S1914 GAME INFO

  • I am reworking and moving some of the data posted here: supplements and some data atm only made available at this discord http://bit.do/S1914 to this place. Some of this data can contradict the manual. Most data posted has been retested accurately recently; some values might still depend on display values though and might need minor correction.

    Under Construction



    EFFECT OF MOBILITY AND MORALE/CONDITION ON UNIT DAMAGE ,SPEED AND HP


    mobility.png


    • Usually mobility is at 100% (from day 4 on) and everybody is affected in the same way by reduced mobility the first days. This however can have major consequences for team battles.
    • Mobility is affected by the availability of oil. If there is oil it will rise 20% each day. Starting at 50% at day 0 and 100% at day 4.
    • It is not clear how mobility is affected by a shortage of oil and it is not clear how it should be affected. It does not decline 10% each day anyway and also does not in combination with a shortage of other resources.
    • A shortage of grain has no effect on mobility and also has no direct effect on army morale. Like any resource shortage it can influence army morale indirectly by lowering province morale.


    DAMAGE



    sizefact_new2.png


    • All units besides close combat landunits get raw damage applied simply proportionally up and to 50 units.


    sizefact_new.png


    • Close combat landunits are an exception to this. Though close landcombat might not be the most common form of combat it is very important to be aware of how raw damage is added to these units, especially to infantry that is arguably the most important unit in the game.
    • Splitting up these kind of units offers the most obvious way to increase combined damage.


    UNIT RANGES


    ranges.png


    Concerning view ranges:

    • balloons have 4x more surface area and are for this reason valuable. They do move however slowly and are best attached to a group of artillery since they share the same speed; they will add some nice airdefence as well.
    • you can become aware of the slowest unittype of a questionmark-unit (nationality visible only) in the opaque area, by looking at the speed it is moving in sometimes.
    • planes cannot be attached to other units and "stick out separately", hinting at their presence this way.

    Concerning combat ranges:

    • close combat range (5km = 5 pixels) is very important: you can attack everything (also empty cities), except airborne units, in a range of 5 km, but the battleship and the light cruiser are exceptions to this.
    • splash/blast damage range is not clear: it concerns a smaller portion of damage being done to units in the vicinity (2-5 km max) of the target.
    • the ranged combat ranges can be misleading in utility: a railroadgun e.g. is by lack of vulnerable railroad often locally static, while artillery can move freely within its large range, actually covering a larger range that way, conditions provided, while the great speed of the light cruiser can overcome its poor range.
    • fort cover range of 2km only seems to be applied to locally stationary units within this range.


    UNIT SPEED


    speed.png

    • speed of a stack (several different unit-types) is determined by the slowest link/unit.
    • speed of units on neutral land-terrain is equal to their speed on enemy terrain.
    • speed of planes on sea is equal to their speed on land.
    • though seemingly trivial being aware of the different speeds of different units on different terrain is very important.


    ARMYMORALE


    armymorale.png


    Contrary to condition-units, morale units (cav and inf) are influenced by the terrain they are on at day-change. There are 2 ways in which terrain can influence army-morale:


    1) Own terrain: armies standing on own terrain will have their morale influenced by the difference of their army morale with the NEW province morale. It will move within the grey range given in the graph: 20% of the difference downwards and upwards.


    2a) If armies do not stand on own terrain their morale will not be influenced within a range, but it will change in a constant manner towards 50% (either downwards or upwards). If armies stand on ally terrain (blue line) their morale will slowly move towards 50%: armymoralenew = armymorale_old + (50 - armymorale_old)*0,10.*

    2b) If armies stand on all other terrain (sea/enemy terrain/neutral terrain) they will move towards 50% morale in a quicker manner (green line) with 14.28%, 1/7th.

    facts concerning armymorale:

    • morale units that are part of an formation that destroys another formation will receive a boost in morale. It is not clear (to me) how, it might be based simply on the morale it has at the moment it destroys another formation.
    • morale of units on sea is preserved when being attached to a ship (or a railgun: addition user furry1).


    * value for ally terrain has never been re-tested and was established using display values



    CONDITION REPAIR


    repair.png


    * See also the purple line in the previous graph. Condition units: everything but infantry and cavalry.

    * condition_new = condition_old + (100- condition_old)/7
    * The restoration rate is independent of the number of units involved.
    * Condition-units repair universally at the same rate depending on damage, regardless of position and probably regardless of being in combat.*


    *Morale units are affected by terrain at daychange while being in combat.



    INFANTRY GENERATION


    infantry.png


    • Barracks with low province morale will not only output infantry slowly, but will also produce low morale infantry: switch them off.
    • Barracks lvl 1 produce infantry more efficiently (and spreading these out, contrary to less lvl 2 barracks, will offer more places to produce cavalry).
    • Locate barracks on double resource provinces (see green line eg). 1000 grain a day will be expensive very quickly usually.
    • The Mesopotamia map red dot generation has been confirmed. Antarcticamap dots however do not offer this kind of max inf generation.


    TECH/MECH PRODUCTION REQUIREMENTS AND VALUES


    production.png


    • production-times are determined by factory level segments of 12 hours that go from segment 0 (fab1) to 12 (fab4).
    • If you cancel a build (either production or building) the build will be reset to the last finished segment of 12 hours, but any remainder over a segment of 12 hours will not be refunded.
    • cavalry and armored cars can also be produced by garages.
    • cavalry also requires a barrack. the barrack level is irrelevant.
    • balloons do not require an airfield to be produced (and are apart from the high defense-value in all respects land-units)


    PROVINCE MORALE


    province2.pngprovincemorale.png


    • the sum of province influences (displayed under province info) determine the new target morale. Morale moves to this new target morale with 25% (naturally maximally to 100%).
    • Contrary to army-morale, province-morale is rounded to integer values.

    Province morale is very important for the output of resources, money and soldiers. It can be best influenced by reducing these negative factors:

    • distance to capital: this penalty can get very big on large maps. Reduce it by minimizing the sum of distances to the capital by relocating the capital. The distance penalty is based on the direct straight distance (not the distance by actual roads/paths) between a province city and the capital city: around every 80km will add 1.25 penalty that will be rounded and will maximally be -39.*
    • number of wars: -5 for every war that is ongoing at day-change with a max of -25.
    • preventing enemy units from being in your province: -1 for every unit with a max penalty of -30.
    • shortages in resources-types have a negative influence that is build up and build down during the day depending on the duration of the shortages.

    Positive (and ambivalent) factors:

    • buildings: on large maps forts are for example constructed solely sometimes to compensate for the steep distance penalty. A fort level gives +5/ 2000 iron. Buildings provide different morale points.
    • conquering enemy capitals gives a direct raise (not based on morale factors mentioned here) of 10% on all provinces. Losing a capital gives a -40 morale factor and a direct drop of 20% on the contrary.
    • neighbouring provinces influences are summed up to one small neighbour-factor that can be maximally +5 and minimally -5 and is determined by the neighboring province that gives the lowest value for this formula: max(-5,(neighbour_morale-70)/6). A neighboring enemy province will result in a -5.

    * Penalty might be based on 10% parts (0.1 day) of what inf would travel on own terrain in a day: 86.4 km.



    PROVINCE OUTPUT


    output.png


    • each province requires 800 food (grain and/or fish), 800 building-material (wood and/or iron) and 800 energy per day as upkeep cost.
    • double resource provinces give double output resulting in a great difference of netto ouput compared to single resource provinces.
    • provincemorale increases the output of resources and money proportionally.
    • harbors (25%), railroads (33%) and factory levels (8.75%) improve the output of resources (the exact value for every factorylevel should be retested). Railroads use 500 coal/day.
    • corruption effects both resource and money output, minimally 0,01% and maximally 15% and is based on population, meaning that it will rise proportionally with the owned number of provinces except for the historical europe map where population is not homogeneously distributed. It also depends on the particular map: on the 500 map for example corruption rises somewhat more per province in comparison to the middle east map. For some maps exact corruption values have been collected and and accompanying graph will probably be made.


    SCORE


    score.png


    There are 2000 points available and distributed over the players from the start and the objective is get a certain amount of them; e.g. 1000 of these points as a solo player. The score you have displays a contrast between your provinces, the morale of those provinces, the upgrades that have been built there and all the provinces you do not have, their morale and available upgrades.The most dominant of the factors mentioned are the provinces you have and the morale each one of them has in relation to all the other provinces on the map and their particular morale. It is therefore an economic score (that can be considered to quantify military potency).


    Some reservations have to made in asserting that the score does reflect economic power however: the DE score makes no distinction between single resource provinces and double resource provinces, while the latter are economically very potent since they give double the resource output for only a single province upkeep cost; making them more than twice as valuable as single resource provinces.There is a bonus to 99+ morale provinces, but this extra score, giving a considerable extra 27% points to a 100% morale province, reflects no real economic power and are in that sense empty points that can distort the view on how economic power is actually distributed in the map.



    FORTS


    forts2.png

    • forts only reduce damage applied to units inside of them.
    • display map values are rounded values based on this formula: 100-100/(1+fort_level*0.5).


    FORMATIONS


    formations.png








    Files

    • forts.png

      (62.26 kB, downloaded 4 times, last: )

    - for any question join this global S1914 discord server: bit.do/S1914. It has amongst other a calculator that is undergoing successful construction to predict combat outcomes.

    - general game info (lot of visual data) on this server made available here: S1914 GAME INFO

    - as well as information concerning maps: S1914 MAP INFORMATION