How many guns does one infantry equipment equalize on the battlefield?

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Ariakus Fordring

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Unsigned int32 can go up to 4.2b.That's more than enough to arm whole world.But if I mod the game/or play 'till year 9999 this number will not be enough as populations increase (monthly ticking).Ofc most of the games won't face this issue but when you face it,it's not that easy to overcome technical difficulties and change uint32 to long or vice versa.
 

Bridger15

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It is why they call it "infantry equipment". Each soldier getting 1 "infantry equipment" would mean he gets what he need to fight, period. No need to have specifics.

To divide by 10 doesn't explain more what is included in the package, so that is not a good explanation.

Because big numbers are harder to quickly parse than small numbers. Here, have 87209 equipment vs. here have 2946 equipment. It's much easier to read 4 numbers in a row and recognize it as a set in the 'thousands' than it is to read 5/6 numbers in a row and try to parse them out. It's called Subitizing and generally humans have an exponentially harder time counting visual items beyond 4. Try placing a random number of objects, around 10, scattered around your desk. Now try to quickly figure out how many there are. How did you do it? The vast majority of people have to split them up into 2s, 3s, or 4s, and then mentally add them together quickly. So whenever you can avoid visually displaying more than 4 or 5 "things" that someone will need to count, you should. That's just good interface design

At least, that's my guess as to why they did it. You want all these numbers to be parsable at a glance. Even if someone has to take 500 miliseconds to parse a number, it slows the game down and makes it less fun.
 
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kviiri

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I prefer a package for 10 soldiers as not everyone had the same wappon.
It is far more realistic than one wappon kit for one soldier.

Not every ten soldiers had the same weapon either, so that point is moot.

I think readability and scaling not-too-wildly out of proportion with other equipment are good arguments, but "infantry kit for ten" isn't any more sensible than "infantry kit for one".
 

Nicolas I

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Because big numbers are harder to quickly parse than small numbers. Here, have 87209 equipment vs. here have 2946 equipment. It's much easier to read 4 numbers in a row and recognize it as a set in the 'thousands' than it is to read 5/6 numbers in a row and try to parse them out. It's called Subitizing and generally humans have an exponentially harder time counting visual items beyond 4. Try placing a random number of objects, around 10, scattered around your desk. Now try to quickly figure out how many there are. How did you do it? The vast majority of people have to split them up into 2s, 3s, or 4s, and then mentally add them together quickly. So whenever you can avoid visually displaying more than 4 or 5 "things" that someone will need to count, you should. That's just good interface design

At least, that's my guess as to why they did it. You want all these numbers to be parsable at a glance. Even if someone has to take 500 miliseconds to parse a number, it slows the game down and makes it less fun.

I guess people functioning in base 10 can function in base 1/10 after all.

I will just always have the feeling my troops will lack 90% of their equipment, but I will then follow the tools indicating if I have a lack/enough/surplus.