Gray_Lensman wrote:By the way, there are more than a few things in the game that mouse "right-clicking" adjusts, another example is the "text" of the "Political" choices. A few of them can be changed by left/right clicking on their text. This is missed by quite a few new players, including myself 18 months ago.
PeterMac wrote:Just tried a quick test last night
Turn one went maximum on both Money and Drafts, all options, did nothing else, no industry, no rail transport, no river transport, just hit next turn.
Ran through same way for first four turns.
Differences between predicted balances, and actual balances next turn were different by upto plus, and minus 70K on Money, and 30 companies on Manpower. WS had no variation. What is going on in background to cause this ?? With turn increases at only around 30 on Money, and manpower a variation of 70 both ways is too much for just random changes due to loyalty changes in provinces ?? Is it just the version I am running, or is this a general problem. Surprised no-one else has picked up on this if it is a general problem.
Mickey3D wrote:It's because when you go on Money and Draft you loose national moral. This loss if not reflected when you sign for an option but is taken into account when the actual amount of money and conscripts is computed.
PeterMac wrote:Deliberately did absolutely nothing during these turns.
No Industrialisation
No River transport
No Rail Transport
No replacements
No reinforcements
No Division creation
After first turn No Draft, Financial, or Political options
Did not even move units
Turn2-3 ended up with ~70K money less than expected
Turn 3-4 ended up with ~70K money more than expected
Had wondered if Hits on NM, and VP would affect things, but that should only have been Turn1-2 and while there were differences between expected, and actual they were relatively small.
Will try same thing again tonight, and report on findings
Major Tom wrote:Hi Peter -
I can tell you this -- there are some odd money events in the game. In my test game, Virginia went from producing $1 per turn on turns 1-6 to $65 per turn starting turn 7. That's huge, and represents an overall 150% income increase for CSA. After that, VA was producing 60% of CSA $ every turn. I assume this some sort of hidden event, as it wasn't tied to taking Norfolk, which I did on turn 1. I did not observe anything else of this magnitude during my 18-turn test.
Clovis wrote:Tied to Richmond becoming CSA Capital. the Capital Region output is multiplied by 5.
PeterMac wrote:What happens when overspend occurs - do some units not get produced? - are some units queued for future production when income allows??
Now wondering what would happen if you simply went on massive overspend, driving everything very negative ?? Would obviously prevent Repairs, and Division creation as these only take place if you have spare cash, but would you care if you already had massive transport, and every available unit ??
Coregonas wrote:Hi boys here is your explanation causing these differences EXPECTED / REAL.
INFLATION caused by OPTIONS CLICKED is not COUNTED on the EXPECTED costs, but is COUNTED before paying NEXT turn costs.
An Example.
1st TURN. 0% inflation
I click a PRINT PAPER OPTION -> Inflation will go up to 4%.
I Pay, for instance 2.000 thousand $ in several units.
EXPECTED costs is just -2.000
REAL costs are going to be a 4% extra, so - 80 th. $
Beware there is ROUNDING to an integer number involved in every single unit, so this value is not exactly counted this way.
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