We already found there is something strange with force pools incidental to the critical auto-upgrade problem. Kensai, I agreed with you that force pools in general are probably too high in ship count with each unit being 4 ships rather than 1, 2 or 3, but given the way the engine works they need to be 4+ ship units, and the question is what is affected and relative size.
You had a great idea to generate a report of the current force pools (could be done with initial ones as well) which in a spreadsheet could be readily analyzed and compared.
So instead of that why are you coming back with this blast from the past?
Kensai wrote:Sir Garnet, I suspect the custom script we ran for the Brazilian force pools gave an oversized battleship pool.
We already know that the force pools are heavy on heavy warships for game design reasons. Unless this is all only about Brazil for you, run the reports on all the national force pools for units and military structures and we can analyze and find out whether the differenecs make sense, after discovering from AGEOD on what principles the pools are to be based so we know whether things are intentional or not.
Kensai wrote:Your technologies alone (at this stage) cannot account alone for that huge availability.
I know this si not gibberish, but that's the effect. What exactly do you believe technologies have to do with force pools? The only modifer that I know of is that leadership one we discovered, which is not very large even for spectacular leaders (e.g, Brazil, Germany, Japan, Britain have all had these).
Kensai wrote:I believe you have a bigger BB pool than GBR.
Belief and faith are fine, but what are the facts? Let's have the report numbers then if you are concerned about it. Even if force pools were infinite, finances and diminishing marginal advantages would cap them.
Kensai wrote:Try to remember what script you submitted we need to pass it again on the reverse. In the meantime stop building new BBs, they might be above your quotas.
No and no. I can count ships if I put my mind to it and I know my quotas. After waking up in the morning you may feel the urgent need to run a script, but that will pass if focusing on the factual situation.
Kensai wrote:The BRZ naval force pool was already enormous by the time you submitted it, I warned against but again wasn't heard, now with the techs it's too big.
I'd laugh if it was not so tiresome and so late. What "with the techs it's too big" means I don't know. In the Player Discussion where is found the script is alsothe Background Fix Brazil Ship Quotas 1870.txt that takes an additional minute to locate.
From that, this was the "already enormous" broken BRZ naval force pool before the script:
BRZ 10 SOL, 0 Screw Fr*, 6 Corvettes - 11 Transports
*
Brazil exceeded this shockingly large quota of Frigates since the start of the game, having been issued two frigate units by AGEOD in the initial force creations. It can easily be seen how much this excessively outnumbered the tiny force pools of lesser naval powers
SPA 18 SOL, 14 Screw Fr, 19 Corvettes (10 sail 9 Ironclad) ?? transports
HOL 16 SOL, 11 Screw Fr, 18 Corvettes (8 sail 10 Screw) ?? transports
POR 15 SOL, 9 Screw Fr, 15 Corvettes (8 Wooden 7 Screw)-Transports 13 Transports
and with the script which you propose to reverse below caused them to shrink almost to invisibility (it being so enormous to start, it blocked the necessary light).
Kensai wrote:We should run this in reverse:
Code: Select all
SelectRegion = $Rio de Janeiro
StartEvent = Brazil Naval Fix (1878)|1|1|NULL|NULL|$Rio de Janeiro|NULL
Actions
SelectFaction = $BRZ
ChangeUnitPool = $uni_BRZ_War2;-6
ChangeUnitPool = $uni_BRZ_Frg2;-10
ChangeUnitPool = $uni_BRZ_Rec3;-3
ChangeUnitPool = $uni_BRZ_Tra2;-4
EndEvent
Or maybe, before further rash action, let's find out how larrge or small the various force pools are, normalize them for leadership, normalize them for whatever technology multiplier you seem to keep referring to and do some analysis.
Or, considering that it is a considerable task for those interested, focus on some really game breaking issues we already have and are upcoming, such as scripted events that are disruptive in this alternate history.