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Xen

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What are the functions which rules the game?
I mean in a battle what are the rules you use to understand the numbers of the solders killed and lost? How do you know if someone loses or wins a battle?

I need help for a roleplay so if you can answer to my question i'll be glad to understand :D. Obviusly, where and how do you apply the tecnology bonus and malus? I think they are not so difficult questions. Answer me please.
 

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Hi, I will try to help, but there have been some excellant posts in the past about the underlying numbers involved in combat, and I would do a search through old posts to obtain a much more detailed reply. I would recommend posts by John Hiedle and Robert Koop in particular. There are others of course, but those two gentleman have been of great assistance to me in the past.

Anyway, what I do is to keep a close eye on the combat window constantly pausing the game and revolving through the active combats, to check on how my troops are doing, in particular keep an eye on the organisation, as soon as it nears zero you might want to think about retreating to live another day. Better that than loosing all your hard built units.

There is a huge differance between day and night attacks and you should always try and coordinate your attacks for dawn. If you run your curser over the units in the combat box it will reveal the stats of each unit in the battle and all the modifiers.

Hope this is of some help?
Barry
 

Kanitatlan

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This thread is the most recent with some explanation of combat defence efficiency.

The different combat efficiency modifiers can be found by reading the leaders FAQ, look at a save file and watch the hints that come up when you hover over a battle display. In the save file look for 'tag=xxx' where xxx is a country tag like GER for Germany (repeat the search until it looks like the begining of a country), then look for 'rain_attack' and all around that point you will find the current_modifiers for different unit types based on weather and terrain. That should give you a fairly good idea on predicting the battle combat efficiency.
 

Xen

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thanks to all but i'd need functions to be written in Exel or some program of matematics.
 
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Xen said:
thanks to all but i'd need functions to be written in Exel or some program of matematics.
Well, you are basically asking for a blue print of one of the makers' most valuable intellectual property, are you not?


Several people in these forums have made big efforts to analyse and discuss these mechanics and the general result and the general schemes have been covered to help advanced gamers.
But as far as I know nothing has been published that compares to an offical publishing from the makers or an exact re-engineering from others (in terms of complete list of formulas and build-in rules).

I had a small idea myself in making a small training program as a kind of separate combat focused tutorial tool, but quickly realised that it would be useless without the complete mechanics.
 
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Kanitatlan

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Xen said:
thanks to all but i'd need functions to be written in Exel or some program of matematics.

I have written a small modelling problem to do basic analysis (it gives me the expected loss ratio). I started trying to do it with a spreadsheet but the rule 'each division chooses one enemy division at random and attacks it' can't be put into a spreadsheet. This rule is also a dominant factor in the expected results. My program uses random sampling to model this 'choice', it takes 100,000 samples to get a stable result. It is kind of odd that this is the biggest contributor of chance in the results but it is. As a result you will not be able to model expected combat results in excel - sorry.
 

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So you don't have any way to decide if a division is safe or not?

Isn't illegal to ask these things? i hope not...
 
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Er, Not sure what your motives are here, but go with a best guess. Afterall, even the best generals didnot have it down to an exact science. Rather, they used their experience and knowledge (also from other leaders) from battles and training to make a best guestimate.

Thats at least what Ive found playing 100s of games. You begin to feel your way through campaigns.
 

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Another problem you would have to use something like this for any combat in a game is that you will not have access to all the parameters for the opposing force.

IE, all the game tells you prior to actual combat is that you are opposed by a stack of 9 inf. You do not know if these are militia or inf. or even brigaded inf. Also you don't know how upgraded each unit is, i.e, an older unit without all upgrades or a new unit with up to date techs. And I do not know how you could determine how much org. your units will lose when attacking through provinces with low infra. (I have lost more "sure wins" to this than anything else.) Therefore you lack accurate data to perform any sort of useful analysis.

Sorry.
 

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EDRATMAN said:
Another problem you would have to use something like this for any combat in a game is that you will not have access to all the parameters for the opposing force.

IE, all the game tells you prior to actual combat is that you are opposed by a stack of 9 inf. You do not know if these are militia or inf. or even brigaded inf. Also you don't know how upgraded each unit is, i.e, an older unit without all upgrades or a new unit with up to date techs. And I do not know how you could determine how much org. your units will lose when attacking through provinces with low infra. (I have lost more "sure wins" to this than anything else.) Therefore you lack accurate data to perform any sort of useful analysis.

Sorry.

This is an important issue. I provide lots of analysis and modelling in my AARs using actual figures taken from the save files but I always don't this long after the game has progressed so that the information is no help and hence it isn't cheating. When actually playing I always have to guess how good the enemy is although I have played enough times to have a pretty good idea of what I am up against. The strategies I use have been derived through experience with the main role of the modelling to explain why I am right rather than to decide what to do in the first place.