• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
How bases work - an indepth analysis

As a result of a small attempt, where I found out, that naval base level doesn't influence, I decided to look at the effect of airbases / naval bases.

So here for my findings, first the easy ones:


Naval Bases

Repairing

As I already stated, ships do repair at any friendly naval base, no matter if it's the home base and no matter the base level and how many ships are based or located at the base. Even if the base is bombed to level 0, they still have full repair speed. They will not repair at small ports or at sea.

Repair speed at a naval base depends solely on build time of the unit and the repair modifier from the repair techs (and of course on the reinforce_time value in misc.txt)
So the time to repair a naval unit at a base is (100-current_strength)/100 * build_time * reinforce_time * 1/(1+repair_modifier)

Org regain

Now here base level has an influence. Through experimentation I've come to this formula for daily naval organization regain. (contrary to land units whose org regain slows down as they approach the max, naval and air units have a constant org regain rate)

  • A base value of 0,024 per point of Morale over 30. This applies anywhere, even moving at sea
  • A value of 1,2 + (0,012*(Morale-30))*ESE which applies while in port (small and big)
  • A bonus of .48 for every level of Naval base
  • the final modifier from a +20% org regain chief of staff, which comes on top of all those values.

So a level 10 naval base gives 4.8 org per day on top of regular org recovery. Again, there is no influence of the number of ships at the base.

This can lead to 6 org per day at 30 morale up to 8.52 org per day at 100 morale (or 7.2 to 10.22 org per day with the minister)

But with the limited importance of naval morale, I'd say building more than 1 level of naval base for range extension isn't worth it.


Air Bases

Repairing

Repairs are pretty much the same as ships, again totally independent of the airbase.

Org regain

I've finally cracked the formula. Turns out Infra is counted twice, once as part of ESE and once directly. So here's my findings:

  • As with naval units, org regain is constant
  • There is a base level of org regain, that only depends on morale. Its value is 0.024*(morale-30). That's the org regain a plane also gets while flying.
  • The second part of org regain only occurs when landed. Its value is (2.4+0.024*(morale-30))*ESE*Infra. This value is then multiplied with the overcrowding factor.
  • An overcrowded airbase will slow down the ground part of reorganization of all planes by the ratio of overcrowding. Even planes in the air and those with full org count towards overcrowding. So 6 airplanes at a level 5 airbase will only get 5/6 of the second part.
  • There is no benefit in having an airbase larger than the number of planes based there.
  • Again, the org regain chief of staff will add a 20% to the final value.

The formula for the ground based reorg also tells us that in low infra provinces airbase level hardly matters anymore. An airbase in a 20% infra province will only have (at best, meaning 100% TC) 12% the effect an airbase in a 100% province has.
This also means morale is all the more important in low infra provinces, providing for a base reorg of 0.72 at 60 morale (after the first half of doctrines) and 1.68 at 100 morale (after the second half) regardless of infrastructure.
Compared to that an airbase will only give you a max 0.37 / 0.49 org per day in a 20% infra province, compared to 3.12 / 4.08 org in a 100% infra province.
So on one side the effect of an airbase is really low, on the other hand you could argue that exactly in those situations every little bit counts. And with 30 morale, the 0.28 org per day is the only thing you get.
When placing a new airbase, always try to put it in as high an infra province as possible, at 0 infra an airbase doesn't help reorg at all, no matter it's level or your TC.


Land Units

Now those don't have bases, but they kind of fit in here anyway, as the numbers are similiar (and more importantly I figured them out too :D )

Repairing

Like with the other units, repairs operate on an on/off basis. Neither infrastructure nor terrain type have an influence on repair speed. So your trooops will reinforce just as quickly in the Saharan Desert or the Pripyat Marshes as they would in the streets of Berlin.

Reorg

Now reorganization is really crazy. (And if I ever have the pleasure of meeting the guy who thought of this formula, I'll gladly strangle him ;) )

  • Again, there's an easy part: Base reorg is 0.024*(morale-30)
  • Then there's the terrain factor:
    • If province infrastructure is 60 or higher, it's 8.64*(1+(morale-30)/100)*ESE
    • If province infrastructure is below 60, that value is again multiplied with a factor of (infra/60)
    • Finally the value is multiplied with a factor depending on current organization of the division: Up to 25% of maximum org the factor is 1, from 25 to 50% it's 2/3, from 50 to 75% it's 1/3 and if you're above 75% of maximum org the factor is 1/6.
  • When moving, there's always a drain of -0.48 (at least for human players, the AI always recovers org)
  • As always, the org regain chief of staff will add a 20% to the final value.

Again, there's a few conclusions from this formula. TC overload doesn't hurt reorganization nearly as much as low infrastructure does. Conversely, if you're in a low infrastructure province, even the 25% ESE boost from offensive supply doesn't help a whole lot. (and nothing at all if you're in zero infrastructure)

In high infra or with low morale, the final quarter of reorganization takes more time than the first 75%.

If you're playing one of the mods, where not every backwater province has 60% infrastructure, this might be important to you: If you can move your units from a 20 to a 40 inf province to recover org, you might save weeks waiting to reorg, as the reorg speed is more than twice as fast up to 60 morale and still 85% faster at 100 morale.

This also applies to logistical strikes. If you can bomb down a 80% province to 20%, enemy troops' daily reorg will drop from 7.78 to 1.73 at morale 30, from 10.82 to 2.97 at morale 60 and from 14.90 to 4.6


Final Note on Repair cost

On a side note: I noticed that repair costs in ICdays are a lot less than what we commonly assumed, especially on lightly damaged divs. Daily IC cost is build_cost * reinforce_cost * (1-strength)

So let's assume a unit with build time of 40 days, and a cost of 10 IC with a strength of 75.
At full funding and without any repair tech, this will take 5 days (0.25*0.5*40 days) repairing 5 strength a day. And it will cost 2 IC on day 1 (0.25*0.8*10 IC), 1.6 IC on day 2, ... for a total cost of 6 ICdays compared to the traditional calculation of (40 days * 10 IC * 0.5 * 0.8 * 0.25) = 40 ICdays
 
Last edited:
Nov 21, 2006
607
0
Starfury said:
As I already stated, ships do repair at any friendly naval base, no matter if it's the home base and no matter the base level and how many ships are based or located at the base. Even if the base is bombed to level 0, they still have full repair speed.

I think how many ships that needs repairing compared to port size influencing the repair rate (i havent tested it but its my emperical impression).
 

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
Wryce said:
I think how many ships that needs repairing compared to port size influencing the repair rate (i havent tested it but its my emperical impression).
And as I said, I did test it.
One of the tests was 31 ships, all down to 10 strength repairing at a level 1 port. It still went full speed repair at full speed. (some of my scenarios and some other people's tests are posted in this thread http://forum.paradoxplaza.com/forum/showthread.php?t=363242)

Repair time for land, air and naval units is (1-strength)*build_time*reinforcement_time*1/(1+repair modifier)
 

unmerged(42723)

Field Marshal
Apr 6, 2005
3.564
0
Interesting, I always thought the size influences repair rate too. But if it doesn't I'm kinda disappointed, because I think it would be nicer if base size actually made a difference.
 

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
Red Jacket said:
Thanks again for your analysis and results, Starfury. This should go in the wiki.
Maybe once I've figured out the numbers for air org recovery.

I'm currently also trying to find out the numbers for land unit org recovery, so it could become a reorg/repair guide. But that might be even more complicated, because unlike air/naval, the recovery rate of land divisions depends also on ... max org/ratio current to max org/absolute difference between current and max org/???
 

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
So, I've finally cracked the air numbers. I should also be able to get the numbers for land unit reorganization, if there's an interest in the matter.
 

Filou

Sacré
16 Badges
Oct 1, 2002
5.695
85
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV Sign-up
Thanks a lot for this info :)
The info on airbase occupation not being dependent whether the planes are in flight or not is interesting, and of course the whole repair speed thing.
Also it's nice to get a clear info on why I was seeing my repair costs go down as a unit got repaired.
 

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
Filou said:
Also it's nice to get a clear info on why I was seeing my repair costs go down as a unit got repaired.
Yes, I also used to think repairs were slowing down the closer to completion.

alan_le_cowboy said:
So attacking bases (empty ports or any air base) will only reduce org recovery time...
Exactly. By the way, bombing the enemy infra to 0 will lead to the same effect as bombing an airbase to 0. (Although runway cratering works faster)
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
I would change the title to "an indepth" analysis instead of "an attempt at"... Your much to modest. :p

Starfury said:
Exactly. By the way, bombing the enemy infra to 0 will lead to the same effect as bombing an airbase to 0. (Although runway cratering works faster)

Yes, but infra bombing has the added bonus of slowing down the rate all stats in province will rebuild including infrastructure... I think =)
 

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
Alex_brunius said:
I would change the title to "an indepth" analysis instead of "an attempt at"... Your much to modest. :p
Ok, but just to demonstrate that I always try to include reader feedback ;)
Edit: Oh well, the thread title doesn't change anymore...

I now added the formula for land unit reorganization, this one was even more annoying than the one for planes :wacko:
 
Last edited:

Starfury

Ashanti Globetrotter
73 Badges
Jun 13, 2004
1.239
1.896
  • Europa Universalis IV: Cossacks
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
bbasgen said:
Excellent work Starfury. How about making a page, "How Bases work", in the Reference section of the Wiki, under gameplay:
I'm thinking about how to put it in.
Is there some way to include a calculator which could apply those formulas to user-given input values?
 

bbasgen

Field Marshal
62 Badges
Jul 12, 2005
2.780
192
  • 500k Club
  • Europa Universalis IV
  • Crusader Kings III
  • Hearts of Iron IV: No Step Back
  • Achtung Panzer
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Victoria: Revolutions
  • Victoria 2
Starfury said:
I'm thinking about how to put it in.
Is there some way to include a calculator which could apply those formulas to user-given input values?

Just dump it all in to start, and work an the format as you go along. I'll help out wherever you need it.

The wiki won't provide a form where user's can input value, if that is what you mean, but you could build tables or upload image graphs that show all possible values.

FYI, Raifki, the owner of the wiki, will be upgrading the software in July to the latest version. If you aren't a wiki geek, though, you probably won't notice the differences until some of us start implementing stuff. :)