apart from unlocking the synth factories. one of which produces 1 rubber and 2 oil iirc. will the subsequent techs improve those numbers, or what else do they do?
Perhaps make them more efficient? Instead of 1 rubber and 2 oil it could be 2 rubber and 4 oil?
edit: found it on second video at 3:23, but sorry only says: Level2 in oil production
Just as with Radar it allows you to extend your oil refineries. Both Radar and Synth Oil Plants have 5 levels, with each tech unlocking an extra level. That means you can have 5 oil plants or radars in one state if you have all 5 levels researched. If you only have 2 researched you can only build 2 per state.
you could of course simply built 1 refinery in each state, but that will of course block off an building slot, which could otherwise be used for factories, docks, reactors or rocket sites.So if I never research level II and put 1 refinery each in every state (provided i have enough land) it has the same effect .... hm,not so hot, unless a level5 refinery only takes one factory slot instead of 5.
edit: or does it even take a "slot" like other factories do ?
So if I never research level II and put 1 refinery each in every state (provided i have enough land) it has the same effect .... hm,not so hot, unless a level5 refinery only takes one factory slot instead of 5.
I agreeI really dont think that synthetic oils should ever increase from giving 3 resources. Otherwise it will be more effective than simply trading for the resources and that is really silly. If you play the diplomacy game and secure sources you can buy natural oil/rubber from that should always be better than synthetics.
I really dont think that synthetic oils should ever increase from giving 3 resources. Otherwise it will be more effective than simply trading for the resources and that is really silly. If you play the diplomacy game and secure sources you can buy natural oil/rubber from that should always be better than synthetics.
It all depends on game balance. In order to have a synthetic factory, you have to sacrifice a factory slot and you also need to commit your civilian production lines to the effort. So there is a lot more front end investment that needs return. Even at 4 resources per factory, it is not as good as trade.
Whether it is worth investing in synthetic factories is based on the countries situation. Germany or Italy, with a Naval/Trade blockade enforced by the UK/US, would rate this investment different from France being backed by the UK/US.
Agreed. My point was simply that the impact on civilian industry needed to be taken into account when determining game balance and it could be possible to have the factory produce 4 materials.
Likewise, the gain/loss on military factories needs to be taken into account. At 3 resources per synthetic factory and a 33% penalty for missing resource, it may be better to just transfer the civilian factory to a military factory and make up the production loss that way.
3. Also forgot to mention that there is a tool tip saying that gearing rate does not increase without resources. So starting a 1936 fighter line at game start without rubber doesn't accomplish much. You not only produce little, you don't increase over time. So the challenge early game is figuring out how to use your civilian factories. Keep them producing factories or trade them for resources?
But didn't you quote a tool tip in another thread that you do not gain gearing bonus if you do not have the required resources at all?
Thus if you do not have any resources, even some very expensive synthetic resources will be very useful for your production, or not?
Ok. Thank you. I must have missed that.I did point out that tool tip from WWW#1. I also later posted a comment retracting that information. There is no way Germany can achive the production capacity in later WWWs (4-6) if that rule is applied. I believe it was a feature removed due to balance issues.