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Captain_Orso
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River and Rail Transport Pool Building

Mon Dec 19, 2011 6:23 pm

Is there a limit to the amount of money and WS that can be invested in building up the Rail and River Transport Pools in one turn?

Should investments be apparent immediately in the next turn, or do they take time to build up, like when you buy a units it takes time to be completed?

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lodilefty
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Mon Dec 19, 2011 7:07 pm

AFAIK, the only limit is $$ and WSU, and the pool increase is effective next turn...

Hopefully Pocus will drift by and confirm :D
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Captain_Orso
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Mon Dec 19, 2011 10:18 pm

Actually I don't think it built ANY Rail at ALL and only 50 of the 70 River I paid for :( and it looks like I did pay for them AND my Rail capacity actually dropped :grr:

This is my build plan

Image

and my Financials for 63-Dec-Late

Image


And the next turn this is the results

Image

Image

=======================================================

I've attached the last 3 turns
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gchristie
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Mon Dec 19, 2011 10:36 pm

Captain,

Did you issue any movement orders by rail or river transport during the turn when you paid for infrastructure increases?
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Captain_Orso
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Mon Dec 19, 2011 11:31 pm

I re-ran the turn a couple of times. One time certainly without, as you can see in the first picture, and at least one with some rail transportation being used.

Am I missing something? :confused:

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lodilefty
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Tue Dec 20, 2011 12:55 am

Captain_Orso wrote:I re-ran the turn a couple of times. One time certainly without, as you can see in the first picture, and at least one with some rail transportation being used.

Am I missing something? :confused:


Supply distribution.
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lodilefty
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Tue Dec 20, 2011 1:46 am

I just ran another turn.

Increase defnitely occurs. It is obviously not 1:1 (I bought 20, Pool went up 81) but it definitely goes up right away.....
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Captain_Orso
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Tue Dec 20, 2011 1:41 pm

Yes ! Yes I am! I'm missing supply distribution :nuts:

That was the point in buying so much at once. J.Johnson was trying to get onto that town just north-east of Fort Pickens and he and his two divisions kept starving. I had a depot in the region above this town, but there's a small river in between and it was still early spring and swampy and then Johnson's army got hit with an epidemic while trying to suck the supply from over that little river *gaaaaahhhhh* :crying:

*schniiiief* okay I feel better now

The only things I could figure out were

1. I've read that inflation is not taken into account when buying. So if you've used anything that definitely will cause inflation this is not calculated into to your projected costs. (the accountants should be cut up into tiny, little, pieces - and buried alive!).

So if you order reinforcements and replacements for $1000 and will experience, lets say 10% inflation, then your purchases will not have cost $1000, but $1100. But this is not taken into account in the 'Financials' display or else where. They just take place and are reflected in the results seen the next turn.

2. Ships in for repair show no ammo, money or WS uasage, but they apparently still do use these. Also 'first line infantry' replacements from the pool?

Maybe (probably?) it's a combination of both, since my bond sales and taxes certainly put me up by about 15% that turn and I had a lot of ships in ports trying to get repaired at the same time. I assume that all that was masking the true cost for the turn.

The sad thing is that none of this is ever reported anywhere. Neither the expenditures that didn't go through, nor the projection of these expenditures that you need to budget your purchases *sigh*

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lodilefty
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Tue Dec 20, 2011 2:03 pm

Ships do not use any replacements, so if you saw reduction in Line Inf replacements, it was likely the % chance of a chit being consumed to replenish the strength of damaged (but still extant) elements

By the way, the pool increase is 1:1
I forgot that my "before" value had some rail moves plotted :bonk:

So, I bought 30, next turn I had 30 more!

Note that there are several events that reduce (or increase) the pool sizes: Rail Accidents, floods, etc...
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Captain_Orso
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Tue Dec 20, 2011 9:21 pm

Look, it's quite simple.

Image

In this illustration the number on the Rail Transportation Pool line in the [color="Blue"]BLUE[/color] box is the size of you Rail Capacity (RC). The number on the Rail Transportation Pool line in the [color="Red"]RED[/color] box is the Capacity for transporting supplies after subtracting the usage for transporting Units from the RC, thus giving you your Supply Transportation Capacity (STC).

Every time you click the Use Rail button on a unit, whether it travels or not, the weight of that unit is subtracted from the STC; the number in the [color="Red"]RED[/color] box.

When you invest in your Rail capacity it will raise, or should raise, your RC, the amount corresponding to the number beneath the locomotive icon, where you click to buy.

In the example in my first post, I paid to have my Rail pool increased by 120. The game would have reported that I paid $151 for my Rail pool increase ( 120 * 1.26 = 151.2 ). BUT because of selling War Bonds at 8%, raising Exceptional Taxes and Printing Paper Money, my inflation would increase about 8% more on top of what is being used to calculated my cost, and this the game does not take into account in my Financial Ledger, according to what I've read in the forum.

So I paid $151 to get an increase of 120 in Rail capacity, but inflation raised the cost per an increase of 10 from $12.6 to $13.3. So I assume that it should just take the sum I paid ($151)and recalculate the amount of increase ( 151 / 13.3 = 11.35 ); so I should have still had and increase of 110.

But if you look above, I started with an RC of 414 and ended with 406!! I'm swimming in WS and my treasury went from $40 before income and expenditures to $42 after.
[font="Courier New"]
.................... $ ... WS
Current Stock ..... 40 . 1657
Planned Expense .... 7 .. 497
Planned Production 109 .. 153
Next Turn Stock .. 156 . 1313
Actual Next Turn .. 42 . 1203
Difference ...... -114 . -110
Loss of RC Incrs. -151 . -110
Missing Costs ... -265 . -220
[/font]

So $265 and WS220 went to something that cannot be readily seen. I didn't build any divisions in that turn, or for a while at that; I had 2 regions in which I was repairing the Railroad, but that costs far less than this.

I have 6 Steam Frigates and 2 Frigate squadrons in poor shape in Charleston. The Steam Frigates have a total of 91 hits on them together and the Frigates 36.

Steam Frigates cost me at this point $23/WS15 and Frigate squadrons §28/WS18. Repairing hits cost the equivalent of the cost of a new ship.

Hit Repair Costs - Steam Frigate (20 hit points)
$23 / 20 = 1.15
WS15 / 20 = 0.75

Hit Repair Costs - Frigate (15 hit points)
$14@ / 15 = 0.9333
WS9@ / 15 = 0.6

So the 91 Steam Frigate hits cost
91 * $1.15 = $104.65
91 * WS0.75 = WS68.25

and the 36 sailing Frigates hits cost
36 * $0,9333 = $33.6
36 * WS0.6 = WS21.6

$104.65 + 33.6 = $138.25
WS68.25 + 21.6 = WS89.85

But I'm missing more $ and WS than that, and even if it did all go to repairing those ships, why are they not repaired? They hardly lose a hit a turn and for that amount of money and WS I could have built brand new ship to replace the damaged ones and still had cash and WS left over to party with :p arty:

Where's my party money?!?! :)

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Jim-NC
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Wed Dec 21, 2011 1:37 am

Which version is this using?
Remember - The beatings will continue until morale improves.
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Captain_Orso
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Wed Dec 21, 2011 10:40 am

Oh, sorry; it's 1.16rc7 from start to finish.

Edit: PS I'm sorry if I sound condescending or insulting anywhere in this thread. It's far from what my intention. Ol' bears got to be grumpy sometimes ;)

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lodilefty
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Wed Dec 21, 2011 12:19 pm

You're way "under the hood" where I can't get a look.

..but I suspect that Simon Cameron and his cronies are lining their pockets (aka: corruption and waste decay algorithm that we don't see)
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lodilefty
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Wed Dec 21, 2011 1:01 pm

Could you please zip and upload the contents of your \Logs folder?

IIRC, RC7 still had the "PON effect" for decay active..... :blink:
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Captain_Orso
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Wed Dec 21, 2011 6:53 pm

lodilefty wrote:You're way "under the hood" where I can't get a look.

..but I suspect that Simon Cameron and his cronies are lining their pockets (aka: corruption and waste decay algorithm that we don't see)


I thought if somebody might know some of those l dirty, little secrets AGEod has hidden 'under the hood' it might be you Lodi ;)

I'm playing CSA; Simon "The Greedy" Cameron was in Lincoln's cabinet. I'm sure if Cameron could he would be arranging for a lot more loss than this, if it went in to his own coffers ;)

Anyway, IIRC Judah Benjamin, Davis' counterpart to Lincoln's Edwin Stanton has already been in place for a while at this time.

lodilefty wrote:Could you please zip and upload the contents of your \Logs folder?

IIRC, RC7 still had the "PON effect" for decay active..... :blink:

I'm already into Late July '64 by now, so I don't know if the logs will still have of any help, but ... Image

Since I had that turn save as its own game I just ran the turn to generate the logs. The logs get overwritten every time you start the game.

New logs attached, and thanks for looking into this :thumbsup:
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lodilefty
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Wed Dec 21, 2011 10:50 pm


18:49:42 (Reporting) United States of America - Conscripts production: 0 - Conscripts decay: 20
18:49:42 (Reporting) United States of America - Officers production: 0 - Officers decay: 0
18:49:42 (Reporting) Confederate States of America - Conscripts production: 0 - Conscripts decay: 118
18:49:42 (Reporting) Confederate States of America - Officers production: 0 - Officers decay: 0


Hasten thee to install 116 RC9 :D
http://www.ageod-forum.com/showthread.php?t=23706
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Captain_Orso
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Wed Dec 21, 2011 11:36 pm

conscript decay :eek: ...


kewl, I can raise zombie armies now :evilgrin:

I already do have rc9 installed, just not where this game is running. I didn't want to switch until this game is finished for the risk that something might not transfer correctly.

So what exactly is zombie dec.. I mean conscript decay mean ;) ? And does it have anything to do with what happened to my money and WS?

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lodilefty
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Thu Dec 22, 2011 3:31 am

Captain_Orso wrote:conscript decay :eek: ...


kewl, I can raise zombie armies now :evilgrin:

I already do have rc9 installed, just not where this game is running. I didn't want to switch until this game is finished for the risk that something might not transfer correctly.

So what exactly is zombie dec.. I mean conscript decay mean ;) ? And does it have anything to do with what happened to my money and WS?


Decay was a bug, from PON. We added the settings in RC9 to stop it.
There was also less obvious ongoing unit maintenance costs is $$ and WSU...

RC9 should be transparent, as most fixes are to events or things like the decay,AI continuation etc.

I highlighted the effects for the Holiday Tournament somewhere..... :blink:
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