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-rw-r--r--docs/simulation/calculations.yaml89
1 files changed, 48 insertions, 41 deletions
diff --git a/docs/simulation/calculations.yaml b/docs/simulation/calculations.yaml
index 8a94e2e..a623fe7 100644
--- a/docs/simulation/calculations.yaml
+++ b/docs/simulation/calculations.yaml
@@ -50,6 +50,53 @@ Diplomacy:
else: 0
Daily influence gain per country: Base daily influence gain per country * Country influence gain modifier
Colonisable life rating: defines.country.COLONIAL_LIFERATING + sum of colonial_life_rating
+Military:
+ Maximum units 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))
+ POP_SIZE_PER_REGIMENT: defines.military.POP_SIZE_PER_REGIMENT
+ location factor:
+ if is protectorate: defines.military.POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER
+ 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
+Politics:
+ Westernisation:
+ Upper house reform support:
+ formula: sum of (Ideology support factor * Ideology upper house share)
+ Ideology support factor: common/ideologies.txt add_economic_reform or add_military_reform
+ Economic reform cost modifier: defines.country.ECONOMIC_REFORM_UH_FACTOR * Upper house reform support + self_unciv_economic_modifier
+ Military reform cost modifier: defines.country.MILITARY_REFORM_UH_FACTOR * Upper house reform support + self_unciv_military_modifier
POPs:
Monthly pop growth:
formula: BASE_POPGROWTH + (min(40, LR * (1 + LRM)) - MIN_LIFE_RATING_FOR_GROWTH) * LIFE_RATING_GROWTH_BONUS + population_growth + pop_growth + global_population_growth/10
@@ -92,44 +139,4 @@ POPs:
owners: total size of owner POPs in state
workers: number of employed workers in RGO
max(0.5: Hardcoded minimum of half the RGO income.
- 2*: Hardcoded value.
-Military:
- Maximum units 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))
- POP_SIZE_PER_REGIMENT: defines.military.POP_SIZE_PER_REGIMENT
- location factor:
- if is protectorate: defines.military.POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER
- 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 \ No newline at end of file
+ 2*: Hardcoded value. \ No newline at end of file