Help understanding reserve rail in 1.12.03

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mmoaorrke
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Help understanding reserve rail in 1.12.03

Post by mmoaorrke »

I need help understanding the new rail settings for the Soviets. What does the percentage signify?..it starts at 10%.

What is the optimal setting?

How does it affect factory moves?

I haven't found where it is explained, if it somewhere, please let me know.

It seems to limit moving troops up to the front where before it wasn't a problem, you just had to balance that with factory moves. Hate to leave unused rail capacity.
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Bozo_the_Clown
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RE: Help understanding reserve rail in 1.12.03

Post by Bozo_the_Clown »

Before, Soviet players used to rail many units north on turn 1 to defend Leningrad and the land bridge. That's no longer possible. It's a good change that will benefit the German player at the beginning of the game.
eskuche
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RE: Help understanding reserve rail in 1.12.03

Post by eskuche »

TL;DR: On-hand rail is produced by railyards depending on national commitment (relevant for smaller scenarios or Axis in general) and turn in game. Reserved rail for units is taken out, giving a final amount for supply, default 90%. 75% of the supply amount is in parallel allotted for Soviet factory railcap. Reserved rail for units then gains a bit of change, depending on something.

for morvael:
1. What happens if rail needed (for supply, presumably?) is not met? There does not seem to be a Soviet rail multiplier for supply in the unit supply screen, for example. Does this only affects supply/fuel reaching forward cities?
2. reserved rail seems to be conked. There seems to be an undocumented baseline of ~1000 unit rail capacity "free" that's added to reserved rail. (Kind of confirmed, Road to Minsk gives ~1600 german and ~3300 free soviet unit rail. After digging, it seems like this free rail is a multiple of the difference between needed and free rail, more research needed. Could be a wrong formula reference somewhere?)
Also: comparing scenarios, it looks like the national commitment % does in fact matter, but taking that into account makes the capacity per railyard point a not whole number. Irrelevant for final calculations, though.
Note: blabbering at night, may find time to revise this to a more presentable view.

What's new:
v1.12.02 Feature #4:
Soviet factory evacuation will now use separate rail capacity, equal to 75% of rail capacity available for resupply operations (which is equal to total rail capacity minus rail capacity reserved for unit transport).
#5: Increased rail capacity by 10%.

Also: Soviet rail-cap multiplier for 1941 is 5 (2.5 in June turns). Edit: this is wrong, it's now 3.5 in June and 7 in 1941.


In-game example, road to leningrad soviet turn 1.
30429 rail on-hand, 49913 needed, 27386 free (54% met)
F2 strategic view railcap: 4106 unit, 20540 factory.
Production screen shows 10% reserved rail (for units) and 304 railyards.

Here's how the numbers crunch out (I think).
304 railyards are making ~100 railcap units each for 30,400 rail on-hand.
10% of on-hand rail is used for units, so 90% * 30,429 is 27386, which is free.
75% of the free railcap (27386) = 20,540 rail for factory.

The other 27386 (separate?) meets 54% of the supply but is not subtracted out.
54% met means that for supply, 27386 free rail meets 54% of 49913

The 10% reserved for units, 3042, turns into 4106 somehow.

Soviet turn 2:
30,429 on-hand, 98469 needed, 27% met, 27386 free.
4216/20540 unit factory relatively the same. 26% national commitment which does not seem to be working
Changed to 25% reserved

Soviet turn 3:
304 railyards.
60,858 rail on-hand, 102,611 needed, 45643 free, 44% met.
16205 units, 34233 factory

So this turn the PRODUCED rail doubled. So the rail capacity multiplier (from 2.5 in June to 5 otherwise) applies at the initial step.
304 railyards making 200 rail each. 25% reserved for units, so 75%, of 45643, is free for supply. 75% of THIS is the 34,233 factory capacity.
Now, for units, 25% of 60,858 is 15,214, which doesn't match up to the 16,205 for units.
Turn 1, this was ALSO off by ~1000. So it looks like it's possible there's a base ~1000 unit allotment plus the reserved rail percent, for soviets at least.


Axis turn 1 skipped because no logistics.
Axis turn 2 (no axis multiplier)
56430 on-hand, 60,796 needed, 50,787 free, 83% met.
Unit railcap is 6656, expected to be 5643, so ~1000 difference.
342 railyards, 10% reserved rail, 23% production from Germany in this scenario.
First line of numbers makes sense. Second and 3rd do not at all.

Axis turn 3:
56430 on-hand, 79452 needed, 50787 free, 63% met
342 railyards, 23% commitment, changed reserved rail from 10% to 40%.
7019 for units, expected to be 5643, or difference of ~1400.

Axis turn 4:
56,430 on-hand, 87,432 needed, 33858 free for supply, or 60% of on-hand.
23605 available for units, as opposed to the predicted 22572, for a difference of 1033.


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morvael
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RE: Help understanding reserve rail in 1.12.03

Post by morvael »

ORIGINAL: eskuche
for morvael:
1. What happens if rail needed (for supply, presumably?) is not met? There does not seem to be a Soviet rail multiplier for supply in the unit supply screen, for example. Does this only affects supply/fuel reaching forward cities?
2. reserved rail seems to be conked. There seems to be an undocumented baseline of ~1000 unit rail capacity "free" that's added to reserved rail. (Kind of confirmed, Road to Minsk gives ~1600 german and ~3300 free soviet unit rail. After digging, it seems like this free rail is a multiple of the difference between needed and free rail, more research needed. Could be a wrong formula reference somewhere?)
Also: comparing scenarios, it looks like the national commitment % does in fact matter, but taking that into account makes the capacity per railyard point a not whole number. Irrelevant for final calculations, though.
Note: blabbering at night, may find time to revise this to a more presentable view.

1. Yes, less resources reach cities, so in turn HQs and thus units get less than they required. This works in a similar way to Axis Rail modifier. These two penalties are now applied at city level, not unit level and can be seen (as total penalty) in city details window (as a tooltip).

2. I don't know, here are sample numbers from Soviet turn 1:
rail total 116655
rail need 221665
rail reserved 11666 (116655/10, rounding up)
rail usable in supply phase 104989 (116655-11666)
rail efficiency in supply phase: 47% (104989/221665)
rail for factory evacuation: 78742 (0.75*104989, rounding up)

As for the rest I would have to check some details. What's the exact problem that you have in mind? I know for example, that vehicle % estimates can't be fully accurate because some cost is impossible to determine at that moment, and thus calculation is not perfect, always off by 1-2%. But it's quite small margin, so it wasn't worth to investigate how to apply it correctly to arrive at perfect value.
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morvael
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RE: Help understanding reserve rail in 1.12.03

Post by morvael »

As you know railyards do not generate the same amount of points for both sides. There are multipliers per year per side and some extra modifiers.
* enemy cities, when captured, do not give rail capacity
* base value is 100 per railyard point
* damage percentage multiplier

Modifications for entire rail total (to minimize rounding errors, they are not applied for every railyard location or railyard point)
* extra multiplier 1.1
* Axis multipliers: 5,6,7,8,7
* Soviet multipliers: 7,7,8,9,10
* scenario production percentage multiplier
* Soviet rail total is halved in June 1941, rounding down
* loaded unit rail cost is deducted
eskuche
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RE: Help understanding reserve rail in 1.12.03

Post by eskuche »

Hmm I’m not quite sure. I think it is not a rounding error because I got some of the extra unit load values by setting reserve rail to 0%. So either the initial formula has a baseline or the unit rail cap is being modified somewhere else.
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