Graymane
Posts: 520
Joined: 3/31/2005 From: Bellevue, NE Status: offline
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Hi everyone! It has been awhile since I've played or been actively involved in witp ae, but I've recently found myself back playing again. I still think this is one the best games I've ever played and so I'm drifting back in again with the tide. I love the logistics aspects of this game, so I tend to spend a lot of time worrying over things that I don't understand. One of those is base construction. A long time ago, I posted some of my research in this area. That research is incomplete since it didn't include supplies and also since I made some poor assumptions (i.e., AF and port build at the same rates all the time). I've also read Alfred's excellent article on supply. Armed with my renewed interest, the manual and various posts to catch me up, I am reexamining base construction. This time it will include supplies and fort construction as well. Before I spend more time, however, I want to make sure someone else hasn't done this work because it is VERY time consuming. All in all, I can see why I keep coming back to this game as it is so rich in its detail. What I have found and am following up on is the following so far: 1. quote:
Engineers must be in combat mode to build base facilities. Whilst working, each engineer (an engineer vehicle = 5 engineers) consumes 1 supply point each 12 hours. Hence if a player has 100 engineers building, they will consume 200 supply points daily, an amount which is equivalent to approximately 4 infantry divisions. This basically summarizes what is in the manual. However, it doesn't seem to hold empirically. The actual formula would seem to be: Supplies used per turn in construction = 1/2 number of engineers + 2. Further, LCUs seem to consume a constant 1 supply per 30 devices (I haven't tested this thoroughly, only with the 3rd ID and some base units). 2. AF are 10x as expensive as ports for dot bases. 3. Combined SPS controls the number of engineers "allowed" to work on a construction project. 200 for combined 0 SPS, 300 for 1 SPS, 400 for 2 SPS, etc. There are also diminishing returns and "interference" effects at high levels of engineers as well (i.e., 600 engineers doing less work that 500 engineers). 4. Ports and AF have a supply construction cost that grows at a fairly linear pace although I'm still researching the costs and verifying results. 5. My tests are with a modified scenario 1 with various allied units from different countries, no japs yet. Testing bases are in the Samoa islands for now. Leaders of all units are the same and have skill 50 in all attributes. I use different unit experience levels in otherwise identical units to see if there are any differences. I change base ownership to test for differences. 6. Port damage slows down build times as engineers repair the damage. [EDIT: I will be updating this post as I move forward]
< Message edited by Graymane -- 9/6/2016 1:34:42 PM >
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