RUS game mechanics - Chapter 3: Special operations and ressource options
This Chapter could also be titled "ressource gathering"; the objective is to take a closer look at the options crucial to the maintenance and possibly expansion of the army. Basically there are three main tools:
1. Partial mobilization (ledger - F3): The tooltip explains most that is to know about this option. Some information is missing or even wrong though:
- The output of this option depends on NM; there are three different levels:
< 80 NM: low return
< 120 NM: medium return
120 NM or more: big return
- The option is available more often than the tooltip suggests: it's not once or twice a year but rather every six turns.
- The amount of replacements (which differ between factions). Here are the numbers for the Siberians:
low NM: 1 line infantry, 4 militia, 1 cavalry
medium NM: 2 line infantry, 5 militia, 1 light infantry, 1 cavalry
high NM: 3 line infantry, 8 militia, 2 light infantry, 2 cavalry
Since all factions pay the same for partial mobilization but the returns are highly different (the Siberians get only ~25% of the conscripts the Reds receive), partial mobilization is a lot more powerful for the Bolsheviks than the Siberians (the reason for these vast differences is obviously game balance). But even for the Siberians it is still one of the most powerful options and should be taken whenever possible.
As an unwelcome sideeffect the differentiated returns further strengthen the winning side. While it makes sense that people are reluctant to join a losing cause, it only increases imbalances in the game.
2. Raise more money (ledger F6): In this case the tooltip is completely accurate: printing money costs 10 EP and 2 NM. The return is 200 rubbles. Early in a campaign it is usually the first option I use. Its proceeds pay for the first increase of my railway capacity. The option comes with a nasty downside though: + 5 inflation each time it is used. This means every unit built, every replacement chit bought will cost 5% more money in the future. Obviously frequent use of this option can undermine an economy. That is why I favour requisitions and use the money printing option only once or twice in the early stages of a campaign. Should the war however go badly, such reluctance has to be abandonned quickly.
3. Special operations (ledger F 7):
- Conditions: 51% military control and 50% loyalty in the capital region (the region named in parentheses behind the name of the area). If the military control drops below 51% the operation is automatically cancelled.
- Output: 100 money and 8 war suplies. However, this is only a base value. I am not sure what exactly the modifying factor is - my guess would be it's the size of the main city. As a result Moskwa has the highest possible returns: 115 money, 9 war supplies; while Volhynian in Western Russia only gives 102 rubbles and 8 war supplies.
- Cost: loyalty (how it is exactly calculated is beyond me).
- The conditions are the same as for requisitions.
- Output: 120 conscripts. Again this number is modified (Moskwa gives 138 conscripts, Volhynian only 122).
Obviously requisitions are more important; conscripts can be raised by other methods (partial mobilization, recruit party members or prisoners). The only alternative way to gain money is the raise money option which is harmful in the long term. Moreover, all sides get every turn considerably more conscripts from their cities than money.
- Cost: 5 rubbles + loyalty (conscription only causes 2/3 of the loyalty losses of requisition, though).