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author | wvpm <24685035+wvpm@users.noreply.github.com> | 2024-09-04 11:36:00 +0200 |
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committer | wvpm <24685035+wvpm@users.noreply.github.com> | 2024-09-04 22:18:41 +0200 |
commit | 75ee274783bc967a1df0b597e8f19a89ad92fe52 (patch) | |
tree | aa34a0ff9e82e803326de31dc0e847b099d1d58b | |
parent | b11d9c7cd560d30603a264f7724a4ad6d9c443a9 (diff) |
Document regiment reinforcements
-rw-r--r-- | docs/simulation/calculations.yaml | 74 |
1 files changed, 44 insertions, 30 deletions
diff --git a/docs/simulation/calculations.yaml b/docs/simulation/calculations.yaml index 6a74a7d..7a93415 100644 --- a/docs/simulation/calculations.yaml +++ b/docs/simulation/calculations.yaml @@ -68,7 +68,7 @@ Economy: absolute minimum: 50 (hardcoded value) relative minimum: floor(defines.economy.EMPLOYMENT_HIRE_LOWEST * employees count) Military: - Maximum units per soldier POP: + Maximum regiments per soldier POP: if POP size < defines.military.POP_MIN_SIZE_FOR_REGIMENT: 0 else: formula: ceil(POP size / (POP_SIZE_PER_REGIMENT * location factor)) @@ -78,35 +78,49 @@ Military: else if is colony: defines.military.POP_MIN_SIZE_FOR_REGIMENT_COLONY_MULTIPLIER else if location is core: 1 else: defines.military.POP_MIN_SIZE_FOR_REGIMENT_NONCORE_MULTIPLIER - Reinforcements per army: - formula: 5 * round(supply factor * sum of unit reinforcements * REINFORCE_SPEED * local reinforce rate * (1 + reinforce_rate) * (1 + reinforce_speed) / 5) - supply factor: - if unit received all its supplies: 1 - else: - formula: ((x^(n+1) - 1)/(x - 1) - 1) / n - x: received supply - n: number of units in the army - unit reinforcements: 1000 * max_strength * unit reinforce rate - max_strength: as defined in /units/<unit>.txt - 1000: (max_)strength is defined in thousands of soldiers. Reinforcements per army uses the number of soldiers. - unit reinforce rate: - if unit is mobilised: 0.5 - else if pop is too small for a single unit: 0.5 - else if pop supports too many units: Maximum units per soldier POP / number of supported units - else: 1 - REINFORCE_SPEED: defines.military.REINFORCE_SPEED - local reinforce rate: - if location owner == army owner: 2 - else if army is exiled: 0 - else if location is uncolonised: 0 - else if location controller is hostile: - if location neighbours a province controlled by an ally in this war: 0.5 - else if location is coastal & not blockaded: 0.25 - else: 0.1 - else: 1 - reinforce_rate: sum of reinforce_rate modifiers from tech - reinforce_speed: sum of reinforce_speed modifiers on country - 5 * round(... /5): round to multiple of 5 + Reinforcing: + Regiment reinforcements fraction * 1000: + formula: + if regiment is full strength: 0 + else: min(trunc(regiment reinforce rate * supply factor * reinforcements multiplier * 1000), 1000) + unit type strength: as defined in /units/<unit>.txt + 1000: strength is defined in thousands of soldiers. Reinforcements per army uses the number of soldiers. + regiment reinforce rate: + if regiment is mobilised: 0.5 + else if pop is too small for a single regiment: 0.5 + else if pop supports too many regiments: Maximum regiments per soldier POP / number of supported regiments + else: 1 + reinforcements multiplier: + formula: REINFORCE_SPEED * local reinforce rate * (1 + reinforce_rate) * (1 + reinforce_speed) + REINFORCE_SPEED: defines.military.REINFORCE_SPEED + local reinforce rate: + if location owner == army owner: 2 + else if army is exiled: 0 + else if location is uncolonised: 0 + else if location controller is hostile: + if location neighbours a province controlled by an ally in this war: 0.5 + else if location is coastal & not blockaded: 0.25 + else: 0.1 + else: 1 + reinforce_rate: sum of reinforce_rate modifiers from tech + reinforce_speed: sum of reinforce_speed modifiers on country + supply factor: + if army received all its supplies: 1 + else: + formula: x^(1+i) + x: received supply + i: 0 based index of regiment in the army + trunc(... * 1000): Truncated to 1/1000th. + min(..., 1000): Capped at max strength. + Regiment reinforcements: + formula: trunc(unit type strength * Regiment reinforcements fraction * 1000) + unit type strength: as defined in /units/<unit>.txt + trunc(unit type strength * ...): Truncated to integers in the case unit type strength isn't an integer already. + Reinforcements per army (tooltip): sum of Regiment reinforcements + Regiment experience after reinforcing: + formula: xp before reinforcing / (1 + trunc(Regiment reinforcements fraction * 1000 / 3) / 1000) + trunc(... / 3): Hardcoded. + / 1000: to counter * 1000. Regiment experience gain per day of combat: formula: d6 * defines.military.EXP_GAIN_DIV * (1 + sum of experience gain modifiers) + unexplained d6: random integer (inclusive) 1-6 |