The AEM1932. I actually did forget this was what we were using, lol. Haven't we been making ships all this time? Are we just manufacturing floating weapons platforms? Yikes. Could be a bigger mess-up than we think.
Nope, they're using other engines. At least, as far as I know.
Pi asked me a question via PM, but as it is rather important to the game I am going to post sections of it here.
Namely, the part on production capabilities of the M-1/MM1934.
...200 for a standard generic factory, 300 for a small arms line, and 100 for a totally different factory. So specialized factories have a bonus of 50% and non-related ones of -50%
And, as a preview on what I'm doing, here's the automated summary for 1933.5:
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TURN 2: 1933.5
Industry assignments:
Large Workshop
Large Workshop 0 (small-arms): RM1891 (200 per round)
Large Workshop 1 (small-arms): 7.62x54mm rounds (1 per round)
Large Factory 1
Large Factory 1 0 (None): retool
Large Factory 1 1 (None): retool
Large Factory 1 2 (None): retool
Large Factory 2
Large Factory 2 0 (None): retool
Large Factory 2 1 (None): retool
Large Factory 2 2 (None): retool
Medium Vehicle Factory
Medium Vehicle Factory 0 (vehicle): retool
Industry production:
7.62x54mm rounds: 1.5
RM1891: 300.0
Stocks:
RM1891: 2000
RM1891: 2000
7.62x54mm rounds: 1.5
SM1895: 550
Karp-class submarine: 1
MM1911: 50
T-18 light tank: 6
T-18 gun: 0
T-18 engine: 0
Ofery-class destroyer: 1
CDV M1933: 1
SDE M1933: 4
Ray Class HSCS: 1
It's going to be slow to write everything up, and the code is a mess, but it works.
Yes it was.
Alright cool, so let's just plant some 40mm AA guns and some HiLo's. Easy.
Agreed.
Also, let me think about proposals. What do we have, what do we need?
Generally speaking, we have four teams available. One naval, one aero, one gun engineering and one electronics team. This suggests we pick a naval design, fix the plane (or construct another one), possibly build a gun, and do something with electronics.
Dammit, coleslaw, you were faster! I've used my own proposals to add to yours.D4: Search radar Mk. 1Our first radar. Uses a rotating antenna (5rpm) to fix both sea and air targets. The range goal is about 50-150km for planes (dependant on altitude and size) and about 40kms for surface targets. Since it's a search radar, accuracy is not that important, with a goal of about 100 meters. Keeping the weight under two tons should be doable.
D3.2: POAC redesignThe POAC system is fairly easy to modify. So, let's do that. First priority is to updrade the POAC to Mk. 2 standards. This mostly means including the radio. If possible, make the armour changeable.
Afterwards, concentrate on the following variants (in order of priority):
- Command: POAC-LC, include space for bigger radio.
- Mortar Carrier: POAC-LM, include ammo rack and mortar (EAM 1932) mount
- Logistics: POAC-LL. Exclude everything but cargo space (well, keep the engine, driver etc...) and remove as much of the armour as possible.
- Anti-Tank: POAC-LA. Mount a HiLo cannon in a fixed configuration.
If anyone has other ideas, feel free to include them.
Also, Aseaheru: Why did the plane include only 60 shots for the cannons? Is there another reason but low rolls?Construction C4: C/C facilitiesConstruct, on or near the peaks of our islands, radio/radar stations. Include anti-air defenses (20mm, 40mm, 105mm) and some defensive bunkers.
You're all too faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaast!Designs
D1 Fire storm interceptor
D2 Splinter Vest
D3.1 Minor redesign of the POAC
D3.2 Minor redesign and variants of the POAC
D4 RADAR system
Construct
C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.
C2: One two-Line Munitions Factory
C3: One two-line Large Arms Factory
C3.1: Two two-line Large Arms Factories
C4: Radar stations
Acquire
A1: Acquire sea mines for development of our own.
Other
F1: Coleslaw's factory plan