Logistics Calculations

  • Hello


    as a game had seen increase in number of active players and decrease in number of pro-players I believe it would be worth playing a small game here to see who knows basics of logistics. it would be also good to know who to talk too on the maps about the cooperation.


    so without further ado lets get started


    Ex. 1


    You are in your land and you start chasing opponent
    you both have arts no railways, you are 1 hour away from attacking the opponent with your arts
    how many minutes and seconds it will take for you to have him in fire range if you both are not using speed march and we are sure they will not leave your province till that time


    If not answered properly I will give answer next Sunday

    winner can hope I will do my best to give him 5 k GMs from my account but I will need Team ENG cooperation in that.


    GL HF

  • This was a fun puzzle, but maybe wrong :)


    Your army travels at 70% of 25km/r (25*0.7). Enemy army travels at 35% of 25km/r (25*0.35). Attack range is 50km. This means that you're 50km + 17.5km (one hour march of 25*0.7), so 67.5km to start with.


    Looking for the hours it takes for the armies to catch...


    x is the number of hours.

    x(25*0.7) = 67.5 + (x(25*0.35)).

    17.5x = 67.5 + 8.75x

    8.75x = 67.5

    x = 7.71428571428571


    Covert that to HH:MM:SS = 7hrs 42mins 52 seconds

  • couple of notes here


    1. your speed on your land is 100%

    so your arty speed is 25 km/h


    2. we want to know when you can shot at the enemy . I rephrased the question so it is obvious. Now we will check if you know how to calculate distance.

  • Got it, I hope!


    So we're looking for the time that the distance is 50km. Your army travels at 25 km/r. Enemy army travels at 35% of 25km/r (25*0.35) which is 8.75 km/h. Attack range is 50km. This means that you're 50km + 25km, so 75km away to start with.


    Looking for the hours it takes for the armies to get exactly 50km apart...


    x is the number of hours.

    (75 + 8.75x) - 25x = 50

    75 + 8.75x = 50 + 25x

    25 = 16.25x

    x = 1.538461538461538...


    Convert that to HH:MM:SS = 1hr 32m 18s

  • you're an hour from shooting so the gap you're closing is 25km, you're closing the gap at 16.25km hr (.65*25) which works out to be .27083 km per minute. 25km/.27083 = 92.30769 minutes which is close to 1:32:18 and you can typically shoot about 10-12 seconds before you're in range so right around 1:32:07 (92:07 if you're trying to be specific about just minutes an seconds)

    incidentally this is not logistics it's mobility and the way you write, even in this forum is always so very condescending.


    Edited once, last by psychlops: question asks for minutes and seconds ().

  • so in general I am asking for regular game without using tactic HNR as this is not the way how you play against opponent you are respecting


    secondly this topic is about logistics bu if you can predict what I am about to write later, just from one question, I would advice to set up your own topic about predictions or mobility. The topic is purely about showing people how to


    finally - lets focus on answering question without any additional circumstances. This topic is for New players from a Steam , to help them understand how they can calculate almost everything in that game with precision to a single second. It looks that 99% players believe it is not possible. saying that it is possible to exactly plan everything around your day and visit game like 2-5 times during a whole day for couple of minutes to be successful.

  • Actually Buddha, there is one teeny tiny problem with trying to figure out the game down to the last second. You are not taking into account LAG that happens in the game depending on the map you're playing. Sometimes, lag kicks in and a HNR tactic gets squashed because that window gets closed and you get fired on before you can get away.

  • as said before I do not want to use any strategies, just to know when enemy army will be in range in a normal circumstances described above and that could be calculated for example of newbie players. no point pretending there is bigger chance than 50% that something will go other way around.

  • Actually Buddha, there is one teeny tiny problem with trying to figure out the game down to the last second. You are not taking into account LAG that happens in the game depending on the map you're playing. Sometimes, lag kicks in and a HNR tactic gets squashed because that window gets closed and you get fired on before you can get away.

    Furry1 of all ppl here in Forum Buddha is the one that explained in detail and gave directions on how to use (flower defense) so that newbie players could deploy and use it...clearly stated many times the reason that HnR is not reliable exploit despite entire community clinging to it as the ONLY acceptable exploit...the main reason he always states is that it is 'activity based exploit' and that it can not accurately be timed with the 'time LAG' in 500 player maps...however he has also shown the nano seconds delay for each unit on the map and has investigated based on units in any given map the exact "time LAG' so even that can be calculated...


    Anyhow, I doubt the thread was forgetting LAG but rather teaching players HOW to do movement calculations....LAG is an issue when doing HnR more so than calculations of 'movement time' when planning the maps and what you reveal to opponents IMO

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  • Furry1 of all ppl here in Forum Buddha is the one that explained in detail and gave directions on how to use (flower defense) so that newbie players could deploy and use it...clearly stated many times the reason that HnR is not reliable exploit despite entire community clinging to it as the ONLY acceptable exploit...the main reason he always states is that it is 'activity based exploit' and that it can not accurately be timed with the 'time LAG' in 500 player maps...however he has also shown the nano seconds delay for each unit on the map and has investigated based on units in any given map the exact "time LAG' so even that can be calculated...


    Anyhow, I doubt the thread was forgetting LAG but rather teaching players HOW to do movement calculations....LAG is an issue when doing HnR more so than calculations of 'movement time' when planning the maps and what you reveal to opponents IMO

    The very nature of what causes lag means it can not be calculated. Anyone who believes this does not understand latency, ping, server loading, concurrent threads, database connections, nor client side considerations. Lag will be different for every player so even if it could be calculated it would be an individual calculation and nearly pointless to the masses.

    Lag really has almost nothing to do with this answer. It's 8th grade algebra "a train leaves the station..." with a couple of extra considerations speed on enemy land vs normal speed and the delta between the client and the server on firing times.

    Oil had the correct answer from a straight algebraic standpoint and buddha seemed to be implying it was not correct so I threw in the server/client delta. He said he would be giving us his correct answer on Monday which came and went which is par for the course since trying to lord information over players is part of his enjoyment here.

    It's not a good question to determine much about new players skill (as he implies when he throws in "to determine who he should communicate with") because in reality the player who is running can turn and fire at any point so if you think you've calculated this to the second and stop paying attention to the game the likely result is you will not be the player who fires first.

    Additionally this game has almost no "logistics" in actual game play. Logistics is an abstract concept here, probably simulated to some degree by - morale penalties for enemy neighbors and upkeep costs for units. Neither is something you have to actively control. There are no "supply lines" or supply units that need to be accounted for and they can not be interdicted. Even surrounded units are not penalized. This question is about unit speed and understanding movement penalties on enemy land which is just mobility. If you've been in the actual military you'll certainly be aware that mobility and logistics are not the same.

  • Psych, I think you and I see a lot of things the same way. Hastings, you and I also see many things the same way but with a few minor differences. In any case, I agree with Psych, it's a simple algebraic equation and somebody has already given the correct answer.

  • I think any competent player can do the movement calculations, with basic math... I thought the real idea was to get players to think for themselves, we all know Buddha can not transfer 5k gold marks to another player as a reward... I agree that maybe Buddha sounds condescending at times, but I am also aware that English is not his native language and is probably his 3rd...but his first language of Polish uses predominately 'current tense' nothing in past or future far as I understand... His intent was to find players that could do the math IMO


    Happy to see both you guys people getting involved in actual game discussions, game movement mechanics and if you check, I was happy to see this Oli E Lee with correct answer and I snatched him up for my alliance before you guys could recruit him LOL :)


    You guys are down to earth, I certainly value your input...

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  • still some time to answer the question


    in basic there is one answer which we should talk about. conditions stated as in the first post.

    waiting for you calculations and explanation how you got to it.

    The correct answer is already posted, if you dispute that, why not post something that shows how you see it different? Stop playing games where you pretend/think you have the answer but in a few days you'll either be wrong, change the question or post that the correct answer was already stated. You've already edited the original post 3 times (including changing the timeline which is annoying) how about you explain the point you're trying to make since virtually everyone who has bothered to read this has already pointed to the same simple math. If we're not understanding what you're asking please add to the conversation not just bump the thread with inane nonsense and edit the original post to move back the day where you "shine down your radiant intelligence and enlighten the little people".

  • The correct answer is already posted, if you dispute that, why not post something that shows how you see it different? Stop playing games where you pretend/think you have the answer but in a few days you'll either be wrong, change the question or post that the correct answer was already stated. You've already edited the original post 3 times (including changing the timeline which is annoying) how about you explain the point you're trying to make since virtually everyone who has bothered to read this has already pointed to the same simple math. If we're not understanding what you're asking please add to the conversation not just bump the thread with inane nonsense and edit the original post to move back the day where you "shine down your radiant intelligence and enlighten the little people".

    Do you want to stop embarrassing yourself? No one's even taking you on :D

  • I like to keep everyone here calm and not have this thread intended to get players to think for themselves to spiral out of control and turn into insults...


    Remember we all have our own styles of play, teaching and learning, we all have common ground and passion in this s1914 game ;)

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