Seminole
Posts: 2105
Joined: 7/28/2011 Status: offline
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Thanks, that didn’t stand out to me previously. Appendix A - retreat scoring Valid hexes in retreat/displacement move range are determined and scored. Scores range from 0.0 for worst value amongst valid hexes to 1.0 for best value amongst valid hexes. Scores are later multiplied by weights and added together. The following factors are used: ● range to supply source ○ lower better, weight 10 ● MP to supply source ○ lower better, weight 9 ● number of units in target hex ○ lower better, weight 2 (0 for displacement moves) ● number of combat units in target hex ○ lower better for combat units, weight 5 (4 for displacement moves) ○ higher better for non-combat units, weight 6 (5 for displacement moves) ● number of non-combat units in target hex ○ higher better for combat units, weight 6 (5 for displacement moves) ○ lower better for non-combat units, weight 5 (4 for displacement moves) ● number of adjacent enemy-controlled hexes ○ lower better, weight 8 ● terrain and fortification defensive bonus ○ higher better, weight 4 (3 for displacement moves) ○ airbases treat terrain other than clear, light woods, and city as having a score of 0 ● retreat range ○ lower better, weight 24 ● retreat MP cost ○ lower better, weight 23 ● distance to HQ ○ lower better, weight 3 (6 for displacement moves) ● population in hex ○ higher better, weight 0 (2 for displacement moves) ● distance to enemy-controlled hexes ○ higher better, weight 7 ● x coordinate ○ lower better for Axis units, weight 1 ○ higher better for Soviet units, weight 1 ○ always scored in range between 1 and 184
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