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Introduction
Production is defined in Exp:WW2 as the process of creating means
for various ends. You may think about the production of raw materials,
such as oil, food or iron ore. But think also about the production of
fuel, steel, ships, tanks, and even complete military units.
Forming Units
The ultimate goal of the production process in Exp:WW2 is
the forming of military units capable of winning wars.
Designing Unit Classes
It's possible for you to design your own Unit Classes in Exp:WW2.
You may do this by using pre-defined Unit Elements. These come
in two flavors: combat and support elements. Combat elements can take
direct hits during combat, while support elements increase the combat
effectiveness of a unit.
When designing a unit class, you simply add combat and support
elements to the new unit class. All the firepower and other attributes
will then be added up and this will constitute the total combat
effectiveness of the new unit class. You will also be informed of the
cost of your design, in terms of personnel and weaponry. So, adding
more Headquarters (HQ elements) to your unit class, will give you
an organizational advantage, but will also mean an increased demand
for (expensive) officers.
Each Unit Class may be given a supply priority. This makes it possible
for you to give priority to your elite units, such as the British commandos,
or the German Waffen-SS. In practice it means these units are the first
to be supplied and the first to receive new equipment. Low priority could
best be given to local defense volunteers, such as the British Home Guard,
the German Volkssturm, the American National Guard, or the Soviet Militia.
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