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-rw-r--r--docs/simulation/calculations.yaml65
1 files changed, 36 insertions, 29 deletions
diff --git a/docs/simulation/calculations.yaml b/docs/simulation/calculations.yaml
index 661812e..4c1bbb9 100644
--- a/docs/simulation/calculations.yaml
+++ b/docs/simulation/calculations.yaml
@@ -78,35 +78,42 @@ 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 regiment reinforcements * REINFORCE_SPEED * local reinforce rate * (1 + reinforce_rate) * (1 + reinforce_speed) / 5)
- supply factor:
- if army received all its supplies: 1
- else:
- formula: ((x^(n+1) - 1)/(x - 1) - 1) / n
- x: received supply
- 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.
- 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:
- 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:
+ formula:
+ if regiment is full strength: 0
+ else: 5 * round(base regiment reinforcements * supply factor * reinforcements multiplier / 5)
+ base regiment reinforcements:
+ formula: 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.
+ 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's backing pop
+ 5 * round(... /5): round to multiple of 5
+ Reinforcements per army (tooltip): sum of Regiment reinforcements
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