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unmerged(3221)

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The cost in IC days to upgrade twice obsolete units is incredibly cheap. By twice obsolete, I mean upgrading level 1 to level 2 after you have researched level 3. By cheap I mean that it can cost less than 7% of the cost of building a new unit to upgrade one twice obsolete level. Or to look at it another way, it costs less than 1/4 of the expected upgrade cost that you would normally occur going from level 2 to level 3.

The primary factor for this seems to be an incredible time reduction. I tested this playing Germany with twice obsolete upgrades of interceptors from level 1 to level 2 and of tactical bombers from level 1 to level 2. Both upgrades were held back until after I researched level 3, so this was two levels behind. For the interceptors, it took only 13 full days to get to a 99.13% upgrade level. For the tac bombers, it took only 17 full days to get to 99% completion. Both needed a small fractional finishing day. Germany's displayed upgrading costs were 55% in 1937 after two central planning slider moves for the interceptor upgrade and 60% displayed or 30% actual for the 1938 tac bomber upgrades.

Note that if you proceed with the normal upgrading such as level 2 to level 3 in this example, the upgrade times for the interceptor 2 to 3 upgrade would be 52 full days, yet it took only 13 full days for the level 1 to level 2 upgrade. So your are looking at about 1/4 of the time. Normal upgrades of one level start with a 1/4 time basis, so we have a .25*.25=.0625 or 6.25 time percentage basis for twice obsolete upgrade. The IC per day cost in contrast is only slightly smaller. For the interceptor example, it would be 71% of the cost of building a new level 3 interceptor. Modest IC cost reduction but around a huge 15/16 time reduction for twice obsolete upgrades.

So the cost of upgrading twice obsolete units and brigades is nowhere as bad as it seems. This seems to be a change in 1.3 from previous versions (I tested this with 1.3b). I don't recall anyone noticing this in 1.2 and testing this and posting this on the forum. The overall cost to upgrade twice obsolete units one level may be as low as just 7% of the cost of building a new unit. Or about 1/4 the cost of a normal one level upgrade. Also note that you can not see this anywhere in the game; you need to deduce, test, and observe this to extract the math. The incredibly fast twice obsolete upgrades, however, will be noticeable.

METHODOLOGY: I used a saved January 1937 German game. I disbanded the starting HQ and the eight starting tac bombers which left only the three starting level I interceptors that needed upgrades. I researched the level 3 interceptor in 1936. I waited for midnight to reset the production screen so that the upgrade showed only the three interceptors. The upgrade cost at that point was 25.18 for the three interceptors or 8.39 per air unit. I started the upgrades and noted that the statistics folder page for air wings showed a percentage gain after 1 day of 7.63% After 13 full days it was at 99.13% or an IC days cost near completion of 8.39*13=109.11 IC days. With the last fractional day, the total cost in IC days was about 110.07 You can contrast that with the cost of building a new level 3 interceptor which was 11.7 IC a day for 135 days or 1579.5 IC days. As a percentage, the twice obsolete upgrade cost for upgrading one level was 110.07/1579.5 or just 6.97% of the cost of building a new interceptor. Note that there are some rounding effects which effect these percentages, as would any slider moves which effect upgrading costs.

A CAUTIONARY NOTE about trying to do this twice obsolete upgrade in your games. After upgrading from level 1 to level 2, the upgrading mechanism seems to proceed to upgrade the level 2 units to level 3 rather than switching over to the level 1 units. I noticed this when trying to upgrade eight tactical bombers from level 1 to level 2. With a trial and error method, I had enough IC to fully upgrade 2 at a time, so I prioritized one formation of four. When the first two of the four finished, instead of upgrading the other TAC 1 to TAC 2, it stayed with the upgraded TAC 2 and started to upgrade them to TAC 3. So I had to switch the TAC 2 to a different formation which left the two TAC 1 in the prioritized formation. This will require some micromanagement to get the full benefits of this twice obsolete upgrading.

EXAMPLES OF HOW YOU COULD USE THIS IN A GAME? Besides using this for interceptors and tac bombers for at least one upgrade, you could also use this for any starting light armor I div such as the starting three that Germany has. Wait until you finish research on the improved light armor (light armor 3) before prioritizing just the one formation of light armor I. Then allocate a few IC to upgrades and note in the statistics page how much progress is being made after one day. Make some IC adjustments and find a daily % upgrade increase that seems to be good enough. For one armor div, that might be 5% a day. After getting the upgrades done from light armor I to light armor 2, stop upgrading this formation. Wait for research to be done on the basic medium armor 3 div. Then prioritize that formation and upgrade from light armor 2 to light armor 3. This would allow you to twice take advantage of the much cheaper twice obsolete upgrade cost before you have to pay the normal upgrading costs of going from light armor 3 to armor 3.

You could also do this with Cav units or artillery brigades where you can have more than one obsolete upgrade level. If you already have Cav 4 Semi Motor researched while having Cav 1 div, you could have two rounds (Cav 1 to 2 and Cav 2 to 3) of very cheap twice obsolete upgrades before having to pay the normal one step upgrading costs. With Great War artillery brigades, you could have even more rounds of twice obsolete upgrades.

WOULD THIS TWICE OBSOLETE UPGRADE FACTOR MAKE UPGRADES A NO BRAINER? Probably not, especially for countries with very high upgrade costs such as the Soviet Union which start out with the highest upgrade costs. The SU has full central planning and full drafted army which means a net 125% of displayed upgrade costs which mathematically turn out to cost about 63% of the normal upgrade cost. You can contrast that with the Germany examples above which had a displayed upgrade % of 55% which means a 30% actual upgrade cost in 1937. It would still be very cheap to upgrade the Soviet Cav from level 1 to level 3, but the last upgrade would be near the 63% level depending upon which slider moves were made. Additionally one would have to supply the CAV if they are on the field which costs 1.2 or 1.3 supply a day. Disbanding the cav and building them from scatch at a much later date would probably be a cost saver.

If the Soviet Union player wants to keep infantry on the field rather than using the exploit (trick?) of simply disbanding all of the starting inf div, he could wait until 1939 infantry were researched before trying to prioritize and upgrade the numerous 1918 inf div. At that point, however, even with the first twice obsolete upgrade being very cheap, it might be better to disband the 1918 inf rather than upgrading cheaply once. To fully understand this, one would have to play the SU and see what the combination of slider, minister, and tech effects was and then make a judgment call about whether or not to upgrade the 1918 inf div. It might be useful, however, to upgrade the starting armor div when you could take advantage of the twice obsolete factor as these armor div can be put in a formation with the starting motor inf div to create a combined arms formation with the +15 CA defensive bonus that can be used to quickly support defense threatened provinces.

Thread note: there was some previous discussion of this in another thread:
Should I upgrade or produce new units as the USSR?????. Look for Wolfhead's posting and my preliminary responses to him.
 

e-stab

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Are you sure that this applies to all kinds of units? I thought that there were (undocumented) specialities for a few unit types which make them significantly cheaper in upgrading than they should be, with interceptors being one of them.
 

Wolfhead

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G'Kar said:
Are you sure that this applies to all kinds of units? I thought that there were (undocumented) specialities for a few unit types which make them significantly cheaper in upgrading than they should be, with interceptors being one of them.

I'm certain that I've seen this work with artillery, at-tank, light armour and tac.bombers and almost for sure with infantry too so I guess it applies to all unit types.
 

unmerged(3221)

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I just looked at interceptors, infantry, light armor, armor, and tactical bombers. All have the same
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0

except for model 0 which is uniformly
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0

I did forget to look at that parameter within the various \unit\division files, but it doesn't seem to have been changed for even one model.
 

Filou

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Very nice thing to know, thanks for the info.

But it's strange that the time reduction is applied twice when the cost reduction is only applied once. A bug perhaps?
 

Kanitatlan

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Well done chaps, this is an extremely important hidden change. Could bring a major shift in my methods of play - or at least the results of them. I already tend to hang on to old units and upgrade at the last minute to take advantage of hawk moves and technology cost adjustments. This will now make this even more effective. Unfortunately (or fortunately) I have only been playing SU since 1.3 came out (building up to my AAR) so I haven't tried to upgrade anything.
 

GrimReaper

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Filou said:
Very nice thing to know, thanks for the info.
Dito :)

EDIT: my guess is this feature was implemented because of the questions raised on occasion; "If I have level 1 units and have researched level 3, why can't I upgrade directly from level 1 to 3?".

This feature surely lightens this heavy burden :D
 
Last edited:

AOK. 11

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I guess this is trying to make up for the fact that one has to upgrade two levels in game where in reality one would upgrade to the most modern equipment available.

This is a good idea, and it works well.

Edit:
Got beaten to it by Grim
:)
 

Wolfhead

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So it seems to me that twice obsolete upgrading takes a quarter of the time of single obsolete upgrading and triple takes half of that and quad obsolete half of triple. :wacko: Does that correspond to your findings? If so then I think I'm pretty clear over how this works. :D

But in that case it don't seems to be as simple as the upgrade_time_factor values are cumulative? Then it should start out with 1/2 the time and not 1/4? At first I thought they made it work that way. :confused: Jeez...thinking at 4.20 in the morning isn't a good idea, I'm off to bed. ;)
 

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Wolfhead said:
So it seems to me that twice obsolete upgrading takes a quarter of the time of single obsolete upgrading and triple takes half of that and quad obsolete half of triple. :wacko: Does that correspond to your findings? If so then I think I'm pretty clear over how this works. :D

But in that case it don't seems to be as simple as the upgrade_time_factor values are cumulative? Then it should start out with 1/2 the time and not 1/4? At first I thought they made it work that way. :confused: Jeez...thinking at 4.20 in the morning isn't a good idea, I'm off to bed. ;)
It seems like every upgrade_time_factor between current unit model and the researched on is factored in.

Lets say we have saved an austrian division, model 1918, as Germany just to test this :D

All infantry divisions takes 95 days to build, and now we have Improved Infantry Division (1941) available.

The formula then seems to be: {construction days} * {upgrade time factor level to 2} * {upgrade time factor level to 3} * {upgrade time factor level to 4}

Then the applied formula should be: 95 * 0.5 * 0.5 * 0.5 = 11.875 days

Next upgrade the formula will be: 95 * 0.5 * 0.5 = 23.75 days

And finally: 95 * 0.5 = 47.5 days

What do you make of this?
 

unmerged(49104)

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I like this ferature and it makes sence too.

Example:

If you have a squadron of prewarfighters around, and your best is advanced, you would not build upgraded THEN advanced, the advanced would go to the obsolete squadron straight from the production line.
 

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Labrat said:
I like this ferature and it makes sence too.

Example:

If you have a squadron of prewarfighters around, and your best is advanced, you would not build upgraded THEN advanced, the advanced would go to the obsolete squadron straight from the production line.

Yep -that's it. Imagine you still have 1939's Bf 109E flying around but 1944's Fw 190D or Bf 109K available. You wont go through the Bf 109F -> Bf 109G upgrade but straight to Bf 109K (in reality, in game path is different)
 

blue emu

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Yup... I welcome this change, and it has big implications for the optimum build/upgrade strategy of Central-Planning/Drafted countries like the USSR.

It is now cheaper to upgrade three steps than to disband and rebuild the unit... it used to be (before this change was made) that even two upgrade steps were more expensive than a complete rebuild.
 

Gwalcmai

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If I remember correctly I had posted about this before 1.3 came out. No one seemed to notice though. Maybe I should've started a new thread, instead of commenting during a discussion of upgrades. It's not new to 1.3.
 

hkbhsi

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Gwalcmai said:
If I remember correctly I had posted about this before 1.3 came out. No one seemed to notice though. Maybe I should've started a new thread, instead of commenting during a discussion of upgrades. It's not new to 1.3.

I posted a thread about this almost 20 days ago and no one noticed too.
 

Mithel

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Unfortunately G'Kar that is exactly one of my biggest complaints with HoI. It is a guessing game. Paradox releases almost no documentation / information about how the game works. So we have a lot of people doing testing just to understand the game mechanics. Sure, the average player may not care and may just want to "conquer the world" but those of us that are more dedicated or are students of WW2 history and enjoy using HoI to explore the history we want to know the details of exactly how the game mechanics work.
 

bennnyp

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Do you guys feel that (if you start the game in 1936 and follow a "normal" historical course) is it still quite effective to disband expensive units (such as airplanes or armour) and wait until 1938/39 to build level 3 units than maintain such units throughout 3 entire years?

If that is still the case, I feel it would be an added feature to implement to cause some dissent hit upon a unit being disbanded (the military class does not take lightly upon unit reductions or removals...).