gravyface1 Posted October 29, 2006 Share Posted October 29, 2006 I'm having a hard time figuring out the SC2 editor, specifically how the MPP is allotted each turn. For instance, say I want to increase the UK's MPP per-turn allottment by 25 -- how would I do this? I've skimmed thru the manual but I couldn't find anything conclusive. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted October 29, 2006 Share Posted October 29, 2006 Build them a nice Mine or Oil Well That's the easiest way to do it. MPP are earned by resources like cities mines etc. Welcome to the board btw 0 Quote Link to comment Share on other sites More sharing options...
gravyface1 Posted October 29, 2006 Author Share Posted October 29, 2006 Ah ok, thats what I figured. Is the per-turn allotment simply the addition of all resources controlled each turn or is there some other formula? i.e. an oil well is worth 3 MPP points in the editor -- does that mean I need to add 8 wells to UK territory to give them an addition 24? 0 Quote Link to comment Share on other sites More sharing options...
Moonslayer Posted October 29, 2006 Share Posted October 29, 2006 oil is worth 3mpp per point of strength... hence a full 10str well yields 30mpps per turn 0 Quote Link to comment Share on other sites More sharing options...
gravyface1 Posted October 30, 2006 Author Share Posted October 30, 2006 Ok I added 9 oil wells and 8 mines to USSR territory and started a new campaign as the allies. All newly-added resources have a strength of 10, yet the monthly allottment is only 189. By your formula the new oil wells alone should be giving the Russians 270 MPP per turn (30 MPP x 9 wells). Are these MPP values only a one-time "plunder" figure? [ October 29, 2006, 07:38 PM: Message edited by: gravyface1 ] 0 Quote Link to comment Share on other sites More sharing options...
Freeboy Posted October 30, 2006 Share Posted October 30, 2006 I think there is a multiplier that is factored in too 0 Quote Link to comment Share on other sites More sharing options...
gravyface1 Posted October 30, 2006 Author Share Posted October 30, 2006 From the manual: A value of 100% represents a 1-to-1 relationship between collected MPPs and production capability. A value of 75% represents three-quarters production, 125% represents one and one-quarter production, and so on. This Industrial Modifier value can be increased for each level of Industrial Technology research that is achieved. Please refer to the Research and Development section for additional details. Since minor countries cannot conduct their own research, they will always have a default Industrial Modifier of 100%. In general, all MPPs collected at the end of each turn are available for use during the next turn. The production values for each type of resource controlled are added together and then multiplied by the country’s Industrial Modifier. For neutral major countries, this total is then adjusted to account for an Activation Value that is necessarily less than 100%. The following formula reflects the MPP collection calculation: MPP Collection = Total Resource Value * Industrial Modifier * Activation Value I set Russia's Industrial Modifier to 125% but this "Activation Value" must be whats limiting the MPP per turn as they're currently not activated. I'm going to dig into the scripts and see what this Activation Value is. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted October 30, 2006 Share Posted October 30, 2006 Activation value is representing how far along the road they are towards joining the war. Can be raised or lowered by diplomacy, placing units along some borders(or keeping them away), or by declaring war to some other countries. It's basicly all interconnected. Atm it pays off to do diplomacy on the USA from the start, since their production goes up very fast then and they join early in the war 0 Quote Link to comment Share on other sites More sharing options...
gravyface1 Posted October 30, 2006 Author Share Posted October 30, 2006 Ah, good tip. So the USSR says, "20% Allies" -- is that their Activation Value? That would explain their low MPPs per turn: MPP Collection = Total Resource Value * Industrial Modifier * Activation Value 0 Quote Link to comment Share on other sites More sharing options...
Moonslayer Posted October 30, 2006 Share Posted October 30, 2006 Originally posted by gravyface1: Ok I added 9 oil wells and 8 mines to USSR territory and started a new campaign as the allies. All newly-added resources have a strength of 10, yet the monthly allottment is only 189. By your formula the new oil wells alone should be giving the Russians 270 MPP per turn (30 MPP x 9 wells). Are these MPP values only a one-time "plunder" figure? Many apologies... from your initial post I had assumed you were beefing up the UK... which is at 100% activation and hence I never thought to mention it. 0 Quote Link to comment Share on other sites More sharing options...
gravyface1 Posted October 30, 2006 Author Share Posted October 30, 2006 Yes, sorry, I think I initially mentioned UK. 0 Quote Link to comment Share on other sites More sharing options...
Freeboy Posted October 30, 2006 Share Posted October 30, 2006 You can also change the research modifier % which will help your industry ... if you do not want to tweek the map 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.