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author wvpm <24685035+wvpm@users.noreply.github.com>2024-09-04 11:36:00 +0200
committer wvpm <24685035+wvpm@users.noreply.github.com>2024-09-04 11:36:00 +0200
commitd59afeeb6b33828bc78699d70dcdd3e7d46b6ce8 (patch)
tree0d9ebda2824c3f4acf3320931d36efa57c557c70 /docs/simulation/calculations.yaml
parentb11d9c7cd560d30603a264f7724a4ad6d9c443a9 (diff)
Regiment instead of unit
Diffstat (limited to 'docs/simulation/calculations.yaml')
-rw-r--r--docs/simulation/calculations.yaml18
1 files changed, 9 insertions, 9 deletions
diff --git a/docs/simulation/calculations.yaml b/docs/simulation/calculations.yaml
index 6a74a7d..661812e 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))
@@ -79,20 +79,20 @@ Military:
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)
+ formula: 5 * round(supply factor * sum of regiment reinforcements * REINFORCE_SPEED * local reinforce rate * (1 + reinforce_rate) * (1 + reinforce_speed) / 5)
supply factor:
- if unit received all its supplies: 1
+ if army 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
+ n: number of regiments in the army
+ regiment reinforcements: 1000 * max_strength * regiment 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
+ 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
REINFORCE_SPEED: defines.military.REINFORCE_SPEED
local reinforce rate: