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Restarting production in captured cities - 4/19/2011 2:48:01 AM   
Casus_Belli

 

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What's the best way to do this. So far, I haven't figured out any way to do it. Do you need an HQ in every city and factory, as with the 'Hardcore Supply' setting in AT, or not? Can't find anything in the manual.

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RE: Restarting production in captured cities - 4/19/2011 3:08:40 AM   
Tac2i


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See this post: ATG Random Game Highlights. Item 5 in that post answers your question.

For those who don't want to click over to that post, here is an excerpt:

5) Captured enemy cities cannot produce units of any kind (captured factories can). They can only produce Supply, Political Points and limited amounts of recycled oil and ore. This is a big change and makes the building of factories (gun, tank and plane) an important consideration in your war planning. It also means the loss of a city or two isn't necessarily all gloom and doom. That said; defend your cities to the best of your abilities. Cities are the only place you can produce supply, PPs, infantry and infantry support weapons (MGs, bazookas, mortars).

6) Oil and Ore resources limit the effective size of your motorized forces (land, air and sea). Over build and you will experience fuel shortages. This helps keep a more realistic infantry to motorized unit balance. Note that you do start each random game with a large fuel reserve but if you don't pay close attention, it will run out. Resource hexes can be captured and used.

< Message edited by Webizen -- 4/19/2011 5:21:30 PM >


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RE: Restarting production in captured cities - 4/19/2011 4:32:01 AM   
Casus_Belli

 

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Thanks for that, all clear. Well, more or less: don't infantry, MGs and mortars count as units?

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RE: Restarting production in captured cities - 4/19/2011 5:12:02 PM   
Tac2i


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Only your at start cities can produce political points, supply, infantry and infantry support weapons. Captured enemy cities can not make any of these things. Captured enemy factories can produce units for you based on the type of factory it is. Captured resource hexes provide you with additional oil and raw materials.

There is one exception re captured cities. Each regime (human or AI) is assigned a "people group." There are seven of them in ATG: Anglo-Saxon, French, German, Japanese, Chinese, Arab and Russian. If you play a game with more than seven players, then there will be one or more duplicate people groups. If you capture a city from a regime of the same people group as your regime, that city is fully usable and can produce everything just as if it were one of your at start cities.

Note that there is an eighth people group - African - but it is only used in 1 TOWN START games with the CRATES option selected. This people group is used exclusively for infantry (mercs) produced at merenary bases.

< Message edited by Webizen -- 4/19/2011 5:19:38 PM >


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RE: Restarting production in captured cities - 4/20/2011 3:01:13 AM   
Casus_Belli

 

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In a random game, I've captured a couple of neutral cities and, fortunately, they've been the same race. Is this just good luck, or what's the story?

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RE: Restarting production in captured cities - 4/20/2011 3:14:03 AM   
Tac2i


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In a 1 TOWN START game all cities except capitals are neutral so that you can convert them to your people group. This is intended behavior for this game type. That is why you want to discover cities quickly before your opponents do.

< Message edited by Webizen -- 4/20/2011 3:18:52 AM >


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RE: Restarting production in captured cities - 4/20/2011 3:15:09 AM   
Strategiusz


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Same question, the newly captured city has zero structural points and have to wait for autorep.

Edit: @UP, So in 1 TOWN START it does not matter what is written in Loc PPL (GER, RUS etc.)?

< Message edited by Madlok -- 4/20/2011 3:19:31 AM >

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RE: Restarting production in captured cities - 4/20/2011 6:53:51 AM   
82ndtrooper


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I believe the captured cities can produce PP.

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RE: Restarting production in captured cities - 4/20/2011 8:07:49 AM   
Vic


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quote:

ORIGINAL: 82ndtrooper

I believe the captured cities can produce PP.


Mostly right.. Though the actual rule is the production options depend on the people living in the city compared to the city ruling your regime. (see the people information screen '?' in top of screen)

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RE: Restarting production in captured cities - 4/20/2011 10:00:20 AM   
Twotribes


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quote:

ORIGINAL: Webizen

In a 1 TOWN START game all cities except capitals are neutral so that you can convert them to your people group. This is intended behavior for this game type. That is why you want to discover cities quickly before your opponents do.


Not true. I am playing one right now with French Japanese and Chinese and German. The city names give away what people the town is for. The Island the French started on only has chinese cities so I have only PP producing cities.

Further every Gold game I have started random with one city is the same some cities are yours some are the other Countries. The other Countries only produce PP.

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RE: Restarting production in captured cities - 4/20/2011 11:47:22 AM   
Tac2i


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Stand corrected.

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RE: Restarting production in captured cities - 4/20/2011 1:29:10 PM   
henri51


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quote:

ORIGINAL: Webizen

Stand corrected.

I have started a number of random ATG games with one starting city, and in every one, the cities of each nationality are grouped around the capital of that nation, where a stack of that nation's units start, but only the capital has been captured.Sometimes some of the cities are on a different land mass. But my capital has never been around cities that cannot produce units (i.e. enemy nation cities).

Henri

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