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Polls are now open for the 2nd Prime Minister Election! Members please refer to "Voting and Elections" for information. Polls close Friday May19th at 6PM EDT!

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kalev60
kalev60
Stockpile managemet and long term goals  A46QJoD
Scholar: wrote at least a guide
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Stockpile managemet and long term goals  Empty Stockpile managemet and long term goals

Tue Oct 18, 2016 12:36 pm
War resources are steel, aluminum, gasoline, and munitions.  This post does not address food or powerplant fuel.

Resource requirements are divided into three categories: minimum, recommended, and sell line.  Above the sell line, nations may choose to sell resources on the alliance market (internal system to be developed later)

Nations with 6 or fewer cities should see these numbers as something to aspire to rather than required.
Nations with 7 or more cities must begin to work towards meeting minimum levels.

Steel: (subtract your existing tank count from these numbers):
Stockpile managemet and long term goals  OLZQ8QD

Aluminum: (subtract your existing aircraft count multiplied by 3 from these numbers):
Stockpile managemet and long term goals  3AKG09k

Gasoline:
Stockpile managemet and long term goals  KRJbfyj

Munitions:
Stockpile managemet and long term goals  OaONBHV

For steel and aluminum: minimum is equal the amount of resource needed to build the max number of units and half max in rebuys.  Recommend is equal to the number of resources needed to buy the max number of units, plus max in rebuys.  Sell line is equal to the amount of resources needed to buy the max number of units, plus max in rebuys twice.  Nations with stockpiles above the sell line should feel comfortable selling excess resources on the alliance market (internal market program needs development)

For gasoline and munitions: minimum is equal to the amount of resources needed for two wars (6 ground attacks and 8 airstrikes, offense and defense, max units).  Recommended is equal to the number of resources needed for three wars.  Sell line is equal to the number of resources needed for four wars.

Keep in mind that it is highly likely you'll need even more resources than the sell line.  There is a reason that resource prices, especially steel, go through the roof during every war: no one ever has nearly enough on hand.  In a real fight, you'll need to rebuy far more units than just half your max, and you may be involved in far more than just four wars. Food and resources to power your plants and resource production stockpiles are necessary as well though these aren't addressed here. You'll need to plan to have enough resources to keep your nation afloat for many days/weeks.

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  Example:

  I have 195,000 Soldiers, 16,250 Tanks and 1170 Aircraft. To reach the recommended resource numbers for 13 Cities I would need:

  16250 Steel (32500 - 16250 Tanks on hand)
  3510 Aluminum (7020 - 1170 Aircraft on hand x 3)
  19890 Gasoline
  21294 Munitions

Ship numbers are left up to nation rulers because of how expensive ships are and the only use of them is not to get blockaded, plus the usual raider rarely does anything with ships.
From missiles and nukes, we don't consider them cost effective, defensive projects against them are all and good, but we don't see any member building their force around doing damage with only nukes and missiles, conventional warfare does more expensive infra damages and is just cheaper.
Militarizing your nations should come from deleting farms, food is cheap and most of you have lot of it, deleting civil or econ improvements to buy military should never happen, put your amazing production machines on hold even if deleting farms isn't enough.
Tables don't go over 15 cities because, well people who have been around for such time to build big nations should know by now what they need.
The resources to power your cities are also missing but they are kind of easy to figure out just look up your daily need on the revenue page, for example: my Uranium Mined -24 per day, to fight 2 rounds i'd need about 240 uranium.
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