No, i am an experienced gamer, my units are all understrength.
I am playing this against the computer for a bit to first, get an idea of the Soviets, (i have played 2 PBEM games as the Germans) and second to fool around with how replacements work. I had tons of understrength tank units set to 100% toe, on refit, no where near the front, on a railroad, have manpower, armaments, and squad shells, but would gain maybe 10 squads a turn when they were at 25% squad strength.
It does not seem to matter how many units i have on the map, the game does not seem to want to give me more than 150,000 to 160,000 men per turn.
I had rotated a couple rifle division armies off of the front in spring '42 since they were in horrible shape, put them on refit, and suddenly my cavalry corps, who were also off the line on refit stopped getting cav squads. I had been getting 60 or 70 cav squads a week, when i put a bunch of rifle divisions on refit i went down to 9 cav squads a week! Again, plenty of armaments and manpower.
I am an inveterate tinkerer and i would like to understand this replacement system.
Good, but there are still some question. U say u'r in 42 and ur units recieve 150k to 160k per turn. Now i dont know the frontlines in ur game. Reason i ask is that by 42 the manpower multiplier is 40. Assuming u havent lost a single manpower point u would get 40*3937 =157,8k per turn.
Well i assume u do have lost some territory. The historic summer 42 lines would give u around 2600*40=104k which ofc is less than 150k-160k So u might have a manpower pool build up, but it would be drained giving out 150k 160k per turn since it would be more than what i assume u get in. There are a number of other factors. Kickback from disabled, swicthing OOB for lower manpower ones freeing up manpower. Still doesnt explain that kinda differnece on the long term.
Since its an AI game and i dont suspect the AI of cheating by looking at the threads here. Couldnt u make a seperate thread, posting some pics about ur manpower production and its pool. Not the squad pool. Note here that u can switch pools and see what is in active pool, what is in transite pool and overall pool. I suspect, as default is the overall pool, that a number of ppl dont realize the effect of this. They look at pool and think its what they have to use right here and now. Thats not alwasy the case. At times, tho far from all the time, the overall figur is actually the same as what is in the transit pool, leaving 0 in the active pool.
As too tank divs give a detail pic of one of those that seemingly wont recieve replacements. When u say it has 25% ToE do u mean over all or for inf type portions of the div. U could possibly have a div with full inf but lacking all tanks being low in ToE but not cause of a lack of manpower but tanks/combat vehicles.
< Message edited by Walloc -- 7/28/2012 10:09:48 PM >