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PostPosted: Apr 01 2003 
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Brigadier Gen.

Joined: Jun 27 2002
Posts: 643
Location: Birmingham, England
"The cost of war" thread brought up this thought.

If there are insufficient people to work the industries, do the industries all work at a lower efficiency or can we specify certain industries to get their maximum quota (say oil production) and allow other industries to use whetever is left?

Another thing comes to mind. Imagine 2 large cities, some distance apart. City 1 has a lot of industry but insufficient manpower. City 2 has excess manpower. Would this excess manpower "commute every day" or move to city 1 (over time), or is the excess manpower assumed to be available wherever required.


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 Post subject:
PostPosted: Apr 01 2003 
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Major
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Joined: Jun 04 2002
Posts: 197
Location: England.
What about carpet bombing population centers, this would surely effect the enemy's production due to lack of people.


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 Post subject:
PostPosted: Apr 01 2003 
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General
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Joined: Jun 04 2002
Posts: 1470
Location: BattleGoat Studios
We don't necessarily deal with specific locations of a population to effect production. As long as you have enough population and infrastructure, the population moves around as needed (and no there are no SimCity traffic jams :smile: ).

As for carpet bombing and other fun stuff... Anything that effects your population (such as blowing them away :grin: ) will definitely effect your economy.


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PostPosted: Oct 06 2003 
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Warrant Officer

Joined: Oct 04 2003
Posts: 36
What about forced labor? Im thinking POW and political prisoners. Will this find its way into the game or is it too taboo?


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 Post subject:
PostPosted: Oct 08 2003 
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General
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Joined: Jun 04 2002
Posts: 2550
Location: BattleGoat Studios
Quote:
What about forced labor? Im thinking POW and political prisoners. Will this find its way into the game or is it too taboo?

I don't think we consider it too taboo. However, I think the overall effect of forced labour for POWs and prisoners would be very minor from an economic standpoint. Our design did intend to track POW and Refugee numbers, but that is a design element that might get dropped (again, it doesn't have a major game impact).

A more significant element might be forced labour from conquered lands, and this we don't really simulate yet; I guess the idea would be that factories in occupied territories would get paid much lower wages than homeland factories. But it would be difficult to represent in the game.

-- George.


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 Post subject:
PostPosted: Oct 26 2003 
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General

Joined: Jul 05 2002
Posts: 1053
I have heard from another thread that bombing cities will not only result in population loss but also in loss of overall morale.
Will the troops also suffer from this loss of morale (after all their houses are blown to pieces)?

Are there any other effects from bombing towns?

If a city is hit and the building that the people require to live are destroyed would mean the these buildings would have to be fixed or replaced.
And in turn this would mean that the people would be tied up reducing the available manpower (for industries and armies) even further.
Will this be simulated in the game?

In case of an massive assault,and especially in case of a nuclear attack a city would loose most or all of its hospitals leaving wounded and weary people without medical attention.
So after the initial attack (blast) a lot of people would perish.
Will this be simulated in the game?

Will fallout reduce the morale of the people if it rains down on the city?


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 Post subject:
PostPosted: Nov 04 2003 
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General

Joined: Jul 05 2002
Posts: 1053
Another thought:

"We don't necessarily deal with specific locations of a population to effect production"

But wouldnt that mean that you can build industrial complexes just anywhere?

Industry needs people to function and the people in question also have to live close.


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PostPosted: Jun 09 2005 
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Warrant Officer

Joined: Oct 04 2003
Posts: 36
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I don't think we consider it too taboo. However, I think the overall effect of forced labour for POWs and prisoners would be very minor from an economic standpoint.


The State government of Nazi Germany would certainly disagree


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 Post subject:
PostPosted: Jun 10 2005 
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Captain

Joined: May 19 2005
Posts: 118
Location: atlanta
Juergen wrote:
Another thought:

"We don't necessarily deal with specific locations of a population to effect production"

But wouldnt that mean that you can build industrial complexes just anywhere?

Industry needs people to function and the people in question also have to live close.


i asked a similure question awhile back and was told that you do not have to build industry or anything close to population centers

_________________
hi there


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