikop repairs ? - 4/16/2011 7:49:00 PM   
molchomor

 

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OK, thanks. So after 1 year or so I may get some drops out of the wells. Stupid Axis to go after the oil in WW2, they should have known better.

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RE: Maikop repairs ? - 4/16/2011 8:03:35 PM   
Helpless


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quote:

Stupid Axis to go after the oil in WW2, they should have known better.


The main goal was to take oil from the Soviet Union, which was relatively "easy" since most of it was located in Baku. So not so stupid.

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RE: Maikop repairs ? - 4/16/2011 9:30:28 PM   
molchomor

 

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I googled it and stand corrected, in 6 months of axis occupation actually not a single drop was extracted !

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RE: Maikop repairs ? - 4/17/2011 12:36:43 AM   
Klydon


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Yeah, they had finally gotten it back in shape and about ready to produce when they had to retreat. Part of the reason was they were slow to get going since they expected to get Baku, where it would be easier to get oil from.

There was also this transportation issue and probably a refinery issue as well, but who cares about little details like that.

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RE: Maikop repairs ? - 4/17/2011 4:07:05 AM   
Farfarer61

 

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I took Maikop, Baku in summer 42, and in summer 43 the Fuel production is back near full, and Oil is near full prodcution at maikop and 50% at Baku. No idea if it helped, but I plunked an HQ in baku with Construction battalions - I "think" it helped repair. They are now on the rail grid and sending oil to berlin.

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RE: Maikop repairs ? - 4/17/2011 7:44:40 AM   
molchomor

 

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Helpless, could you please confirm if construction battalions help with repair ?'

Also, the 2 year time to repair (assuming a repair rate of 1 point/week) does seem too much, not all of us are playing the '41 campaign, invading Caucasus in '42 remember !

Could the damage please be changed to something like 75 instead, this would result in production start (at 50% capacity) after 6 months which would still follow history.

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RE: Maikop repairs ? - 4/17/2011 7:58:40 AM   
Helpless


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Construction bn has no impact on the industry repair rate.

Damage is random already, so it could be well below 99.

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Pavel Zagzin
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RE: Maikop repairs ? - 4/17/2011 8:42:54 AM   
molchomor

 

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OK, thx!

I got 100% damage on both the fuel and oil in Maiko, and it seems farfarer got 100% damage as well in Maikop and Baku when he took those wells, so the randomness algo really seems to like this number.

Whenever the '42 campaign becomes playable again for axis (without teleportations and unlimited unit creation for Soviets etc.) I'll see what damage I get when I reach the oil wells.

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RE: Maikop repairs ? - 4/17/2011 2:34:46 PM   
Farfarer61

 

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Thanks for the Construction battalion info. Now there is some Chrome to add when all other issues are sorted and the Devs are bored. It might be a neat ability for Con Bats or a new type to rebuild factories not railed out or set oilfields back into production. Of course capturing Kharkov with he factories and workers intact and just needing some black paint and Maltkreuz stencils would be nice too :)

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RE: Maikop repairs ? - 4/17/2011 3:07:47 PM   
Aussiematto

 

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One way to handle the whole repair approach might be to do some kind of infrastructure pool for the Germans ... simple settings which say 'of all available labour force other than building stuff in Germany, where do you want to commit it: rail repair; city repair; fort construction; or additional German production. By default, say, the settings are 70 / 0 / 30 / 0. As the game develops, German player switch the numbers around. The result would be simply a modifier on each activity?

Meh -- too much detail perhaps. It's the panzers that matter *grin*

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