rainman2015 -> RE: How to read the Event Log properly (5/16/2016 3:05:29 PM)
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ORIGINAL: morvael First header: POOL - number in active pool at start of that replacement segment USED - number used during that replacement segment to fill up added elements (Manpower, Hiwis) or build new elements (Armaments, Vehicles) or convert existing elements directly in units (Armaments) BACK - number returned during that replacement segment (they go to transfer pool, and are not available to be used as replacements until next turn), unpaired from returning and destroyed elements LOST - number lost during that replacement segment (they go to disabled pool, and only a small percentage of these returns every turn), unpaired from returning and destroyed elements So you had 8941 men in the German active manower pool at start of refit replacements, segment B; 1342 were taken from that pool and added to units refitted in this phase/segment; 24532 were removed from units refitted in this phase/segment, and will be made available next turn; 3092 were removed from units refitted in this phase/segment, and went to disabled pool (from which 0.95% return to active duty per turn, and 0.05% are killed). The game tries to divide available resources between three replacements phases/segments, so despite 8941 being in the pool, probably only around 1350 were authorised to be used by replacements during that phase/segment. This is done in order to prevent starving units that go last during normal replacement phase by those on refit. Players had trouble with this previously when there were no caps, and found out they have to put even more units on refit every turn, untill entire army was on refit. Of course troops in refit, especially refit A (manual refit), have larger weight than their numbers of missing men suggest, thus are able to replenish faster than units in the last segment. Second header: POOL - number in active pool at start of that replacement segment READY - number of ready elements in units on the map at start of that replacement segment DAMAGED - number of damaged elements in units on the map at start of that replacement segment WANTED - number of elements asked for by units on the map in that replacement segment (may be lower than number of really missing elements, because the base value is affected by modifiers like distance to rail) BUILT - number of elements built during that replacement segment (to fulfill unit needs, will be always equalt to 0 for elements that are produced in factories, and not on demand) CONV - number of elements converted in units during that replacement segment (shows negative for elements that were converted to other elements, and positive for elements that were converted from other elements) ADDED - number of elements added to units that wanted them during that replacement segment (ADDED should be always lower or equal to POOL+BUILT) BACK - number of ready or damaged elements elements returned to pool during that replacement segment (they go to transfer pool, and are not available to be used as replacements until next turn) LOST - number of damaged elements that were written off and destroyed during that replacement segment So looking at 37mm Anti-tank Gun you see that: - you had 19 in the active pool at start of this replacement phase/segment - units refitted in this replacement phase/segment had 8 ready, 0 damaged and were authorized to ask for 79 replacements - to fulfill that demand 30 guns were built during this replacement phase/segment (no doubt costing you some of those 1620 armaments spent this phase) - for some elements, especially guns, there are limits to how many can be built per turn - 49 guns were added to units (19 from the pool and 30 built), costing you 245 men out of those 1342 used during this replacement phase/segment (as each 37mm AT gun required 5 men) - no guns were returned or lost Thanks Morvael for the quick reply! I am sure this has been asked before, but i couldn't find it, and i had always kind of glossed over my lack of understanding of it in the game until now. This explains it. I will add it into the 'condensed rules', and point to it in the forum posts compilation i am about to release too. 2 quick further questions: 1) What is the difference between 'refit A' and 'refit B' segments? 2) Under the 2nd header, 'READY' = number of ready elements in units on the map at start of that replacement segment. If that is the case though, wouldn't there be MANY more 'ready' elements on the map for 'rifle squad 39' than '50' elements. Would be many thousands, right? Why only 50? Thanks Randy :)
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