villev -> RE: Is this really working as designed?? (9/10/2013 6:53:03 PM)
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Hi, we've had a short discussion on a similar topic in the Slitherine forums here. Have a look if you're interested. A few comments: quote:
ORIGINAL: kirk23 I have had a quick look at the number of convoy losses required, before USA enters the war, and its a very high number off 500 losses at least. The way I read it, the loss of 500 convoy points, has the effect of an alliance swing to the allies off -15% from being neutral. USA ENTRY GAME EVENTS SCRIPT. -- USA relationship drops several times when a certain number of convoys have been killed function ConvoyAttacks(attacker, defender) if defender.prototype ~= nil and defender.prototype.name == "convoy" then if attacker.faction.alliance.id == 2 then if GetEvent("ConvoyAttacks1") == 0 then local convoyLosses = 0 for faction in game:GetAllianceById(1).factions do convoyLosses = convoyLosses + faction.luaData.statsCasualties["convoy"] end if convoyLosses > 500 then SetEvent("ConvoyAttacks1", game.turn) local usa = game:GetFactionById(10) ChangeFactionAlignment(usa, attacker.faction.alliance, -15) end end if GetEvent("ConvoyAttacks2") == 0 then local convoyLosses = 0 for faction in game:GetAllianceById(1).factions do convoyLosses = convoyLosses + faction.luaData.statsCasualties["convoy"] end if convoyLosses > 1000 then SetEvent("ConvoyAttacks2", game.turn) local usa = game:GetFactionById(10) ChangeFactionAlignment(usa, attacker.faction.alliance, -15) end end Looking at the scripts, it's indeed in 10s that casualties are counted, so that would be 50, and 100 points of convoys sunk, respectively.
self:GetText("ground_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["ground"]/10)
self:GetText("artillery_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["artillery"]/10)
self:GetText("air_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["air"]/10)
self:GetText("naval_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["naval"]/10)
self:GetText("armour_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["armour"]/10) quote:
ORIGINAL: operating Goggled this: 2. Economics: Britain, with the world’s most powerful navy, blockaded German ports once the war began, so U.S. trade with the Central Powers fell from $170 million in 1914 to virtually nothing in 1916. On the other hand, the Allies needed U.S. manufactured goods, and because Britain controlled the seas, could get them. U.S. trade with the Allies rose from $825 million in 1914 to $3.2 billion in 1916. Thus, the health of the U.S. economy came more and more to rest on continued trade with the Allies. At the same time, and against the wishes of some Americans who genuinely believed in neutrality, the U.S. loaned huge amounts of money to the Allies so they could continue to purchase American goods. By April 1917, the U.S. had loaned more than $2 billion to the Allies. This gave the U.S. a tremendous stake in the war; if the Allies lost, the U.S. might never recover its loans. If the North Sea Blockade, was broken, American trade should have resumed. This is another important point in US war entry: if it looks like the Entente is losing US should have a strong motivator for entering the war. Indicators of Entente getting their asses kicked would be drop in British/French/Russian morale below certain level. This would nicely balance out the Russian problem too- the Germans would have a reason to not stomp the Russians too badly, or they would risk US involvement. Russian capitulation should swing US alignment enough in the direction of the Entente to make them nter the war.
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