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Riaelyn

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Disclaimer: I am not flaming the devs, I'm genuinely curious about this. Also, I really enjoy watching WWW.

First off, my understanding of the use of experience points (army, naval, etc.), is that it upgrades FUTURE gear that will be produced using that "model".
Ex. I have a production line making shermans. I use experience and upgrade the model of my sherman through the VARIANT system. Now my sherman is a sherman firefly and it has increased firepower because I decided to upgrade its gun a few ticks. This causes a hit to my production line efficiency, but now all shermans that I produce on that line will be sherman fireflies. However, if I start a new line of sherman fireflies after I've upgraded, the experience on the line will still start at minimal, the same as if I started a new line of shermans and didn't upgrade them.

So from what I understand, I believe I have the variant and army exp system understood. Please point out any flaws if I'm wrong. I know exp is also used for templates, but that's outside the scope of this thread.

So on to WWW, both players were constantly overflowing on experience points from all branches. I understand that they have a lot to focus on, but experience pints seem awfully beneficial to waste like that. At the beginning of the most recent WWW on the 10th of February, all the production lines efficiency was reset. That would have seemed like the perfect time to dump all of your experience into all of the aircraft and tanks that were being produced. With the production line efficiency already being minimal, there would have been no penalty at all.

Further from what I understand, naval yards and ship production don't use efficiency. So why isn't Johan, who was building ships, using the naval experience? There's no production hit and the ships you make are just better with the exp being spent on them.

Final thoughts, the way the exp system is set up right now for land and air, anytime a player is starting up a new production line, he should dump a good amount of experience points into the new model of whatever he is going to produce because there is no penalty to hit a new production line.

In conclusion: I'm curious as to why the devs aren't using exp points on the livestream even though it seems like they would be really strong and that optimal opportunities to use them have arisen.

Thank you
 
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Snaggleooo

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IIRC changing production from the base model to a variant (or variant to another variant) only removes 25% of the efficiency, rather than 100%.

Also, WWW is running on a fairly old build of the game, so the variant system may not be completely functional or balanced; though that's complete speculation.
 
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chaostk

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Also the land experience points are also used to upgrade the division templates, no? So at least for that one, it may be a good idea to accumulate some when you need to introduce a new division, like the Germany player did once when he made a new paratroopers division.
 
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Vidkjaer

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First off, my understanding of the use of experience points (army, naval, etc.), is that it upgrades FUTURE gear that will be produced using that "model".
Ex. I have a production line making shermans. I use experience and upgrade the model of my sherman through the VARIANT system. Now my sherman is a sherman firefly and it has increased firepower because I decided to upgrade its gun a few ticks. This causes a hit to my production line efficiency, but now all shermans that I produce on that line will be sherman fireflies.

Your existing production line of regular Shermans will not get the efficiency hit. It will still produce regular Shermans. You can still producre both Sherman types at the same time. I am more curious to whether the production cost will go up for the variant and how the base and variant model will be distributed to your divisions. Can you choose to only set the variant to the Russian front?
 
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Sloeberjong

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From what I've understood you can create variants that you can produce seperately from the original product. So it's not really an upgrade, it's a new model based on an existing one and you can still produce both simultaniously.

If you want specific variants to go to a certain front I believe you'll have to edit that in the division template. As in, you'll have to create a template named "russian front". Not sure where it was, but I believe Podcat answered a similar question somewhere that you can set the equipment used by a division. So that division can be told to use model X when the rest of the army uses model Y.
 
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Riaelyn

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Your existing production line of regular Shermans will not get the efficiency hit. It will still produce regular Shermans. You can still producre both Sherman types at the same time.

That is interesting. I thought once you upgraded the model, that was the only model. Aka, if I upgrade shermans to sherman fireflies, all I can make are sherman fireflies.

Thank you.
 

GsusNSV

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Not sure where it was, but I believe Podcat answered a similar question somewhere that you can set the equipment used by a division. So that division can be told to use model X when the rest of the army uses model Y.
I will help you. ;)
templates can be set up with lists of what equipment they are allowed, so what you asked can be done by duplicating/making separate templates. Not sure we have actually shown this? If we ahvent I'll make sure to add it to the DD list.

its useful if you dont want garrisons to use more modern weapons even if they are available in your stockpile. or for RP reasons ;)
 
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Gort11

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Given that they were having all their production efficiency destroyed by the restart this week anyway, it would have been well worth the time for them to produce some high-reliability variants of their most used land/air/sea units (EG: Tanks, interceptors, submarines for the German player).

It's an unfortunate side-effect of playing at a constant speed that you lose a fair bit of efficient play and the result looks a bit messy. I dare say experience points will see a lot more use in a single-player game where the player is free to pause whenever an event that requires their attention occurs.
 
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Denkt

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You can create variants in seconds (it is a very simple system and they have modified their divisions so they do really have no reason to hold back in my opinion). Yes you lose efficiency but that is only temporary while better variants offers more power per equipment produced so you could be going + straight from the swap if you wen't from 0-0-0-0 to something good.
 

Bernard Black

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I remember Daniel saying, that he thinks you get too much experience right now and that they need to scale that down. He also said he forgot to use his Exp at the start of this weeks WWW with efficiency being hammerd across the board anyway. I am a bit more concerned that he has over 1000PP stored and doesn't seem to have anything worthwile to spend it on. Its halfway through the game and it seems the whole Focustree has expired its usefulness.
 
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I wouldn't worry, they are playing an alpha build that is aging quickly and aspects of it have been disabled to keep it running for purposes of the WWW. It will all get sorted out before launch
 

Bernard Black

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No it is not. They told us multiple times that the stream is useing a weekly updatet developerbuild

I think what he meant to say is that they started on an old build and podcat mentioned that it gets harder and harder to adjust the savegame to every new build. Since of course a savegame inherits code from the first build it got created on, issues are alot more likely ot occur the further you get away from that first iteration.

Regards
 

Super Izumo

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  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Cossacks
  • Pillars of Eternity
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 - Second Wave
  • Mount & Blade: Warband
I chalk it up either to maybe a bug or issue that has carried over from the save (that may not be present if they started a whole new fresh game) or because of everything that is going on they see it as a personal priority to mass produce what they are already using or just researching better models and building those.