So when laid out like that..i wonder U should go deep into russia so brest -moscow and vilnius-leningrad obviously But what is the significance of connecting these 2 lines for example horizontally...u cant push 2 doubletrack worth of freight on one doubletrack line anyway so whats the point
Should i make long lines and not bother to connect them to eachother? Or should i make it a priority to build it out as a web?
And for example connecting central russia to ukraine via Gomel..what would that achieve if i already plan on going to Tula...eventually only 1 railline can reach tula so why have 2 lines converge on the route to tula... Im guessing connecting double tracks like that makes it easier for northern depots to send supplies to centre and vica versa if theyre needed there more...confusing stuff
It's useful to connect level 2 railyards (or higher) to your network, even if they are off the beaten track. For example connecting Kiev to the Festov-Dnepropetrovsk line is worth it because you will have more trains (meaning more freight) during the logistics phase.
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It is certainly beneficial to link up level 2+ rail yards. I think it is better to have individual unlinked lines running East to the front because that way you don't have freight running North-South and wasting rail capacity. However while this is based on in-game experience I cannot guarantee it is always the best approach and also other players may disagree. Come winter would be thinking to link up rail lines parallel to the front line because that gives you better ability to transfer units around and maybe by this stage you do want some supplies flowing North-South if there is more demand in one area.
I believe the more routes available to a depot the better. For example, I opened a depot in Rezekne with 2 routes available - the main line up from Vilnius and a branch line to Riga. And it received a surprising amount of supplies - approximately 1/4 came from the Vilnius rail line, and 3/4 from Riga.
The rails themselves move nothing, for that you need rail capacity. Connecting a web of railyard allows moving more supplies along the same line. Of course, rail usage also increases the cost of moving freight considerably. For example a single line with 2000 freight usage adds one SMP cost, essentially doubling the cost of moving supplies. Say you are moving 8000 freight one hex; 1. First 2000 will cost 2000 rail capacity. 2. Next 2000 will cost 4000 rail capacity. 3. Next 2000 will cost 6000 rail capacity. 3. Next 2000 will cost 8000 rail capacity.
Total cost is 20 000 rail capacity. Equivalent of 2 railyards.
If you have two single lines you would pay following costs: 1. First 4000 will cost 4000 rail capacity. 2. Second 4000 will cost you 8000 rail capacity.
For a total of 12 000 rail capacity.
Of course, it doesn't quite work like this, but it is obvious that having extra rail lines can come with massive benefits.
The rails themselves move nothing, for that you need rail capacity. Connecting a web of railyard allows moving more supplies along the same line. Of course, rail usage also increases the cost of moving freight considerably. For example a single line with 2000 freight usage adds one SMP cost, essentially doubling the cost of moving supplies. Say you are moving 8000 freight one hex; 1. First 2000 will cost 2000 rail capacity. 2. Next 2000 will cost 4000 rail capacity. 3. Next 2000 will cost 6000 rail capacity. 3. Next 2000 will cost 8000 rail capacity.
Total cost is 20 000 rail capacity. Equivalent of 2 railyards.
If you have two single lines you would pay following costs: 1. First 4000 will cost 4000 rail capacity. 2. Second 4000 will cost you 8000 rail capacity.
For a total of 12 000 rail capacity.
Of course, it doesn't quite work like this, but it is obvious that having extra rail lines can come with massive benefits.
Redundancy is paying off for me in my current game with Jubjub. So my "ad hoc musing" of redundancy at the start of that game was correct even though at times in the game I believed it was hampering me by building a redundant link to Odessa instead of advancing as quick as possible. Now that link is key in the South. I will also have even more redundancy and even more Level 2 rail yards connected and by turn 14 will have dual track north to south other than the dual track going through Germany. This is a big plus for me and has started paying out.
IMHO you need to connect lines to create redundancy, but of course this a slow progress especially as you need lines to your front line troops.
Your problem in creating one main line to your front is that a savvy Russian player would bomb the hell of out of the line (well I would) to create freight capacity dropouts.
yes to redundancy - its so important. Probably more so than purely linear connections being as close to the front as you can.
quote:
ORIGINAL: Stephan61
.... Your problem in creating one main line to your front is that a savvy Russian player would bomb the hell of out of the line (well I would) to create freight capacity dropouts.
not sure this is feasible, the Soviets lack the long range assets for railway bombing and that is the sort of mission where you aim to go big or stay at home. Adding a few thousand tons of usage won't make much difference, pushing usage > 30k so it takes longer to clear does .
Its like a few things, a mission that is perfectly feasible for the Allies in WiTW sits at the margin of ultra-specialised in WiTE2. With the WA my plane of choice for this is the mosquito FB, long range, decent enough to handle itself A2A and great interdiction generator (but really crap in heavy flak - being wooden and all that).
How do you get a rail yard to a level 2. All of mine (including Kiev) say "(1)". How can I increase them? Should i not be concerned with the # in the parenthesis and just be concerned with the capacity number (i.e. 40,000)?
How do you get a rail yard to a level 2. All of mine (including Kiev) say "(1)". How can I increase them? Should i not be concerned with the # in the parenthesis and just be concerned with the capacity number (i.e. 40,000)?
Level 2 railyards are permanent features which will increase your rail capacity (movement of freight) if linked to your connected rail network. If you hit F2 while in the ground phase you will see Level 2 railyards for your side & ones you have taken during the game. The depots you make are level 1 railyards which "do not" increase your rail capacity.
< Message edited by HardLuckYetAgain -- 10/4/2021 5:41:52 PM >
And I do not connect those three lines at all, the are three entirely separate lines with no cross-connections whatsoever. However, I do make little side-steps to connect raliyards to the network (such as Kiev, Kirovgrad,...) or even longer ones (Chernigov, Zhitomir, Velikie Luki,...)
Honesty forces me to tell you that I never am able to capture Moscow, but I doubt that is due to my supply-line.
Level 2+ railyards connected to your rail net increase the "trains" to move freight up to the capacity of each converted route to depots. Each connected 2+ railyard effects freight movement out to 30 hexes from the yard. So, for example, connecting the Crimean railyards of Sevastopol, Yetpatoriya, and Feodosia helps move freight through the southern Ukraine to a depot in Zaporozhye. Even if your freight goes to Zaporozhye directly and not via the Crimea, it still gets the benefit of the Crimean "trains".
Connecting all level 2+ railyards captured in 1941 (and adding alt routes) is more important than letting the FBD's idle in super-depots in the first winter.
ORIGINAL: PeteJC How do you get a rail yard to a level 2. All of mine (including Kiev) say "(1)". How can I increase them? Should i not be concerned with the # in the parenthesis and just be concerned with the capacity number (i.e. 40,000)?
When you toggle Factory Location (Shift-L), you'll be able to read the railyard level in hex pop-up under "Production". In this case, Kiev railyard is producing "5" rail point (level 5); Also, the map would picture a slightly different color for each hex already having a railyard.
One can't increase railyard level. What you can read for Kiev "Railyard (1)" is not the level of the railyard, but the type of the depot. default is "(1)" but change for port's depot.
Depot types: type "1" -> Depot: Railyard (1) type "2" -> Depot: Import Port (2) type "3" -> Depot: Export Port (3)
And yes... it's confusing with Railyard's level... and freight priority level.
< Message edited by metaphore -- 10/7/2021 2:15:45 PM >