gbs
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What do I do in the Interphase?

Mon Dec 22, 2008 5:42 pm

Played my first one this moroning as CA..the winter interphase after Nov-Dec 1914. It designated Interphase at the bottom right but no boxes became active. It seemed like any ordinary turn to me. Deplomacy, events etc..I thought we could redeploy armys and make command changes during these but there is no indication as to how. Is redeployment of whole armys done by drag and drop? Also where are the Generals? I wish this game had a step by step "how to" listing.
None of my Grand HQs have commanders. Where can I find generals to place there. Also I have some 13 Armys and very few generals. Where are they and how do I asign them to an army?
With 1.05c I will most likely start over. This first attempt at the campaign is a learning experience anyway.

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Tamas
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Mon Dec 22, 2008 5:54 pm

There is a separate Redeployment phase to "teleport" your units on friendly territory.

During an Interphase you (in order of the buttons in the top row): build new units, set ammunition production for the next season. Also, I always check tech research at this time.

Bern
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Mon Dec 22, 2008 7:01 pm

I must say I do like gbs idea of a 'step by step how to'. The game does in fact become a lot clearer after several attempts but just getting going can be a quite daunting experience. I'm rather hoping that the revised manual will have something like a checklist of actions to be taken in the various phases. There's nothing like a bit of hand holding :)

Bern

gbs
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Mon Dec 22, 2008 7:50 pm

Tamas wrote:There is a separate Redeployment phase to "teleport" your units on friendly territory.

During an Interphase you (in order of the buttons in the top row): build new units, set ammunition production for the next season. Also, I always check tech research at this time.


I thought you could do these things at the end of every turn?????

What about the Generals? Where are they and how do I attach them to an army?

As you can see. I'm pretty confused.

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Le Ricain
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Mon Dec 22, 2008 7:51 pm

Bern wrote:I must say I do like gbs idea of a 'step by step how to'. The game does in fact become a lot clearer after several attempts but just getting going can be a quite daunting experience. I'm rather hoping that the revised manual will have something like a checklist of actions to be taken in the various phases. There's nothing like a bit of hand holding :)

Bern


Is this the sound of someone volunteering?? :D
[SIGPIC][/SIGPIC]

'Nous voilà, Lafayette'

Colonel C.E. Stanton, aide to A.E.F. commander John 'Black Jack' Pershing, upon the landing of the first US troops in France 1917

Bern
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Mon Dec 22, 2008 8:42 pm

I reckon we should have somebody competent to write up a step by step. Then someone incompetent to read it. I am by far much suited to the second task for which I would willingly volunteer :confused: .

Bern

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dougbush93
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What to do in the interphase

Tue Dec 23, 2008 6:24 pm

Here's a quick list of things to do during the interphase, and some suggestions:

1. Set Political Events (click on flag)
2. Set Munitions Production (click on munitions)
3. Set Tech Investment (click on techs)
4. Set Production (click on RPs)


Political Events

You have to select your political events for the interphase, which are attempted at the end when you click "go to next phase". The higher your NW, the more events you can attempt. In the boardgame, the key to success % is your current Parliament Level for most events.

Of the choices, these are some routine ones:

-New Leader: a new general from the general pool, no reason to not try it every turn

-War Loan: extra $ from lenders abroad, usually a good chance of success

-Conscripts: gives you extra RP, but you can only do this event 5 times in the entire game. Might be something to try before the summer, when there will be more combat, or you can try it when you are hurting on RP

-Improve NW: +1NW if you succeed, no penalty if you fail. You can pick it twice per interphase. This event, however, triggers at the end of the first turn AFTER the interphase, not at the end of the interphase. I think it is also one of the events you can pick during a regular turn.

-Military Cooperation: increases the chance of coordinating armies from different nations. Only seems to matter if you are playing using army-by-army activation (like the boardgame). Maybe this allows you to also use reserves between different nationalities though? That is handy even when playing in WEGO mode, especially for Germans/AH in the East and French/Brits in the West. Even if the event isn't relevant for WEGO mode, it is still an easy +1NW.

-Improve Parliament: One of the critical events in the game. If your Parliament level is below +2, you should always attempt this event. Your Parliament level is shown in the upper left corner on that display that looks like a fuel gauge. On the gauge, right is good, left is bad.

-Improve War Economy: Probably the most important events you can try early in the game. This gives you more production $ to buy stuff in the next interphase, and more active munition sites. The downside of this event is the -4NW if you succeed, so don't pick it without also picking some other events that increase NW if they succeed. You can also pick this event 2 times per interphase, but if you do be sure you can absorb the potential -8NW hit.

-Expeditionary Forces: allows you, in theory, to send one Army to a secondary theater. This is normally used only by the Germans to send the GE XI "Sud" Army to the Balkans or the Italian Front, although it appears you could try to send them to help the Turks as well. Brits don't need to use this event to send armies around, they can send their armies anywhere. French sometimes use this event to send FR VIII Army to Salonika, or elsewhere. I haven't tried any of these events, so I'm not sure if they actually work.

Those are the most common events you'll choose. Some of the others (Coup in Greece or D'annunzio (spelling?) are nation specific, and seem pretty self-explanatory. I've seen the AI try both.

Munitions Production

Click on the munitions button and move the slider to the number of munitions per turn you want to produce. The cost should show up on the ledger when you are done.

Here's the trick: the number of munitions you can produce is limited by how many munition production sites you have in operation (determined by your civilian production level, lower civ prod = more sites doing munitions) and your munitions multiplier (also determined by civ prod, with lower civ prod = better munitions multiplier). Mun multiplier is how many shells each active site can do each turn.

Example: Germans are down to Civ Production level 6, so they have 8 sites in operation and a multiplier of x2. So, max munitions production is 16 per turn, although you could set the slider below that. In general, you never have enough munitions, so usually you'll want to max this out. The problem is the slider in the game is NOT limited by your civ production, so it will let you set it at a higher level than you can actually produce. Needs to be fixed at some point. In the meantime, here is a cheat sheet:

Germany:

Civ Prod 8 = Max 7 / turn
Civ Prod 7 = Max 7 / turn
Civ Prod 6 = Max 16 / turn
Civ Prod 5 = Max 18 / turn
Civ Prod 4 = Max 25 / turn
Civ Prod 3 = Max 25 / turn
Civ Prod 2 = Max 25 / turn
Civ Prod 1 = Max 25 / turn
Civ Prod 0 = Max 25 / turn

Notice that the Germans max out at 25 / turn at Civ Prod level 4. For munitions purposes, there is no reason to lower Civ Prod below this level, unless you lose control of a munitions production site or two. For the Germans, if that happens the game is probably over anyway though. You still might want a lower Civ Prod for the extra EP per turn.

Austria-Hungary

Civ Prod 8 = Max 2 / turn
Civ Prod 7 = Max 2 / turn
Civ Prod 6 = Max 6 / turn
Civ Prod 5 = Max 8 / turn
Civ Prod 4 = Max 12 / turn
Civ Prod 3 = Max 12 / turn
Civ Prod 2 = Max 16 / turn
Civ Prod 1 = Max 16 / turn
Civ Prod 0 = Max 20 / turn

Given the other problems the AH have in the game, getting their Civ Prod down below 3 would be pretty rare (things would need to be going VERY well for the CP), so your sweet spot with AH is probably Civ Prod level 4.

More to follow, I have to break out the French / Brit production charts from the boardgame, which are faithfully mirrored in computer LGG, if you look in the mod excel files.

Doug

tagwyn
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Manual?

Wed Dec 24, 2008 12:46 am

Boy, do we need a manual or what? t :bonk: :cuit:

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PhilThib
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Wed Dec 24, 2008 11:06 am

The manual is coming... like the Cossacks ! ;) I am still busy on it...
Image

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dougbush93
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Entente Munitions Production

Wed Dec 24, 2008 3:41 pm

Continuing the cheat sheet on munitions:

Britain

Civ Prod / Max Munitions
9 / 3
8 / 3
7 / 3
6 / 6
5 / 6
4 / 9
3 / 12
2 / 16
1 / 16
0 / 20

France

Civ Prod / Max Munitions
7 / 3
6 / 8
5 / 10
4 / 15
3 / 15
2 / 20
1 / 20
0 / 21

Russia

Civ Prod / Max Munitions
6 / 2
5 / 4
4 / 6
3 / 9
2 / 9
1 / 12
0 / 15

However, there are some big wrinkles in all of the above:

a) Use of USA munitions production sites by any of the three powers allows them to produce more than they can with just domestic production, the above limits do not account for this b/c I'm not sure how that works in computer LGG, so these are rough guides

b) The French sometimes lose one (Lille) or two (Lille and Reims) munitions sites if the Germans go with the Schlieffen plan, so without the USA to help, French shell production does not ramp up as easily as is shown on the above chart.

c) Notice how slow the Brits ramp up? Again, without US help, which often goes to the French or Russians instead, the Brits don't really get cranked up enough to support all its armies until 1916.

Hope this helps a bit until the manual is out.

Doug

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dougbush93
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Interphase Tech Investment

Wed Dec 24, 2008 3:43 pm

This one is easy:

CP: Set Germany to 30, AH to 10

ENT: Set England to 20, FR to 15, RU to 5

You can get techs without this investment, but you don't make progress as quickly. It is generally a wise investment. You want to do this before you do production so you don't spend all your EP and have to go back and cancel some buys.

-Doug

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Tamas
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Wed Dec 24, 2008 3:53 pm

Thank you Doug for taking the time for this, excellent stuff. :)

tagwyn
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Wed Dec 24, 2008 4:53 pm

Ditto!

razorbackjac
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Thanks

Wed Dec 24, 2008 6:39 pm

tagwyn wrote:Ditto!


This helped alot! Thank ya :thumbsup:

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