Speed on enemy terrain is only 35% of the normal speed (the speed you have on own terrain). If you select unit information this is signified.
-=+=- Efficient Upgrades -=+=-
If you build the following upgrades:
-Aerodrome (GM and Air-Pack games only)
-Level 2 Barracks
-Level 4 Factory
-Level 5 Fortress
You will gain (1 + 1 + 1 + 1 + 2 + 2 + 4 + 5) = 17 upgrades = 8.5 basic points
This is not correct: only types of upgrades are concerned, not levels of upgrade-types.
So a fort level 5 (fort building type) counts as 1 upgrade and a damaged recruiting agency (agency building type) with only 1 hit-point left as well. This implies that you can only have 7 upgrades (excluding the capital that also counts as an upgrade type) in a province. This implies that upgrades usually do not add a lot of weight (3.5 max (with capital 4)) compared to the dominant morale factor (16 + 6 bonus max). However, you only require the presence of rudimentary building types to max out on the upgrade factor. This is relevant.
Less relevant: the formula disclosed by Bytro way back would allow for negative score (very low morale provinces without or few upgrades). A minimum of zero however is applied.
flower is still evolving so you need to keep your eyes open
lately - offensive flower works as expected
defensive flower- works us expected against range units
defensive flower vs melee units- not so great because delay units go to attack mode at some point
there would be more articles once we finish AWT and have more data collected about newest flowers and bastions.
Is the delay of units reset or shortened once units are in combat or do you just mean that the delay cannot be prolonged anymore once the units are in combat modus?
What is the max delay time? was there not a trick to set a really long delay time?
well its good to see you got rid of the ridiculous arrows from supremacy 1, now please do the decent thing and take them away from 1914
I agree, these arrows are pointless (no pun intended).
Ranged units, such as artillery, did not automatically attack enemy units within range immediately, effectively allowing enemy units to operate within its range for up to a few minutes before being shot at.From now on ranged units will commence the bombardment of enemy units as soon as they get in range, in case their fire command doesn’t prevent such actions.
Actually, the end of Hit and Run is announced here.
- Ranged units, such as artillery, did not automatically attack enemy units within range immediately, effectively allowing enemy units to operate within its range for up to a few minutes before being shot at.From now on ranged units will commence the bombardment of enemy units as soon as they get in range, in case their fire command doesn’t prevent such actions.
This post will probably help in seeing air mechanics replaced by something better in S1914. Considering that, publishing this is a good thing. Considering the OP nature of the exploit....not sure though.
Probably it could have been set up significantly better, but something had to be done quickly indeed.
since this is the time
I hope the survey does not point out that no improvements are (badly) required, due to lack of participants.
Since Legacy will be discontinued and since it is likely that some changes to the Revamp will be made before it does, it is a good time, a suitable moment, to do an unofficial survey, ok. Altered the introduction.
Legacy will soon disappear and there is no stopping this. Since some changes to the revamp are likely to be made before it does, it is a good time to let the Devs know what needs to be changed about the revamp (new UI/user interface). This small and UNOFFICIAL survey has been set up to better identify and asses the issues the community has with the new UI and to point them out to the developers.
Please fill out the small survey. It is not required to answer every question.
We are a server created to provide information and guidance for your Supremacy 1914 games. With a custom Discord bot, you can access dozens of graphs and charts that display important data related to Supremacy troops, provinces, morale, and more, as well a predictive combat indicator. Pieces of information that were formerly only available in scattered forum posts have been collected in one place, where everyone can easily find and use them.
To complement this, there are dozens of experienced players and Bytro team members available, who are likely to answer questions and give advice for your games at any time.
In addition, you can also enjoy a game-show style trivia round, where you can compete against other people to answer questions prompted by the bot. Here you can learn about the world while also having fun, and is perfect for when you have just a few minutes to spare.
The new revolt values were short lived. The revolt values have been simplified and reduced today.
The values are now linear and depend no longer on damage, but strength, that contrary to damage increments proportionally with every unit of every unit-type. This results in suppressing revolts completely with mere infantry in provinces with very low morale (even a 2% province can be completely suppressed with 20 (91%+ morale) inf). Compared to the previous system it is now a lot easier to completely suppress revolts in general.
The garrison-strength takes into account either the attack-strength or defense-strength based on what value is higher, resulting in both cavalry and armored cars adding 2.4 strength (at 100% morale/condition) to the garrison strength. It thus depends on the max strength of the garrison.
OLD VALUES (OUTDATED)
there is no such limit
Seems legit, after all, since enemy troops means morale decrease.
You also get a warning in advance that you might provoke war if you do so. But something that can be easily tested no?
Popularity of your nation among elite AI can be looked up easily now, but little was known about what it is influenced by. Freezy has made available the following factors concerning popularity:
Actions that improve your popularity with AI:
- being enemy with their enemies
- being friends (high diplomatic stance) with them and their friends
- trading with them
Actions that decrease your popularity with AI:
- having peace or better relations with their enemies
- having bad diplomatic relations or war with them or their friends
- starting new wars without declaring them
- when producing a lot of troops while already being unpopular
- having troops in their country without right of way
- getting your spies caught by them
The weight of these factors and how they quantifiable influence popularity is unknown, currently.
Completely agree. Enable tactical unit display in the revamp modus again plox!
The Flanders Front event introduces not only a lot of new units, but also levels of these units and research that is required to enable these. In an attempt to display the large amount of statistics concerning the buildings and units in this event some barcharts have been made.
A lot of these values will be tweaked in the near future and in that case the maps will be updated as well. The layout of these maps will also likely be improved if such an update will occur; spaces and colours for example.
Depending on the need of these charts, new charts will also be made concerning the buildingtime, buildingcost, researchcost and researchtime of all units and level of those units. So if you find this useful let it be known to be useful.
What will certainly be implemented is a second calculator and indicator for this event concerning all these units at this discord channel (moderated by the nl sup crew atm): https://discordapp.com/invite/7U3yBBk
UNARMORED UNITS ZOOM/CUT
LIGHT ARMOR UNITS
HEAVY ARMOR UNITS
BUILDINGS (VALUES ARE STACKED HERE, NO OVERLAP)
UPKEEP UNITS OF CLASS I, II, III AND IV