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