What is the army experience gain from exercise on 1.9?

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Shifted

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Hi, returning to the game after a year and just wanted to see if anyone has the 1.9 formula for army experience gain from exercising divisions. Wondering if I should still delete all my divisions except one and exercise it.
 

Delpheus

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Hi, returning to the game after a year and just wanted to see if anyone has the 1.9 formula for army experience gain from exercising divisions. Wondering if I should still delete all my divisions except one and exercise it.

1.9.1, the patch now in beta, will end one division training. It no longer gives xp (something like 0.0001)
 

bitmode

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Thanks for the info, do you know what the formula is?
The formula up until 1.9.0:
TRAINING_EXPERIENCE_SCALE * battalion_count/10 * UNIT_EXPERIENCE_PER_TRAINING_DAY * fighting_strength_factor * training_modifier * fuel_penalty / (#fielded_divisions + #deploying_divisions)

So with vanilla values, all divisions training and fully equipped: 62 * battalion_count/10 * 0.0015 XP
In 1.9.1-beta, the developers try to punish minimizing the divisor S=(#fielded_divisions + #deploying_divisions). There is now a linearly interpolated value X(N) being tracked over time and the divisor is now the maximum of S and X.

At the start of the game, X(N) equals S. On every subsequent day N+1, X(N+1) is calculated like this:
  • X(N+1) = #fielded_divisions, if #fielded_divisions >= X(N)
  • X(N+1) = max(#fielded_divisions, X(N) + (#fielded_divisions - X(N)) * ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP - ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP), otherwise
The intent seems to have been that a previously higher number of fielded divisions will depress the XP gain for some time until X(N) eventually settles at the new, lower number of fielded divisions.

But inserting the vanilla defines values, there is a problem:
X(N+1) = max(#fielded_divisions, X(N) + (#fielded_divisions - X(N)) * 0.002 + 0.1)

The second define has the wrong sign, causing X(N) to converge to #fielded_divisions+50 instead of #fielded_divisions. For example here are the first few values of X I traced after reducing my divisions from 30 to 1:
  • 30.041595458984375
  • 30.083099365234375
  • 30.12451171875
  • 30.16583251953125

So with this current bug in 1.9.1, you should most definitely not reduce your number of divisions if you want to exercise for XP.

If the sign of ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP gets flipped, it takes several months for X to converge to #fielded_divisions, depending on the exact starting value. For example going from 30 divisions to 1 division, X will be 5.0 after 190 days and 1.0 after 229 days. Throughout most of that time you'd hardly get any XP and effectively lose about half a year worth of XP. So you'll only want to do that now when planning to exercise for several years and if saving equipment is really important.
 
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Fulmen

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The formula up until 1.9.0:

In 1.9.1-beta, the developers try to punish minimizing the divisor S=(#fielded_divisions + #deploying_divisions). There is now a linearly interpolated value X(N) being tracked over time and the divisor is now the maximum of S and X.

At the start of the game, X(N) equals S. On every subsequent day N+1, X(N+1) is calculated like this:
  • X(N+1) = #fielded_divisions, if #fielded_divisions >= X(N)
  • X(N+1) = max(#fielded_divisions, X(N) + (#fielded_divisions - X(N)) * ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP - ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP), otherwise
The intent seems to have been that a previously higher number of fielded divisions will depress the XP gain for some time until X(N) eventually settles at the new, lower number of fielded divisions.

But inserting the vanilla defines values, there is a problem:
X(N+1) = max(#fielded_divisions, X(N) + (#fielded_divisions - X(N)) * 0.002 + 0.1)

The second define has the wrong sign, causing X(N) to converge to #fielded_divisions+50 instead of #fielded_divisions. For example here are the first few values of X I traced after reducing my divisions from 30 to 1:
  • 30.041595458984375
  • 30.083099365234375
  • 30.12451171875
  • 30.16583251953125

So with this current bug in 1.9.1, you should most definitely not reduce your number of divisions if you want to exercise for XP.

If the sign of ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP gets flipped, it takes several months for X to converge to #fielded_divisions, depending on the exact starting value. For example going from 30 divisions to 1 division, X will be 5.0 after 190 days and 1.0 after 229 days. Throughout most of that time you'd hardly get any XP and effectively lose about half a year worth of XP. So you'll only want to do that now when planning to exercise for several years and if saving equipment is really important.

Informative post. However bug or not, I'm quite happy with how it currently works in the 1.9.1 beta.

Ideally you'd get more XP the larger the army, scaled to how well they are equipped, with costlier equipment providing more XP. This'd be logical, while also preventing exploiting the system by spamming unequipped or as cheaply as possible equipped divisions, with the intent of min-maxing attrition cost vs. army XP gain.

They fixed training without equipment in an MtG beta patch almost a year ago, but spamming pure rifles as attrition sponges for XP is still the way to go, at least on paper. In practice the loss of even just rifles might be so high that training them 24/7 is not desirable. Which is exactly how it should be; no army in the world, then or now, could ever dream of conducting wargames for years on-end.
 

ltccone

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Playing as Germany in 1.9.1, I've changed the way I do training. I only train new units until they are regulars and then stop.

The only new units I build are 10xINF divisions. When they are trained I then change the template to what I want them to be, and train them to regular again. I rely on attaches for most of my XP.
 

Fulmen

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Playing as Germany in 1.9.1, I've changed the way I do training. I only train new units until they are regulars and then stop.

The only new units I build are 10xINF divisions. When they are trained I then change the template to what I want them to be, and train them to regular again. I rely on attaches for most of my XP.

You can also send Spain and Japan rifles, just remember to switch it to a single gun per month once the shipment's arrived, otherwise you won't get XP from them (needs an active LL). In MP you sometimes see Germany send guns to Abyssinia, but it's not worth it in SP.
 

ltccone

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Would be useful i think if we could train right to regular in the recruitment queue. Would need less micromanagement.
That would really be helpful; we should have that option.

In the meantime I'm loving the shift-train option.
 

seattle

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Would be useful i think if we could train right to regular in the recruitment queue. Would need less micromanagement.

Yes, but that's a typical UX oversight by the devs. Just remember how long it took them to "steal" the MEFO cancel button from mods that implemented that solution years ago.

Or the drag and drop with 3 years delay.

Unfortunately the devs struggle big time with basic QoL solutions.
But then again, the rest of the game is phenomenal!

While we're at it:
- add the default setting "train to level x" --> 1 click and all new units are in the queue until they are veterans for instance.

- change the default for the on-map exercise button to "stop training when maxed out". I don't get why you need to press shift for that! It should be the desired setting in most circumstances.
 

kettyo

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- add the default setting "train to level x" --> 1 click and all new units are in the queue until they are veterans for instance.

Can't you only get veteran by fighting?

- change the default for the on-map exercise button to "stop training when maxed out". I don't get why you need to press shift for that! It should be the desired setting in most circumstances.

Agreed.
 

seattle

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Can't you only get veteran by fighting?

Agreed.

I mean the highest possible exercise level whatever that is called.
 

Denkt

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I mean the highest possible exercise level whatever that is called.
It is called regular for divisions.

Can't you only get veteran by fighting?
The two highest levels, seasoned and veterans can only be gotten by fighting, but it is really hard to get to those levels due to the xp system only look at numbers of hours fight, not intensity or the fact you encircle enemy divisions which mean you have to use your divisions in a pretty bad way to gain the highest xp levels which makes Little sense.

Generals also had the same problem, but they fixed that a bit by giving xp from combat intensity as well as encircle enemy divisions but they never did the same for division xp for some reason I don't know why.
 

kettyo

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Generals also had the same problem, but they fixed that a bit by giving xp from combat intensity as well as encircle enemy divisions but they never did the same for division xp for some reason I don't know why.

That's a shame since it should be easy to implement division XP scaling based on general XP mechanics.
 

Denkt

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That's a shame since it should be easy to implement division XP scaling based on general XP mechanics.
Divisions did not fight all the time but still gained xp and the number of hours a divisions need to fight even without taking any casulties (which reduce the xp) is alot, like maybe 2500 hours or 100 Days in combat to go from regular to veteran, and if you add in casulties it is even more. That is quite extreme and work very poorly for stuff like armored divisions.

Also the gap between regular to seasoned is 45% xp which is alot while the gap between seasoned and veteran is just 15% xp, which mean it take forever to get to seasoned but getting from seasoned to veteran go quite quickly in comparison which don't make much sense. I think they should make the gap 30 and 30 or so.

For navy and airforce the xp system seems to work just fine, it is divisions that are the ones that it work poorly for.
 

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You can also send Spain and Japan rifles, just remember to switch it to a single gun per month once the shipment's arrived, otherwise you won't get XP from them (needs an active LL).

Do the nationalists now have enough convoys to receive German arms?

In the past six months, I've had a hard time getting lend-lease to the nationalists due to convoy shortages. Ditto for the republicans.
 

Fulmen

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Do the nationalists now have enough convoys to receive German arms?

In the past six months, I've had a hard time getting lend-lease to the nationalists due to convoy shortages. Ditto for the republicans.

In SP I always send Franco 2k guns in one go and then switch to one rifle a month, don't recall really ever having convoy issues with that amount. This also gets me to +20 relations, allowing me to skip spending PP improving relations to send an attaché.

The optimal thing to do in SP though would probably be to LL both sides, to keep the war going for as long as possible. In SP as an Axis major I also avoid sending land volunteers, just so I can farm air XP with CAS for longer. I find the war still ends in 1937-38 if you only LL Franco, even if you don't send boots on the ground to speed things up.

Btw in the 1.9.2. beta I also noticed the SOV AI likes to sometimes send 100-200 fighters to the Republicans, but its behaviour is erratic and it will sometimes pull them out and replace them with tactical bombers, which you most of the time cannot engage due to a bug.
 

Harin

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Do the nationalists now have enough convoys to receive German arms?

In the past six months, I've had a hard time getting lend-lease to the nationalists due to convoy shortages. Ditto for the republicans.

I know it has been discussed before, but shouldn't the convoy issue for lend-lease get addressed? Shouldn't the nation lending the equipment be able to use its own ships for delivery? The US was the arsenal of democracy, but how can that happen in game, when many nations have almost no convoys? I was playing China recently and the US constantly wanted to lend China small arms, but it required over 2,000 convoys so I had to decline each time. China only had like 150 convoys at the time. How can small arms need so many monthly convoys anyhow?
 

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How can small arms need so many monthly convoys anyhow?

There is a weird thing with convoy math in the game (a problem that has not been addressed as far as I know) where it can cost more convoys to send 2000 infantry kits than it does to send divisions that use a total of 2000 kits.

What we do in MP is send convoys first, then send other war materials to allies.