|
ago1000 -> RE: Replacements and Upgrades (2/1/2020 2:59:09 AM)
|
Game Mechanics that I've observed: (Once again, please feel free to correct me if I'm incorrect) 1) units out of supply cannot be reinforced (or upgraded) 2) you can only do one upgrade level per turn. That is Breakthrough 1939 to 1940. Next turn, 1940 to 1941. 3) No partial upgrades, it's all or nothing. That is you can't assign 12 PP for 3 turns and then expect an armor unit to upgrade. (unused PP is stored) 4) It would seem that the program attempts to make a full strength unit first and will store PP if it doesn't use the production points. For example, two 20 strength INF unit after combat have strengths 18/20 and 17/30. If you provide 7 PP for reinforce/upgrade (equivalent to 2 strength of reinforcements), the 18/20 will be reinforced fully and the 17/20 will remain the same. The result will be INF 20/20 and 17/20. However, given the same situation and provide 4 PP to reinforce/upgrade, the game will place the 4PP in storage and keep the 2 INF units at 18/20 and 17/20. So the rule of thumb I use is provide enough PP to reinforce the units you want reinforce and turn off reinforcements for those units that don't require it. This way I can control the flow of production points. Questions I'm still answering is the order of reinforcements, Naval, Air, Armor, Mech, Inf, HQ, I think ???????
|
|
|
|