Primasprit wrote:'Health Points' and 'Hits' are only different words for the same thing.
The parameters 'MenPerHit', 'GunsPerHit' and 'HorsesPerHit' are the conversation factors for Hits into the number of men. Additionally a slight random fluctuation is added.
The game itself uses only the 'Hits' for it's calculations. Never the 'real' number of men. This number is only used for the display on the interface. So if you tweak the attrition and want to check the effects, look for the number of Hits, not the number of Men/Horses/Guns.
Cheers
Norbert
Ok that makes sense. I assume since health points are often a percentage that a percentage chance exists for a hit. Do you know if hits are calculated each day or if a single cumulative hit check is made? I assume hits are checked each day.
The system looks very good. I would be nice to have a attrition variable available for unhealthy terrain such as swamps/marsh during warm weather. Something inherent to certain types of terrain.
I did some quick calculations focused on historical attrition to get a feel for some typical situations. Here are the results.
Example One: Raised a brand new conscript regiment in a city with 100% loyalty, good weather and no movement.
TotalAttritionCoeff = atrCityScapeMod + atrLoyaltyMod
TotalAttritionCoeff = -144-64=-208
TotalBaseAttrition = BaseAttrition + BaseAttrition * TotalAttritionCoeff / 100
TotalBaseAttrition = 22 - (22 * 208%)/100) = 22-45.76=-24 (rounded value)
Note, I assume since the TotalAttritionCoeff is a negative number, the (BaseAttrition * TotalAttritionCoeff / 100) is subtracted instead of added to the BaseAttrition value.
By subtracting, the final result is a negative number and thus no health points are lost.
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Example Two: Same as before except add blizzard conditions.
Example: Raised a brand new conscript regiment in a city with 100% loyalty, blizzard and no movement.
TotalAttritionCoeff = atrCityScapeMod + atrLoyaltyMod + atrHarshWeaMod
TotalAttritionCoeff = -144-64+160=-48
TotalBaseAttrition = BaseAttrition + BaseAttrition * TotalAttritionCoeff / 100
TotalBaseAttrition = 22 - (22 * 48%)/100) = 22-10.56= 11 (rounded value)
Note, I assume since the TotalAttritionCoeff is a negative number, the (BaseAttrition * TotalAttritionCoeff / 100) is subtracted instead of added to the BaseAttrition value.
So with an current health of 20 the Element will lose
11 * 20 / 10000 = 0.022 health points per day or .33 health points over 15 day turn.
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Example Three: Same conscript regiment stationary in clear terrain without city, 100% loyalty, no pillaging, good weather and no movement.
TotalAttritionCoeff = atrLoyaltyMod
TotalAttritionCoeff = -64=-64
TotalBaseAttrition = BaseAttrition + BaseAttrition * TotalAttritionCoeff / 100
TotalBaseAttrition = 22 - (22 * 64%)/100) = 22-14.08= 8 (rounded value)
Note, I assume since the TotalAttritionCoeff is a negative number, the (BaseAttrition * TotalAttritionCoeff / 100) is subtracted instead of added to the BaseAttrition value.
So with an current health of 20 the Element will lose
8 * 20 / 10000 = 0.016 health points per day or .24 health points over 15 day turn.
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Example Four: Same conscript regiment stationary in clear terrain without city, 100% loyalty, no pillaging, with harsh weather and no movement.
TotalAttritionCoeff = atrLoyaltyMod+atrHarshWeaMod
TotalAttritionCoeff = -64+80=+16
TotalBaseAttrition = BaseAttrition + BaseAttrition * TotalAttritionCoeff / 100
TotalBaseAttrition = 22 + (22 * 16%)/100) = 22+3.52= 26 (rounded value)
Note, formula remains the same as the TotalAttritionCoeff is a positive number.
With an current health of 20 the Element will lose
26 * 20 / 10000 = 0.052 health points per day or .78 health points over 15 day turn.