Today I noticed a unit that had been recruited in a province with 9% morale. The unit had (9% morale (see attached pic). I have seen morale this low in combat before, although only rarely. The same player has another province with 0% morale. So what happens if a unit is recruited there? Is it even possible to recruit, how long would it take?

Looking at the formula for morale provided here, it would seem that a 0% morale unit can exist. I have never seen such a unit in game though.

The lowest mobilisation I have ever seen was 50% on submarines which were left over after I was defeated. A few weeks with no provinces and no resources and they never went less than 50%.

So it would seem that morale can go as low as 0% (maybe 1%) and mobilisation bottoms out at 50%. Is that correct?

Today I would like to delve into how some of the game mechanics have incremental properties, including, but not limited to, the construction of buildings and production of units, as well as other mechanical features. The scope of this thread will be to thoroughly explain the incremental properties of building construction and a consequential impact that it can have on unit production, which may explain some oddities that I am fairly certain many of you have been wondering at some point about.

In order to explain mechanical incrementality we need to have the health point values of buildings – hereinafter referred to as “HP” – that you may find in the manual within section 4.4 ‘The Buildings’: Here

Please do take notice of the fact that every building has a HP value and for demonstration purposes we are going to take a look at the airfield, also known as the aerodrome within the game, in the aforementioned section of the manual. You will find something that looks like this:

I have taken the liberty to mark out the HP of the building and its construction time, which we are going to need for this relatively simple calculation. Suppose we want to find out the earliest point that we can start using the aerodrome. In order to find out we simply take the construction time and divide it by our HP value to end up with the threshold value. We will end up with the following: 24/4 = 6.

This tells us that we can start using the aerodrome six hours into its construction, because every building has something called a threshold of existence. Once it passes that threshold, in our case 1 HP that will occur after 6 hours of construction, the system will count this building as existing and hence operational. Now there are some exceptions to this, e.g. barracks, which if below level one requires full HP (4 HP) to be operational and hence can be said to not have any incrementality. Barracks, if below level one, do not function when they are only partially constructed as opposed to buildings with incrementality. If above level one barracks does have incremental properties.

The following buildings can be said to have incremental properties: Harbour, fortress, workshop level 1+, barrack level 1+, factory, aerodrome and railway. This leaves the barrack level one as the only significant building that does not have any incremental properties. The workshop level one does not have any incrementality either, but it takes just a few seconds to construct and hence are insignificant.

Buildings with incremental properties that provides protection or enhance your production, e.g. a fortress or a railway, do so gradually as they are constructed. Since they have incremental properties we know that they do not have to be fully constructed in order to be operational. The level of protection or the level of production enhancement the fortress or railway will provide is entirely dependent on the HP values or the so-called thresholds of each respective building.

For example, it takes 24 hours to construct a fortress and it has 2 HP per level according to the manual. Therefore, we simply take 24 and divide it by 2 to find out the threshold value, i.e. the number of hours it takes for the building to pass each threshold. We end up with 24/2 = 12, so after 12 hours the fortress will have 1 HP out of 2 and thus be halfway through its construction. At this threshold level the fortress will provide the local garrison with a damage mitigation of 50% against all incoming damage.

At threshold 2 some 12 hours later, the fortress is fully constructed at level 1 and will now provide a damage mitigation of 67% and on it goes… The point here is to show that a fortress does not have to be fully constructed to provide a defensive bonus, but rather just be 12 hours into its construction and I also wanted to show that as we pass threshold by threshold the significance of the protection the fortress provides will gradually increase.

Now there are strategies involving the incrementality and one of them is about railways. It was first publicly described in this guide here by Sebi Sterta [fetched 2018-04-10], but has been known within the veteran part of the community since the days of Java. A railroad, also known as railway within the game, have 6 HP according to the manual and it has a construction time of 3 days (72 hours). So, we do the same thing that we have done all throughout this entire thread and divide the construction time by the amount of HP. We end up with 72/6 = 12, so we have a threshold value of 12 hours and that means every 12 hours the building will gain 1 more HP and pass a threshold, because HP equals threshold.

We know that it is has incremental properties and as such we know that it does not have to be fully constructed to provide its benefits. The benefits as shown with the fortress example will come gradually with each threshold or HP to be clear. We can construct the railway to 5 HP out of 6, which will take place after some 12*5 = 60 hours into construction. We will then have + 28% enhanced resource production provided by the railway, however, we do not have any consumption until we hit the last threshold of 6 HP (fully constructed railway).

Therefore, we can simply cancel the construction after 60 hours and enjoy the + 28% without having to pay any upkeep for the railway. Granted, this strategy does have some drawdowns such as the fact that we miss out on the speed bonus that a fully constructed railway provides and in addition to this we sacrifice 5 percentage points that would be added to the + 28% at the last threshold.

I think that we have talked enough about the incrementality of buildings. Suppose we want to know the impact that incrementality has on unit production in factories… Now this in particular can cause headache, but it does help explaining some oddities that you might have been wondering about, such as…

As you might have noticed, I have taken the liberty of marking the relevant information for our case. It seems a bit harder than the things we have been doing earlier in this thread and it is, but it relies on the same concepts except that we are now focusing on how production time is affected by incrementality.

As seen in the print screen, each level has four thresholds and we can say that

Now it is extremely hard to structure this properly in a formula, but what we can do is to break the entire process down to its smallest parts as seen in table below:

As soon as day 10 comes you place an artillery piece in production and upgrade the factory and keep on doing it (with no time inefficiency, meaning you upgrade the factory again the very second it finishes upgrading at change of day) until the artillery rolls out of there 2.6 days later. So, 10 days + 2.6 days = 12.6 days. If they have artillery earlier than that, then they are either going through the tutorial or they spent premium currency. The point that I want to make is that incrementality does affect unit production and you can use it to your advantage.

Any chance of you fixing this? ]]>

And no, Google translates does not always work that well.

Thoughts? ]]>

My issue with this is that most new players go inactive straight away, it seems. Few days into the game a new player takes over, finds out that he's got 25+ units in each province and starts crossing borders with stacks of 100+.

I'm struggling to find a counter to this. Not invade at start of game, build lvl 5 forts at borders and wait the game out? Nor can I invade them early on due to their number of units + the fact that my other neighbours are active players and will easily invade me if I declare war on a nation twice as strong as myself.

And it's not just when it affects me directly. I hate it when it happens to someone else on the same map.

I'm stuck on the fences with this one... ]]>

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In my fourth thread I explained 'Dilution Theory', which is how merging two units can result in a lower condition and how to calculate it.

Today I would like to delve into how damage distribution work in this game. In the dilution theory thread I mentioned that this thread will base itself on the premise that if the dilution theory is true, then this theory will be true as well.

Simply put:

If dilution theory = true, then damage distribution theory = true.

Now that we have gotten that out of the way, let's begin.

As always I believe that the best way to explain things is by showing an example.

Suppose that you have say five fighters and suppose that the HP of each fighter unit is 100 for pedagogical purposes.

Example:

100, 100, 100, 100, 100 (HP)

Five units total

Cumulative HP value (500)

Average = 500/5 = 100

Now introduce e.g. 120 damage.

Since the damage exceeds the HP of 1 fighter it will destroy the first fighter in line and then distribute the rest of the damage to the next fighter, i.e. 20 damage distributed to the next fighter.

So we end up with this:

100, 100, 100, 80, X (HP)

X denotes a destroyed fighter.

So this means that we would end up with:

(Excess damage / number of surviving fighters), or 20/4 = 5

100 - 5 = 95 HP

Cumulative HP value: 95 * 4 = 380

380/4 = 95

95, 95, 95, 95, X (HP)

As concluded every fighter will now have 95 HP or 95% condition.