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Savolainen5

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Nerva

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I've read in other threads that unit Experience increases the casualties you inflict on the enemy -- but does anyone know how much the increase is vs. the experience level of the unit?

Also, is there any modifier that increases organization loss to the enemy? Discipline decreases your own org loss, Tactics decreases your own casualties, Morale increases org regain, and XP increases enemy casualties... I'm just wondering if there's another factor that increases org loss, since that's the only thing that's missing?
 
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General WVPM

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I've read in other threads that unit Experience increases the casualties you inflict on the enemy -- but does anyone know how much the increase is vs. the experience level of the unit?

Also, is there any modifier that increases organization loss to the enemy? Discipline decreases your own org loss, Tactics decreases your own casualties, Morale increases org regain, and XP increases enemy casualties... I'm just wondering if there's another factor that increases org loss, since that's the only thing that's missing?
Source?

Attack or defence (depending what side you're on) increases damage dealt to both org and strength.
Experience decreases loss of org and soldiers by 1/(1+experience).

Source:
Ok, so I've done a bit of revision and I've corrected a few things in my original post.

1. I got my base damage values a little wrong - 5% wrong to be exact! I forgot that experience doesn't come from army techs :eek:o As a result, the base damage numbers look much nicer and I realised that there is a 100:1 ratio between strength damage and org. damage.

2. I was a bit off about the effect of experience. It isn't simply added to tactics and discipline, it acts a divisor of damage in and of its own right. To illustrate (because I'm afraid I don't have the terminology to properly explain what I mean) if you have 100% tactics or 100% experience, your damage is halved (your damage is divided by (1 + 100/tactics or experience)). If you have both 100% tactics and 100% experience then your damage is reduced by a factor of 4 (not three as my previous equation suggested). Your damage is divided by the enemies tactics and then again by the enemies experience. In the case of discipline damage, it acts to divide damage after discipline has been taken into account. I have updated my equations to reflect this. I've also added in a little bit at the start to account for the fact that the base values are adjusted for units with a strength of 3000.

3. More of a clarification - For the purpose of dividing the dig-in value, recon is assumed to have a minimum value of 1. A recon value of less than one therefore does not increase the dig in dice malus.

Finally, I did briefly check the effect of recon on occupation. Firstly, it isn't entirely deterministic. The time to occupy a province does have an element of randomness. With that in mind, I didn't go into particular depth with this mechanic. I just have a couple of very general observations rather than any algorithms. Firstly, I tested the occupation in three provinces (hardly exhaustive), two farmlands and a woods. They all took about the same time to occupy. Secondly, an army with a recon value of 1 took about 90 days to occupy each province. The terrain did not affect the time taken to occupy. Other terrain might, I don't know. The occupation time was roughly halved when the recon value of an army was around 20. There is no difference between having 20 units with 1 recon or 1 with 20 recon in this particular instance.

Before I'd go I'd like to spare a thought for the poor Dutch and Belgians. So many wars of unification ;)
 

Onirim

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How do you read those crazy tables on the factories and production tabs? I can see a factory profitable for a few days turn to non-profitable for a while and then back to profitable. What should I do? Shut it down? Cancel subsidies? What about factories not affording the purchase of its needed inputs, they still make a profit and offer employment. And what's the point of the production tab showing fleeting numbers, are we producing luxury furniture or not? One day we are but the next one we don't. What's going on. It's taking some time to learn Victoria for me.
 

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How do you read those crazy tables on the factories and production tabs? I can see a factory profitable for a few days turn to non-profitable for a while and then back to profitable. What should I do? Shut it down? Cancel subsidies? What about factories not affording the purchase of its needed inputs, they still make a profit and offer employment. And what's the point of the production tab showing fleeting numbers, are we producing luxury furniture or not? One day we are but the next one we don't. What's going on. It's taking some time to learn Victoria for me.

v2_3.jpg


This is the detail from one of my factories -- seriously hemorrhaging cash.

My clipper factory is costing me a fortune in timber, steel, machine parts, fabric, and cement. Total cost for a day of operation 460.685. Previous day's income was around 380... so I'm dropping about 80/day. Depending on the market that goes up or down.

My goods stock piles for the raw materials is lower than my daily needs, so it sucks my stockpile dry, then goes out to the market to buy more. (Then I have to resupply my stockpile, so I have that cost as well.) It has it's ups and downs: it shows yesterday's profits were not quite 1%; we're down 2% for the week.

As Russia one of my priorities is to industrialize. I can't build new factories, thanks to a seriously conservative government, so losing any factory will cause a hit to my Industrialization score (with only 7 factories -- two at level 2). The issue is that they can't seem to get the goods they need quickly enough to keep them working at capacity. So increasing my stockpiles of needed materials would go a long way to helping out.

Production needs materials, labor and money to grow. The other factory (Winery) in Southern Finland is expanding so the 3,429 unemployed craftsmen will soon be put to work. So should I cancel the subsidy? If the clipper yard folds because I stopped subsidies I'll have 10,000 more unemployed to start screaming for Finnish independence. Unless I absorb them into the military I get a massive unemployment hit that could have a serious effect on my tax income for that region (Southern Finland) as well.

The issue is that I need the factory, have a large treasury saved up and my tax income can cover the losses. You have to weigh the costs of keeping it going vs the cost of not supporting it. In my situation I need the factory more than I need the money; your mileage my vary.
 
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Aardvark Bellay

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As near as I can tell without graphing out a few months of game, prices are affected by supply and demand. For example: if a lot of countries are preparing for war they will need small arms, uniforms, canned food and wine. Small arms will need ammunition and steel; uniforms need wool; canned foods need iron, cattle, fish, grain; ammunition needs coal, sulphur and iron... So as the troops are built up the demand for everything in the chain goes up and if production doesn't keep pace, the price goes up on all of those goods.

Usually I'm fighting to increase RGO output. If you want to decrease it do what you can to make the labor class promote to other pop classes, try to lower the number of aristocrats, and don't build railroads there. Military comes out of the workforce, so raise the pay of the military, lower taxes on the middle class, raise them on the lower class, and keep your fingers crossed. If you build the RRs and get techs to increase RGO production, you can do the tax thing to encourage people to find other jobs and still maintain the RGO output.

Should work... :rolleyes:

Edit: This morning I realized that soldiers, farmers and laborers are in the same economic class (low) so the tax thing may or may not work. Raising the military budget, however will still encourage the RGO workers to change to soldier pops...
 
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grommile

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What decides price of goods
Supply and demand, with the complication that there are hard limits on how far a good's price can diverge from its originally defined price.