Page 1 of 1
National morale coefficient NMC
Posted: Thu Apr 10, 2008 7:18 pm
by Coregonas
I wish some one can give me a few hints on this.
a) Does coefficient calculations are done "individually" per area? Seems Yes to me but there is no way for me to assure.
b) Are these rounded UP/DOWN to an integer? Seems it works that way per the results obtained.
c) Does this coefficient gives different results in case of going up or going doen?
( I.e if I go up from 80 to 85 is different from going down from 90 to 85?)
d) Are there some other variables other than NMC affecting prodn? I.e getting a hit too strong in NM (assuming NMC does not change).
Posted: Fri Apr 11, 2008 3:14 pm
by Coregonas
Or... Why ??
without doing anything (nor USA), my WS production gets down (always in same turn - Early Sept ) from 61 to 34 (same happens with conscripts ...)
National Morale didn t change
NMC didnt change
No major defeat, losing city....
Blockade is 0% ---
There is some event reducing main production figures?
Posted: Sun Apr 13, 2008 11:51 am
by Evren
Coregonas wrote:I wish some one can give me a few hints on this.
a) Does coefficient calculations are done "individually" per area? Seems Yes to me but there is no way for me to assure.
b) Are these rounded UP/DOWN to an integer? Seems it works that way per the results obtained.
c) Does this coefficient gives different results in case of going up or going doen?
( I.e if I go up from 80 to 85 is different from going down from 90 to 85?)
d) Are there some other variables other than NMC affecting prodn? I.e getting a hit too strong in NM (assuming NMC does not change).
a) As far as i've observed, yes. Once the NM goes up, you can see the production change on the production tab. Well, it seems like the total production is the sum of all the production in the country.
b) That's probably true also. At the start of the game, the money production of New Orleans was 12 with 100 NM and 30% blockade. When the Nm hit 110, with 30% blockade, the money production was 13, instead of 12.6 (105% of total production).
c) It seems that there's no difference. The results seem to work the same way.
d) Loyalty of a region is the most important one effecting production. It works like: Production= Base production of the city x (50% + loyalty). So it varies from 50% to 150% of the base production of a city. So capturing or losing an objective can have an impact on the production, since it creates a loyalty check on the map. There's also blockade, blockade of a particular port and some little events.
Hope this helps. I can put screenshots showing that. These are all observations, couldn't find those in the mod files.
Posted: Sun Apr 13, 2008 11:53 am
by Evren
Coregonas wrote:Or... Why ??
without doing anything (nor USA), my WS production gets down (always in same turn - Early Sept ) from 61 to 34 (same happens with conscripts ...)
National Morale didn t change
NMC didnt change
No major defeat, losing city....
Blockade is 0% ---
There is some event reducing main production figures?
That never happened to me. And i never observed drastical changes unless i lost cities, or NM hits, or blockade effects.
Posted: Sun Apr 13, 2008 12:20 pm
by Coregonas
Tx Evren...
Sure some option had an effect, just I can not see it.
Trying no options at all, standing quiet both sides productions are stable.
When my NMC went from 105 to 100, but total production droped near 40%... sure there is some rounding to integers in the process.
Posted: Sun Apr 13, 2008 12:37 pm
by Evren
Coregonas wrote:Tx Evren...
Sure some option had an effect, just I can not see it.
Trying no options at all, standing quiet both sides productions are stable.
When my NMC went from 105 to 100, but total production droped near 40%... sure there is some rounding to integers in the process.
Was it only WS? Money and supplies also fell? 5 NM change is like 2% fall in the production, not 40%. Did you check the mainlog? Maybe there was a problem. Is it 1.09e? With or without mods? The rounding is not like that. It seems like you lost the capital or just moved it without realizing. Are you sure there wasn't a silent revolution?

Posted: Sun Apr 13, 2008 1:17 pm
by Coregonas
All production figures change.
Check for instance playing a few campaign turns with CSA.
Initial NM is around 100 -> NMC is 100.
Print paper a few turns, until NM drops 94 for instance: look every turn production numbers... once NMC drops, production drops a lot.
Posted: Sun Apr 13, 2008 1:51 pm
by Evren
Which version are you using? I'm trying it with 1.09e and it seems to work fine. You can check the attachments. One is early april 1862 with 100 NM, the other is 91 NM next turn, same blockade values. You can also see the Richmond production values on both screens.
Probably one of us is missing something.
Posted: Sun Apr 13, 2008 2:03 pm
by Coregonas
Oh these 2 images are exactly telling what I say.
Just in this case, only Conscription has that 40% value drop. The others get only a little % drop.
Depending on the change it can be a lot more evident.
In this case, NMC get down from 100 to 90 perhaps
Going down from 105 to 100 affects more the $ and WS, while going from 100 to 95 affects conscripts.
29 -> 18 is nearly a 40% reduction.
I can understand this, just because main production centers (conscription) give 1/2 companies. If 2 rounds down after a 5% decrease it gets 1,9 so 1.
Perhaps this could be "solved" somewhat if not rounding at all, but seems to me it works fine enough. Just trying to find the math behind.
Posted: Mon Apr 14, 2008 8:58 am
by Evren
Coregonas,
Yes, it must be something about the rounding issue. After a few turns, when the morale gets higher, the conscript number becomes normal.
Posted: Mon Apr 14, 2008 9:42 am
by Pocus
Conscripts were not rounded down but to the nearest integers. Some rounding were down though for Money and War supplies, I fixed that (I always try to round to nearest, fairer)
Posted: Mon Apr 14, 2008 10:37 am
by Coregonas
Oh finally... thats it. Pocus dixit.
So... I believe this rounding to the nearest has both good and bad effects.
The Good point.
You must control a lot clicking too much options to avoid droping a small level of NMC, as it has a big effect on the real thing. So it forces us not to print too much paper!
The bad point.
Any rounding (up/down/nearest) has no effects if the number is high enough, but as in the game production figures are counted individual, there are too much 1,2, or 3 to round. Especially in the conscript points. Not sure if this is as desired...
Seems for CSA NMC 100 is the key in conscripts, NMC 105 in supply/money.
Dont tested for USA, but I believe it should be similar.
Perhaps you could do some math trick to round to the nearest 0,1 instead, and in the final add, excess of integers could be discarded. However, I am not sure if I prefer changing this.