Bill101 Posted June 4, 2013 Author Share Posted June 4, 2013 How the Research System Works This section describes the maths behind researching upgrades, inspired by the recent discussion with Ashes Fall on this forum. A) Progression every Turn In all the WWI campaigns, the base % progress per chit invested per turn is as follows: To attain: Level 1 = 6% Level 2 = 6% Level 3 = 5% Level 4 = 4% Level 5 = 2% In 1939 Storm over Europe, the base % progress per chit per turn is as follows: To attain: Level 1 = 5% Level 2 = 4% Level 3 = 3% Level 4 = 2% Level 5 = 1% The actual increment per turn will be a random number based on the % chance you have each turn relative to the number of chits invested. So, as an example, if you have 1 chit at 6% each then you will have a 3 -> 9% increment towards 100% per turn. If you have 2 chits for a total of 12% then you will have a 6 -> 18% increment towards 100% per turn. Each chit makes progress every turn from 0-100%, and once you reach 100% you will automatically achieve a research breakthrough, taking you to the next level in that category. Research Breakthroughs! Once your research has progressed to a 30% threshold, there is a chance per turn of achieving a research breakthrough and attaining the next level. The chance of a breakthrough is based on the number of chits invested multiplied by the % chance of progressing per turn. Progression in A) is variable, whereas the chance of a research breakthrough once the 30% threshold has been reached isn’t. For example: once you have reached 30%, 1 chit @ 6% gives you a 6% chance every turn that you might get a hit and achieve a research breakthrough, i.e. attain the next level. This way, you may not have to wait until research has progressed all the way to 100%, but you do have to wait a few turns at least for it to reach 30%. Viewing Progress To view the current research progression a tool tip in the RESEARCH dialog will show your % advancement when hovering with the mouse above an invested research item. Progressing to the Next Level Research will advance a level for whichever is achieved first, either A) reaches 100% or there is an early breakthrough once A is above 30%. While progression varies per turn, the chance of a breakthrough does not. So if you have 1 chit invested to research a level 1 technology at 6% a turn, and the enemy has not yet researched that level, then progression will be 3 – 9% per turn, but the chance of a breakthrough once the 30% threshold has been passed will be 6% a turn. Intelligence and Research Each new level of Intelligence research increases your own research bonus by 1% and decreases your opponent's bonus by 1%. If the enemy's intelligence level is higher than yours, then it will just negate your own intelligence. Intelligence levels only compete with each other, so if the enemy have higher intelligence than you, the only net effect will be to negate the benefit you'll get from your own intelligence level. It won't prevent or slow the base research % chance per turn. Intelligence can also affect the chance of a breakthrough after 30%. Catch Up Bonus The research formula also has an adjustment that takes into account real life situations that occur in every war, such as captured enemy equipment and spying and espionage. Therefore, if an opponent has achieved a higher level in a particular category, there will be a bonus applied to your chance calculation each turn. However, the normal research chance can only be increased if a level of difference exists. It can never be reduced. This bonus might be further modified by friendly and/or enemy Intelligence research advances as described above. Good luck with your research! Link to comment Share on other sites More sharing options...
heyhellowhatsnew Posted June 12, 2013 Share Posted June 12, 2013 mind if i make this into a PDF and upload it for everyone? Also would this apply to Global Conflict as well? Link to comment Share on other sites More sharing options...
Hubert Cater Posted June 12, 2013 Share Posted June 12, 2013 Please do so and it would apply for Global Conflict GOLD, Breakthrough, Assault on Communism as well as Assault on Democracy. Link to comment Share on other sites More sharing options...
Strategiclayabout Posted June 13, 2013 Share Posted June 13, 2013 How the Research System Works Intelligence and Research Each new level of Intelligence research increases your own research bonus by 1% and decreases your opponent's bonus by 1%. If the enemy's intelligence level is higher than yours, then it will just negate your own intelligence. Intelligence levels only compete with each other, so if the enemy have higher intelligence than you, the only net effect will be to negate the benefit you'll get from your own intelligence level. It won't prevent or slow the base research % chance per turn. Intelligence can also affect the chance of a breakthrough after 30%. Good luck with your research! Hi , - Maybe the word "negate" confused me a bit so just to be sure: Me (Myself) En (Enemy) IL (Intelligence Level) RB (Research Bonus) Me 0 (IL) 0 En = no effect Me 0 (IL) 1 En = Me +0% (RB) +1% En Me 0 (IL) 2 En = Me +0% (RB) +2% En Me 0 (IL) 3 En = Me +0% (RB) +3% En Me 1 (IL) 0 En = Me +1% (RB) +0% En Me 1 (IL) 1 En = no effect Me 1 (IL) 2 En = Me +0% (RB) +1% En Me 1 (IL) 3 En = Me +0% (RB) +2% En Me 2 (IL) 0 En = Me +2% (RB) +0% En Me 2 (IL) 1 En = Me +1% (RB) +0% En Me 2 (IL) 2 En = no effect Me 2 (IL) 3 En = Me +0% (RB) +1% En Me 3 (IL) 0 En = Me +3% (RB) +0% En Me 3 (IL) 1 En = Me +2% (RB) +0% En Me 3 (IL) 2 En = Me +1% (RB) +0% En Me 3 (IL) 3 En = no effect - Some things I'm not sure about: * Do negative IRB affect countries under 100% mobilization ? Say Germany has intel level 1 in 1940 and USSR intel level remains at 0. Will it penalize USSR before Barbarossa ? * Do negative IRB affect countries at 100% mobilization but not at war yet ? Say Japan has intel level 0 and USA intel level 2 starting 1942 with 100% mobilization. Will it penalize Japan if they're not at war with USA ? * When there are several countries, how does it work, does it only use best IL for each side (Axis/Allies, Entente/CP)? Germany IL 2, Japan IL 1, Italy IL 0 USA IL 3, UK IL 2, USSR IL 1 Here, will USA be the only country to get a Research Bonus (IL 3 - IL 2 = +1%) ? Thanks for the details ! Link to comment Share on other sites More sharing options...
heyhellowhatsnew Posted June 13, 2013 Share Posted June 13, 2013 Here it is.. hopefully not out of order based on his posts: http://speedy.sh/2pdxY/StrategyGuideStratComm.pdf http://www.sendspace.com/file/jizq4v http://www.megafileupload.com/en/file/425814/StrategyGuideStratComm-pdf.html Link to comment Share on other sites More sharing options...
heyhellowhatsnew Posted June 13, 2013 Share Posted June 13, 2013 Please feel free to add more tips and stuff like small maps to start on for each game (WW1, Global Gold, WoD, WoC), opening moves.. anything. I'll keep adding on Link to comment Share on other sites More sharing options...
Bill101 Posted June 13, 2013 Author Share Posted June 13, 2013 Hi , - Maybe the word "negate" confused me a bit so just to be sure: Me (Myself) En (Enemy) IL (Intelligence Level) RB (Research Bonus) Me 0 (IL) 0 En = no effect Me 0 (IL) 1 En = Me +0% (RB) +1% En Me 0 (IL) 2 En = Me +0% (RB) +2% En Me 0 (IL) 3 En = Me +0% (RB) +3% En Me 1 (IL) 0 En = Me +1% (RB) +0% En Me 1 (IL) 1 En = no effect Me 1 (IL) 2 En = Me +0% (RB) +1% En Me 1 (IL) 3 En = Me +0% (RB) +2% En Me 2 (IL) 0 En = Me +2% (RB) +0% En Me 2 (IL) 1 En = Me +1% (RB) +0% En Me 2 (IL) 2 En = no effect Me 2 (IL) 3 En = Me +0% (RB) +1% En Me 3 (IL) 0 En = Me +3% (RB) +0% En Me 3 (IL) 1 En = Me +2% (RB) +0% En Me 3 (IL) 2 En = Me +1% (RB) +0% En Me 3 (IL) 3 En = no effect - Some things I'm not sure about: * Do negative IRB affect countries under 100% mobilization ? Say Germany has intel level 1 in 1940 and USSR intel level remains at 0. Will it penalize USSR before Barbarossa ? * Do negative IRB affect countries at 100% mobilization but not at war yet ? Say Japan has intel level 0 and USA intel level 2 starting 1942 with 100% mobilization. Will it penalize Japan if they're not at war with USA ? * When there are several countries, how does it work, does it only use best IL for each side (Axis/Allies, Entente/CP)? Germany IL 2, Japan IL 1, Italy IL 0 USA IL 3, UK IL 2, USSR IL 1 Here, will USA be the only country to get a Research Bonus (IL 3 - IL 2 = +1%) ? Thanks for the details ! Hi Strategiclayabout That all makes sense to me in your examples, and the answers to your questions are yes, yes and yes! Bill Link to comment Share on other sites More sharing options...
Bill101 Posted June 13, 2013 Author Share Posted June 13, 2013 Here it is.. hopefully not out of order based on his posts: http://speedy.sh/2pdxY/StrategyGuideStratComm.pdf http://www.sendspace.com/file/jizq4v http://www.megafileupload.com/en/file/425814/StrategyGuideStratComm-pdf.html Thanks! Link to comment Share on other sites More sharing options...
Strategiclayabout Posted June 13, 2013 Share Posted June 13, 2013 Thanks for the answers Bill . And another thanks to heyhellohatsnew for his work . Link to comment Share on other sites More sharing options...
Ancient Demon Posted August 6, 2013 Share Posted August 6, 2013 If Russia has surrendered or withdrawn from the war, then there will also be a 1-2% per-turn mobilization towards the Entente from the date that Russia leaves the war. Are you sure? I don't think I've seen this. Led by Teddy Roosevelt, the Preparedness Movement campaigned for an increase in the US armed forces and to prepare American opinion for entering the war This will cost 50MPPs a turn for 3 turns, and will then swing the USA 4-7% towards the Entente. This will then be followed by a swing of 1-2% per turn thereafter. I don't think I've ever been given this decision. I just looked and the exact same event is there twice, as DE-140 and DE-141. In the strategy guide it only lists DE-140. Could this duplicate event be causing a problem? Link to comment Share on other sites More sharing options...
Bill101 Posted August 25, 2013 Author Share Posted August 25, 2013 Are you sure? I don't think I've seen this. I don't think I've ever been given this decision. I just looked and the exact same event is there twice, as DE-140 and DE-141. In the strategy guide it only lists DE-140. Could this duplicate event be causing a problem? Hi Ancient Demon Sorry for the delay in replying but I've been out of action for a while. I've checked the 1914 Call to Arms campaign for Breakthrough and there are two Decision Events as there are different situations that can trigger the decision. The first is if the Germans sign the Treaty of Brest-Litovsk, and the second is if Russian National Morale has fallen below 1% (i.e. a treaty wasn't signed). I can see therefore that this decision wouldn't arise if Germany conquers Russia and forces it to surrender by capturing its capitals (which leads to the script mentioned below) but otherwise it should. Regarding the first point, the script for US mobilization to increase every turn by 1-2% if Russia surrenders, only has a 50% chance of happening every turn, so it will be fairly random in its application. I hope this makes sense and might explain things. Bill Link to comment Share on other sites More sharing options...
xwormwood Posted August 25, 2013 Share Posted August 25, 2013 Welcome back, Bill! I hope that everything went well! Link to comment Share on other sites More sharing options...
Bill101 Posted August 26, 2013 Author Share Posted August 26, 2013 Yes thanks, and I am slowly returning to work. It's felt odd to be away for so long!! Link to comment Share on other sites More sharing options...
Ancient Demon Posted September 4, 2013 Share Posted September 4, 2013 Hi Ancient Demon Sorry for the delay in replying but I've been out of action for a while. I've checked the 1914 Call to Arms campaign for Breakthrough and there are two Decision Events as there are different situations that can trigger the decision. The first is if the Germans sign the Treaty of Brest-Litovsk, and the second is if Russian National Morale has fallen below 1% (i.e. a treaty wasn't signed). I can see therefore that this decision wouldn't arise if Germany conquers Russia and forces it to surrender by capturing its capitals (which leads to the script mentioned below) but otherwise it should. Regarding the first point, the script for US mobilization to increase every turn by 1-2% if Russia surrenders, only has a 50% chance of happening every turn, so it will be fairly random in its application. I hope this makes sense and might explain things. Bill That's ok, thanks for the clarification. I wasn't that familiar with this as I've seldom had games last through 1918. I'm wondering however if it wouldn't be better to remove the 50% chance and have it guaranteed instead, given that most players think the US is currently too slow to enter the war. What do you think? Link to comment Share on other sites More sharing options...
Bill101 Posted September 4, 2013 Author Share Posted September 4, 2013 That's ok, thanks for the clarification. I wasn't that familiar with this as I've seldom had games last through 1918. I'm wondering however if it wouldn't be better to remove the 50% chance and have it guaranteed instead, given that most players think the US is currently too slow to enter the war. What do you think? Hi Ancient Demon I'd hesitate to change this because US entry into WWI wasn't guaranteed, the Central Powers' players can feel penalized if they avoid using unrestricted naval warfare, and/or sending the Zimmerman Telegram, and the USA still enters the war. This has been a valid concern in the past, as historically German actions dictated US entrance into the war, and the game accounts for that. So rather than have US entrance guaranteed, I've tried to inspire the Central Powers to carry out those acts which did trigger US entrance, by increasing the incentives to use unrestricted naval warfare. Admittedly if they don't then the Entente miss out on gaining US allies, but at the same time Germany is therefore missing out on a way to hit the UK's income and National Morale. Bill Link to comment Share on other sites More sharing options...
Ancient Demon Posted September 11, 2013 Share Posted September 11, 2013 I didn't mean that the US entrance should be guaranteed, but rather that the 1-2% increase per turn should be if Russia surrenders. Link to comment Share on other sites More sharing options...
Bill101 Posted September 15, 2013 Author Share Posted September 15, 2013 I see what you mean, but I prefer the variable chance as otherwise the Central Powers player will know that taking Russia out of the war automatically leads to war with the USA, whereas this way it is a very variable contributor to US mobilization which won't necessarily lead definitely to war. Admittedly if that was the only factor triggering the US to mobilize, then war with the USA would be very unlikely before France is also knocked out, but I wouldn't want to penalize Central Powers players who have used some unrestricted naval warfare and then pulled back from carrying it too far. Especially as Russia alone would not have been enough to make Wilson enter the war. I am an aggressive user of unrestricted naval warfare, and I do tend to pull back from actual war with the USA, so that might be influencing my thoughts here. I like the risk involved, and the current set up keeps things slightly unpredictable too, because there is a chance of war with the USA due to my unrestricted attacks coupled with the fall of Russia, but it isn't certain. I guess the % chance could be changed slightly, and I'll think about it. Link to comment Share on other sites More sharing options...
micha6162 Posted September 16, 2013 Share Posted September 16, 2013 Hello, what can i do to increase morale and readyness for my units ? Link to comment Share on other sites More sharing options...
Bill101 Posted September 16, 2013 Author Share Posted September 16, 2013 Hi Micha Here are a few thoughts on keeping your units in good morale and readiness: Keep them in good supply Have a HQ commanding them, the best available if possible Reinforce units after they have suffered casualties to the maximum as soon as possible Strengthen with Elite Reinforcements if available After reinforcing, especially from serious casualties, rest the unit for a few turns before committing it to combat again. It can be wise to take battered units out of the line to rest them, because if they remain under shell fire or attack then they will struggle to recover. The liberation of friendly countries that had been conquered, and the loss of friendly countries that surrender, will provide temporary bonuses or penalties to unit morale and readiness. So try to liberate anywhere that falls, and not to lose any allies! Link to comment Share on other sites More sharing options...
Ancient Demon Posted September 16, 2013 Share Posted September 16, 2013 I see what you mean, but I prefer the variable chance as otherwise the Central Powers player will know that taking Russia out of the war automatically leads to war with the USA, whereas this way it is a very variable contributor to US mobilization which won't necessarily lead definitely to war. Admittedly if that was the only factor triggering the US to mobilize, then war with the USA would be very unlikely before France is also knocked out, but I wouldn't want to penalize Central Powers players who have used some unrestricted naval warfare and then pulled back from carrying it too far. Especially as Russia alone would not have been enough to make Wilson enter the war. I am an aggressive user of unrestricted naval warfare, and I do tend to pull back from actual war with the USA, so that might be influencing my thoughts here. I like the risk involved, and the current set up keeps things slightly unpredictable too, because there is a chance of war with the USA due to my unrestricted attacks coupled with the fall of Russia, but it isn't certain. I guess the % chance could be changed slightly, and I'll think about it. I understand, though I think the Entente may be too weak to defeat the CP without US support after Russia withdraws from the war. Also I'm concerned unrestricted warfare in it's current form may be a bit too all or nothing. Link to comment Share on other sites More sharing options...
micha6162 Posted September 16, 2013 Share Posted September 16, 2013 Thanks for tips, will need it for the great prussian 1870 mod. Link to comment Share on other sites More sharing options...
Bill101 Posted September 17, 2013 Author Share Posted September 17, 2013 I understand, though I think the Entente may be too weak to defeat the CP without US support after Russia withdraws from the war. Also I'm concerned unrestricted warfare in it's current form may be a bit too all or nothing. Ah, if it's a question of game balance then I'm all ears, and will be willing to consider changes as necessary. Possibly by tweaking other things, so if the game seems to have a pro-Central Powers balance then please let me know and we can discuss what might need to be done. Perhaps starting a new thread might be best too. Link to comment Share on other sites More sharing options...
Monty Patton Posted January 20, 2014 Share Posted January 20, 2014 This has been very helpful for a newbie like me! Thanks very much! Link to comment Share on other sites More sharing options...
xwormwood Posted January 29, 2014 Share Posted January 29, 2014 Stumbled over this question and Huberts answer in the AOD part of the forum, and thought to myself, that it might be worth a try to add here some pictures and information too. I should add that the recon flights within your own tiles were first introduced with the SC WW1 Breakthrough expansion, so you won't be able to do them in the SC WW1 standard game without the Breakthrough expansion. Link to comment Share on other sites More sharing options...
Hubert Cater Posted January 30, 2014 Share Posted January 30, 2014 Thanks xwormwood, this will be very helpful indeed Link to comment Share on other sites More sharing options...
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