So, what do you actually need in your capital to build a successful war machine? The short answer: everything.
Your infantry needs food rations – you'll produce them in your factories. Your tanks need shells – you'll manufacture them in your Munitions factories. Your bombers need kerosene – you'll refine it in Refineries. Of course, you'll need plenty of raw and refined resources beforehand to even get to final products. And workforce... don't forget about the workforce to actually do all that work.
Then, once you deploy your new troops to the battlefield, you'll need to produce even more because armies consume vast amounts of supplies to operate efficiently. Remember: logistics wins wars. Simply spamming army units won't cut it. They'll be out of ammo, luck, and life before you know it.
Something we haven't explored in detail in any of our previous blogs is combat – the calculus of it. Don’t worry, I'm not going to bore you with the actual maths (that would be wrong on sooooo many levels). Instead, here’s a quick rundown of what you should keep in mind when assessing a potential battle. A checklist of sorts of what should be taken into account:
- [b]Quantity[/b] – Of course. Sending eight units instead of one will make a difference. Let's not kid ourselves.
- [b]Veterancy[/b] – The experience level of the units involved. More experienced troops perform better: higher attack power, better defense, at the same supply expenses.
- [b]Unit tier[/b] – It's difficult to beat technological progress. More advanced units are more deadly. Simple as that.
- [b]Terrain characteristics[/b] – Where will you be fighting? An urban jungle or an open field? The difference is [b]massive[/b].
- [b]Supply state[/b] – Is your army well-supplied, or are they scrounging for bullets and sharing a rifle between ten infantrymen? Supply chains matter!
- [b]Leader[/b] – Not you, in this case, but the army general. How experienced is your general? What traits have they acquired during their service? Passive bonuses gained via traits can make a huge difference.
- [b]Enemy[/b] – Who are you fighting? Are you sure you want to send an army packed with infantry units against a squadron of bombers?
- Starting in Europe, Asia, or Africa gives you the most opportunities to spread your influence, but you will face the most opposition as well.
- On the flip side, starting in Australia means you’ll have fewer early threats, but you’ll also have a harder time leaving the home-shores. To transfer your armies across the seas, you’ll need to make some significant development, both in technology and industry. But yeah… you’ll be quite a bit safer in the beginning at least.
We’ll also be streaming today at 7:00 PM, feel free to tune in on [url=https://www.twitch.tv/overseer_games_publishing]Twitch[/url] or here on Steam if you like what you see and want to hear more!
More dev diaries are coming up until launch! Join [url=https://www.reddit.com/r/Kaiserpunk/]Reddit[/url] and [url=https://discord.com/invite/YzwT98c5CY]Discord[/url] to chat more about Kaiserpunk.
Until next time - Stay well everyone!
Overseer Games