GShock wrote:I've noticed a sort of unbalance between reinforcements and replacements...it's sure a very obvious thing but i would like to understand why it was done like it is.
In my conception, a reinforcement is a recruiting-training-equipping process while replacement is a mere equipping-delivering process of pre-assembled battallions or green conscripts sent speedily into combat units at the front and merged on the spot with regular troops.
The whole process of recruiting-training-equipping is much more elaborate (hence expensive) than filling the ranks of depleted troops with green troops...yet i see in the game a sort of disequation between the 2 processes both in the costs and in the working method.
HVY ARTY (AL), for example, costs 38 2 12. How can the replacements for this unit-type cost 44 2 14, which is more than the buying price of the whole unit?
This kind of relationship between the two types makes sense when each replacement you buy equalizes the losses of 1 fully depleted unit but it doesn't look like it's working like this.
If 38 2 12 = 150 men and 5 mortars then 44 2 14 should mean 100 men and 5 mortars too (to be equally distributed among all requiring units according to stance priorities in all available locations).
Let's forget the deeper analysis on would 5 mortars need 12t of war supplies exactly as 2 whole brigs would need 12t too? unimportant now.
Look Company-wise: 2 <- reinforcements/replacements -> 2
If i have 5 HVY ARTY (150x5=750 men) and each of my 5 units loses 50 men (250), i would still need a little more than ONE replacement (which gives me 2 companies) to refill completely all 5 units.
That's what should happen, when modelled correctly, imho.
Jagger wrote:In addition, a single replacement potentially can replace multiple lost elements.
Correct me if I am wrong but I believe a replacement provides replacements over and over again until a random chance is achieved which eliminates the replacement point. So a single replacement can provide potentially multiple replacements.
I don't believe a single replacement replaces lost elements on a one to one basis followed by removal. Because they can represent a substantial number of replaced elements, they should cost more than one element.
GShock wrote:It's not a matter of prices but of modelling and replacements should have nothing to do with chances.
It's a simple issue to fix as you can start from the number of conscripts required to build the unit type from scrap (which are correct).
The concept is: I buy 100 men of this type -> 100 men are added to manpower of all units needing that replacement type and being elegible to receive it.
Staying on the HVY ART example, making it 1/4th of what it is now:
38 2 12 (buying price) and 11 .5 3.5 (replacement price)
Now it *must* take me 4 (0.5x4=2) of these replacements to totally refill a SINGLE HVY ART unit type.
It's this way or wrong way.
GShock wrote:1 replacement should mean one company (1 conscript -> 100 men) for the selected element type...1 company is 100 men in any element-type.
To make it simple: HQ replacement costs 42 7 16.
Please note the HQ element at 100% strenght is composed of 200 men and the replacement already costs 7 companies which is 3 times more than the 100% manpower for this element holds.
My HQ has currently 50 men so it's at 25% capacity.
I should be able to pay 75% of 42 7 16 that is 31.5 5.2 12. And I am not able to do that.
My point is if it was possible to make the unitary replacement be built on the base of 1 company, by buying 3 HQ replacements i would have refilled my original HQ unit to 100% strenght.
This is not a matter of perception...CSA has an advantage in replacement methods but a disadvantage in economic production that increases over time.
This reap-off consistently handicaps CSA. In my case if I don't buy the replacement (when and if it arrives!) i risk being defeated and losing much more. If i buy it...i pay more than i should while USA has much more resources than I.
This is a very serious issue i will document very soon.
GShock wrote:The HQ replacement was not depleted.
GShock wrote:HQ is not a combat unit, and i guess its only usage is to build a new army. Once this has been built, i suspect there's no need for HQ replacements at all.
The question arises after observing how the corps act : http://www.ageod-forum.com/showthread.php?t=6166
If Armies act the same as corps in a defeat, the utter elimination of the HQ unit, coupled with a ***General wounded (Can't die) without removal of Army Status (exactly as happening with Corps Status) renders HQ replacement totally useless.
Rafiki wrote:That is what several of us have been trying to tell you, that replacing losses in a given element won't necessarily spend a replacement chit; there's a given probability for it happening (the exact calculation of which I don't remember)![]()
Rafiki wrote:Army elements can be damaged, though it is an unlikely event since they enjoy "special protection" (for lack of better description). Hence, HQ elements might need replacements too.
GShock wrote:This has never applied to CAV/INF i bought bulks of inf/cav/hvy arty and next turn i always saw them entirely depleted.
Rafiki wrote:Yes, if the random chance "hits", an entire chit is used. If your entire pool of replacements has been depleted, then either you've had rotten luck, lots of replacements needed, few replacements in your pool or any combination of the above.
GShock wrote:You didn't answer the question: If the HQ strenght gives no combat bonus and in case removed the army status not lost, why would i buy HQ replacement?
Rafiki wrote:If the army HQ is eliminated, I imagine that you lose your status as an army.
GShock wrote:As of the luck issue: If CSA has 1$ and use 50c on a "lottery ticket" they are investing 50% of their economic power...if USA has 5€ and uses 50c, they're investing 10%. Who's risking more? CSA of course.
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