Reaching for Resource Points
By Frank Chadwick
The ETO Production system is based on the expenditure of Resource Points (RPs). Although they are spent down turn-by-turn (up to a limit of 10% of that RP's reserve or 2, whichever is greater), they are produced (and added to their RP pool) Seasonally.
There are three types of RPs in ETO, as listed here:
Manpower: Personnel points (PPs) produced by urban population centers
Equipment: Equipment points (EPs) produced by industrial centers
Fuel: Fuel points (FPs) produced at Oil resource areas.
These are described in greater detail below:
Every year, a nation generates new military service manpower equal to about 2% of its total population. It cannot continue to generate that sort of surplus forever (in part, because it is always losing some manpower through natural attrition), but in wartime combat attrition dwarfs natural attrition. In addition, the game does not go on forever, so we don’t have to make a model that works beyond the timespan of the game.
Each population center (a uniformed person icon on the map) represents an aggregate national population of 10 million.
Each 10 million population produces up to 200,000 men of military age per year.
Each PP represents 25,000 inductees.
Therefore, each population center in the game generates 2 PPs per Season while at war; peacetime/hindered/scathed production is half that (see its rules below).
Each Medium (Corps) size Infantry type unit typically costs 2 PPs to build from scratch to full strength, or 1 PP to build at reduced strength or to replace from reduced strength to full strength.
Some economies are not quite as robust (see the Personnel Problems rule below):
[544.1.1] Personnel Problems:
Various problems can hinder PP production:
Enemies: A conquered Personnel city produces nothing for its captor.
Hindered: Various problems (i.e., low population or insufficient labor mechanization) hinder a nation’s PP production for its armed forces.
When Working, the Personnel cities of these nations produce only 1 PP each Season (instead of 2 which non-hindered nations produce) and, when Scathed, 1/2 PP: Bulgaria, Croatia, Holland, Iran, Italy*, and Yugoslavia. *This is because Italy had a very poorly mechanized (i.e., labor-intensive) economy plus it has large numbers of personnel tied down in paramilitary units (i.e., the Fascist Militia and the Frontier Guards) and these produced very little combat power.