Cities and manpower (Full Version)

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Pawlock -> Cities and manpower (6/7/2011 2:19:06 PM)

Something Im not 100% clear on is manpower and cities. Theres a lot of AAR's where some major cities have been lost by the Soviets and thier corresponding manpower losses. What Im not very clear on but can sort of make out is the effect if you recapture said cities.
I believe you get some of the manpower back, do you get it all eventually Im not sure? I notice the manpower factories have an expansion rate of "0" but is this an absolute 0 or something between 1 and 0?

If anything, indigenous population centres should be easy to rebuild(hell all they are is recruiting centres) so really we should be looking at a much highter expansion rate.

Am I understanding this right? in which case losing the manpower is temporary if you retake the cities back. Which is how it should be.




Tarhunnas -> RE: Cities and manpower (6/7/2011 2:38:23 PM)

I would be interested in hearing the answer to that one as well.

Some of the population will evacuate, it would also be interesting to know what proportion of population is normally evacuated, how much of evacuated population is used for recruiting somewhere else, and how long time before they come online as production centers after evacuation.

BTW much of the manpower is not in big cities but in towns, but that should not change the question really.






cpt flam -> RE: Cities and manpower (6/7/2011 3:31:38 PM)

for evacuated you can find them in production screen
going to manpower you can see all locations with those more than 50 per cent
i think they repair 1 each turn




Pawlock -> RE: Cities and manpower (6/9/2011 10:40:26 PM)

Further to my initial post, I have reread the manual and done some testing on the effects of manpower factories captured and recaptured.

According to the manual manpower factories should recover from damage at 3% per turn.

After testing the effect of Axis initially capturing the Soviet retaking a city I noted the manpower factories had diminished (as expected ,due to migration and destruction). What the net result was reduced manpower and railroad factories at 100 % damage.
All well and good I though, but there appears to be a bug insomuch that they do not appear to repair at all in a fair number of turns I sat through. So even though you recapture a city unless you can get the damage to under 50 % you are gonna get no benefit from the remaining factories.




Zort -> RE: Cities and manpower (6/9/2011 10:48:30 PM)

The city has to be on a railline that is connected (repaired) back to it's supply source.  Where your cities connected in your test?




Q-Ball -> RE: Cities and manpower (6/9/2011 10:53:36 PM)

Here is what I THINK happens:

When a city falls, the following seems to happen:

1. Some manpower evacuates to the EAST, IF the Germans take it
2. Some is destroyed forever
3. The rest is Damaged, usually 100%

Obviously, when the Soviets re-take it, the population doesn't evacuate. Some of it probably is destroyed, again, and the rest is again, damaged.

If the Soviets re-capture MANPOWER, and it repairs, it starts producing again for the Red Army. This is probably a big benefit to taking Mother Russia back.

It seems that large cities get gutted if they change hands once or twice. I have seen Kharkov (orig pop 29), at 5 Manpower after a couple changes. I bet re-taking the TOWNS is actually better.




Joel Billings -> RE: Cities and manpower (6/9/2011 11:38:20 PM)

That's what I think happens as well. If repair rates don't work as they should per the manual (over several turns), let us know and post a save. Thanks.




Pawlock -> RE: Cities and manpower (6/10/2011 12:06:09 AM)

Joel,

I have tried it twice now, it is very easy to replicate axis taking, soviet retaking and on both occassions the manpower and railroad factories stayed at 100% damaged over the course of at least 10 turns plus.
And yes in answer to a previous poster both cities were on the soviet rail network and supplied.




Joel Billings -> RE: Cities and manpower (6/10/2011 12:20:51 AM)

Ok then, a save would be good. They used to repair just fine. You can send a save to 2by3@2by3games.com and/or post it in this thread.




Pawlock -> RE: Cities and manpower (6/10/2011 2:06:40 AM)

Ok ,, after doing more tests I have discovered I made a mistake. As one poster said, it was not connected to rail grid. I just saw all hexes up to city ok , assumed city was good,, but actual city rail was kaput. After trying with 1943 scenario which gives me rail repair units , once repaired damage starts to decrease as per manual.





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