Ralegh
Posts: 1557
Joined: 2/1/2005 Status: offline
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quote:
ORIGINAL: Tigleth Pilisar Two other things struck me as a newbie: Ha! You can't fool me! There are more than 2 items in the list below! quote:
1) I expected to see a unit cost chart. You have one on page 28 of the manual but its missing reference to developments! So early on, I couldn't figure out why I couldn't build corps. Or to piece together how to build artillery, I have to read page 28, then read the page on factories then read the page on baracks. I could say the manual sux, but since I reviewed it and didn't catch this issue, I won't. You are right. I;d actually like to see this information ingame. quote:
2) I would have never guessed that the provincial "reinforce to" thing meant where new units you build go. (Obviously from my question). I never would have guessed that you could move them the turn before they were built. 3) I thought there would be a unit damage or atribute chart. I guess in the games I've played (whether it is a RTS computer game or an old board game like Squad Leader or Third Reich) it is pretty clear how effective a unit is at attacking and defending. I really have no idea what units do for damage. For example a rifle infantry gets +2 attack bonus compared to a regular infantry. +2 attack from what base? 10, 100, 1000? +2 has no meaning for me. Also, prior to an attack, many programs/games give an approximation of the damage they will cause or odds of success (Panzer General series did this and Strategic Command by Battlefront does this). I don't see any assessment of damage prior to making the order. This probably sounds funny to you because I would guess as you racked up tons of trial and error experience you would know this yourself. But, if you don't have a ton of time for trial and error, you can't make very informed detailed combat decisions. The probability of doing damage is 100%. The amount of damage done is based on complex calculations based on a historical damage analysis, affected by a myriad of different issues (weather, morale, formation, terrain, etc etc etc). The historical analysis results in a probability curve of the likelihood of different amounts of damage being done... The +2 stuff is for quick combat, which is a simplified battle resolution system. Although it isn't at all true, think of +2 as on a 1-10 scale: that will give you the best feel for it. quote:
4) The "best resources" indicators make the game very confusing. I asked before about what a 1 or 8 or 16 meant for the province's production rating. It turns out that it is kind of meaningless to a user, but is more of a programming number. Obviously the bigger the better, but numbers are specific. Just say bigger, or lots or something rather than 16. What is really confusing though is I think on some screens the computer aggregates these production ability numbers and on others it aggregates actual production. I haven't audited it but usually notice that the resource additions/changes on the Trade screen seem different than the Development screen. I don't know what is included in what. And is food inventory at the bottom of the screen? 1) The economic reports are extremely confusing in v1.1 - some are before waste and some after, some are last months actuals and others predictions for this month - I can't reconcile em, and I don't know of anyone who can. Please save yourself some frustration. Eric has promised (a) to make the reports more comparable in v1.2 and (b) to publish an economy whitepaper with v1.2. 2) The "best resources" rating is a crock. It is a simple assessment of that province, omitting agriculture and labour, without any absolute meaning at all. Use my numbers, which are a 'crack' of the underpinning game files. FWIW, my 'conversion' of those numbers into ratings appears at the bottom of my Consol Province List, and shows that: food, 10+ is outstanding timber, wool, spice and luxeries 3 or more is outstanding for the rest (wine, horses, iron, cotton, luxeries), 2 or more is outstanding. Then I apply some aggregate conditions: food+wine+horses 10+ is good wool+cotton+textiles 3+ is good spice+luxeries 3+ is good These are the basis for the cell colouring I use in the CPL.
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HTH Steve/Ralegh
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