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A nation which is engaged in a war may go to war-economy, putting its industry on war-footing. The immediate effect is to increase by 50% the output of all factories, both as regards war-materials and infrastructure-points. This represents the temporary conversion of civilian industry into war-industry, as well as the heightened tempo at existing war-industry. Putting the industry on war-footing affects all factories, it cannot be partial.
When a player decides to put the industry of his country on warfooting, he makes the announcement in its quarterly report; the economy will be on a war-footing two quarters after the quarter the report was made. Scaling down is immediate, and announced in the same quarter the economy is back at peacetime levels.
If war-economy is maintained for more than two quarters running, OR if if the industry is placed on war-footing several times successive without interval between each instance of at least twice the length of the instance of war-economy preceding each interval, the industry will be worn when the economy scales down to peace-time levels. Example: the Kingdom of Nordmark returns its economy to peacetime-levels after having spent the first two quarters of 1930 on warfooting. At the beginning of the fourth quarter of 1930, Nordmark announces it again will go to war-economy, which happens at the beginning of second quarter of 1931. At the beginning of the fourth quarter 1931, Nordmark again returns to peace-economy, but this time with its factories working only at 90% efficiency - while each period of war-economy was short enough to not incur a penalty, the interval between the two periods of war-economy was not at least twice the length of the first period of war-economy.
Worn factories operate at 90% of normal output, until necessary repairs are carried out. If worn factories are put on warfooting again, the increased industrial output will be calculated from the worn factories' efficiency, not the normal efficience, and any penalty for further wear and tear are cumulative with earlier penalties. Example: In the third quarter of 1918, Nordmark requires 4984 tons of material. Normally this would require 5 factories to produces, but at 90% efficiency, 5 factories produce 4500 tons, and so a sixth factory must be brought in. Thus, instead of 1.3 points, Nordmark gets points from one factory less, and only 0.09 points from each factory: 1.08 points
Reparairing factories costs less than building new ones - it costs 0.5 infrastructure-point to repair a factory which is at 90% efficiency. Example: After having spent two year on war-footing in World War 1, Nordmark returns to peace-footing. Its 18 factories now only can produce 0.09 infrastructure-points per quarter, until they have been repaired. This will cost Nordmark 9 infrastructure-points. Factories can be repaired one at a time, so that instead of applying a fractional value per quarter, one can repair as many factories fully up as is possible, before moving on to the next. As such, Nordmark in the last quarter of 1918, in between some other projects, manages to repair 3 factories, then in the next six quarters manages to repair 2, 3, 2, 4, 2 and 2 factories respectively, thus having all 18 factories back up to working condition in time for the third quarter of 1920.
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Maybe somewhat should put things together first. I support this proposal on war-time production for example but I´m still not sure how a rule regarding building ships faster should look like.
This post has been edited 1 times, last edit by "Ithekro" (Feb 7th 2007, 7:14pm)
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