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Reports Reference

Word War III provides you with easy-to-access information on all relevant facets of the game. The data is consolidated on the Reports Control Panel, brought up by clicking one of the four report buttons attached to the minimap. There are four main types of reports:

Not all reports are essential, or even necessary, for winning the game. It is nice however to know the information is there, should you want to see it. Below, we will explain the four types of reports, and take note of those that are most commonly used.

Time History Reports (Graph Button)

Time reports show the history of different settlement parameters over the most recent 45 days of game time (about 45 minutes of real time). They are organized in four categories, accessible through clickable selectors on the Report Control Panel:

Time reports, inventory
Time report, inventory position for parts. Spikes are due to construction activity.

There is an inventory history graph for each material in the game. You will be commonly looking at inventories of strategic goods such as parts, and checking out for shortages or capacity constraints. You may also want to check out intermediate materials, such as aluminum, to see whether there are parts of your industrial supply chain that are clogged or starved.

Time reports, asset counts
Time report, military building count. We have been beefing up at a good clip.

Asset count graphs show how the evolution of your building and robot counts over time. They also show the daily count of some events, such as number of maintenance visits. This information may not be of vital significance, but is there should you be inclined to investigate.

Time repors, supply vs demand
Time report, supply (green) vs demand (red) for parts. We consume pretty much all we produce. The yellow line is the fraction of demand that is used for maintenance. We clearly produce more than we need for maintenance, although the latter is increasing due to inflation. It seems that most parts are used for construction and trade.

Production vs Consumption histories are available for each material in the game, and are very useful. They show total production and consumption (from all sources) over a running seven game day period. For strategic goods used in maintenance, the graph will also show the weekly consumption for maintenance only. You will be commonly looking out for chronic deficits and escalating maintenance use.

Time reports, performance stats
Time report, performance, robot charge. So far, we are keeping our robots in reasonably good shape. Make sure this line does not dip too much...

Last but not least, you have the histories of several important performance metrics. You will be commonly looking at your maintenance level and power supply-demand trends. Other metrics, such as factory idle time and haulage distance are great indicators of your settlement efficiency, and of letter mix/placement quality. The efficiency graphs will give you an idea of when to build utility letters such as U, V and Y.

Military metrics show your combat performance over time. The "hit rate" is the fraction of times that a zapper beam hits its target. The "fatal rate" is the fraction of times such a hit results in target destruction. The "casualty ratio" shows how many robots of theirs you have destroyed for each robot of yours that is lost (a value of 0.0 means that you are even). A weak but more efficient combatant often wins in the end. You can boost these statistics by having a higher voltage and better-maintained robots.

Competitive and Comparison Reports (Bars Button)

Comparison reports show your status relative to your opponents at the present time. They are organized in three categories, accessible through clickable selectors on the Report Control Panel:

Competitor report, counts
Competitive report, assets. We have slightly more buildings than the competitor. We can narrow this down by category to see where we are the strongest and weakest.

Some things about your opponent settlement are easy to see. The game counts them for you and you can see how you stack up. Bar graphs comparing buildings and military assets are especially useful. You can also infer some deeper things such as your opponent letter mix and letter/robot ratios.

Competitor report, performance scores
Competitive report, performance. We have a slightly weaker military score. Time to look at other comparisons to see why we are weaker. If your opponent gets much stronger, they may launch an attack...

Unfortunately, your opponent is secretive about internal performance metrics such as voltage or economic output. Never mind, your AI advisor can still make a guess and provide you with an estimated score for each player. There are three such scores - military, economic, and efficiency - ranging from 0 to 10. A score gap of 1.5 or more indicates a significant advantage. There are also some events, such as missions and casualties, that are easily counted. The game does this for you and shows you with some pretty useful comparisons along these lines.

Performance report, inflation
Performance report, inflation. The blue line shows the inflation penalty as function of settlement size. The red dot is us - we are doing better than the average. This is due to the presence of utility buildings (U,V,Y).

Power and inflation benchmark reports are different from the bar and time graphs above. They may appear a bit cryptic at first, but their information is very useful. The power report shows you electricity production and usage, in total and by category. You can see how much power capacity you have in reserve (if any), whether you are running short on fuel, and how maintenance is impacting your overall power generation capability.

The inflation report is even more useful. Remember that inflation is the overall deterioration in output, maintenance cost, and efficiency as your settlement gets larger. The blue line shows how bad things get as a function of building count for a generic settlement (at 100% repair status, with no utilities). You can see that inflation really starts to kick when your settlement grows to 60 or more buildings. The inflation penalty for a settlement of 100 buildings is about 600%. This means that the overall cost for running such a settlement PER BUILDING is six times more than that of a very small settlement of say 10 buildings. Of course, you cannot do much with 10 buildings... so there is the rub.

The blinking dot shows how your settlement measures against this generic benchmark. Utility building (U,V,Y) combat inflation and will push you below the blue line (good). Poor maintenance exacerbates the effect of inflation and will push you above. Of course, at some point, the benefit of having many U,V, and Ys is outweighed by their cost. The control panel of each utility building shows you the incremental benefit of the next additional one - you have to be the judge of whether it is worth it.

Budget Report (game version 2.7 and later)

The Budget Report may seem to cram many numbers on one page, but it can be very useful. For each of the game strategic materials, it shows you how much you have produced and consumed over the last 30 game days, and where.

Settlement budget, an essential info
Budget report. Many numbers indeed, but they tell you whether you make enough goods to meet your needs. They also tell you where to cut if necessary.

It is OK to consume most of your production, if the use is for construction. It is not OK if maintenance takes up most of your production. It is even worse if many of your needs are met by trade, because the 50% trade waste is pure loss. If the net production/consumption balances add up to something negative, you are burning through your stocks and your settlement is in danger of economic stall.

The game will alert you if it seems there is a danger of imminent economic stall. Such alerts, and more, can be found in the Alerts and Hints Report.