2.4.7. Production
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At least the production menu appears.
At first you must select an own city with a factory or barracks in a province which you are controlling since at least six months by right-clicking.

The production screen for the selected city appears.

It is build like the following example for the Russian city of Stalingrad:



Depending upon the type of the building in the city, a certain quantity of units for a certain maximum price (PP) can be constructed at the same time.
Therefore, underneath the lists the
sum and construction costs of the units are indicated, as well as in the following line the free capacity of buildable units and construction costs. Thus, expensive units with a long construction period (e.g. battle ships) block for many rounds a large capacity!

You can add new units to the list of constructions for this city by left-click on a unit picture in the left column. Every left-click it increases the quantity of the construction units, while right-click reduces it.

If you have specified the type of unit and the quantity, click on the O.K.-button to confirm the construction. The new units are transferred now to the building list of the city (second column), if the capacity and existing points of production (PP) are sufficient.

Now, you can click another type of unit for the building in the city in the blue column or leave the screen for the selected city with the button “close” down right.


If you have still cities and PP for production, you can now right-click on another city for further constructions or click on the Go” - button in the menu at the bottom left hand corner to finish your orders for this turn.


Exception for 6- or 12-month length scenarios:

In contrast to the full World War 2 scenario, all produced units are ready after one turn, but the prices of units with a longer build time are increased.


General reference to game mechanics:
One of the game's biggest value is the overview. All strengths are clearly visible without clicking on single unit boxes for necessary informations. This is the reason, that there is no experience value of the units yet. Instead, the different experience values of the armed forces of the nations are calculated into the
strength at game start and the available production points (PP). Ultimately the sum of a combat value of units multiplied by a experience value of x% would be just the same as a modified fighting strength from the beginning. But in this way, there is no need to click on every unit box for more information, no complicated troop movements because of selecting units with different experience values, and at least no problems with unhappy modifications in FPS battles !
For this reason, the
number of units at the start of the game and the available Production Points for Germany are 105% (decreasing down to 95% during the game process), for the Anglo-Americans are 80%, for the Russians and Axis-Minors are 66,6% (with the exception of Finland and the Italian units of the Axis Africa Army, here also 100%) in relation to historic accurate available numbers.


See also for this review at:

http://ww2total.com/WW2/History/Orders-of-Battle/Germany/fighting-power-Wehrmacht.htm