1.00.07: MM calculation problem with naval trade

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ncc1701e
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1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Playing 1.00.07 in hotseat mode. This is the first turn of Europe 1939 scenario.

UK have 205 MM total and 151 in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

France have 29 MM total and 10 in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

USA have 89 MM total and 30 in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

USSR have 20 MM total and 0 in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

As per manual, I would like to create a trade between UK and France.
Convoys and Escorts – Here a player can find all overseas convoys and trades between countries. A player can view, setup, and cancel trades during the game. Trades transfer the selected production and oil every turn to the target trade partner. No more than 25% of a country’s total production and 25% of its stored oil can be traded away. Conquered and owned countries resources only show up on the trade list if they are traveling by naval convoy. Trades travel via undamaged rail or convoy routes. All production resources yield full value to the country that owns and controls the resource. If a player controls but does not own the resource, it will yield 1/3 of its amount. The bottom left panel of the screen shows all current trades
and their status. Trade types can be allied, agreement, conquest, or owned. A green arrow indicates an import, a red arrow an export. Trades that travel by convoy use merchant marine and are subject to raiders and submarine attack along their route. Each resource point sent requires one merchant marine.
Merchant Marine – Resources transferred over a convoy route require merchant marine. The game automatically calculates how many merchant marine a country will need to transport the resources. If a player lacks the ships required, the difference percentage is taken from the total shipped. Production and oil are equally affected. The game pulls merchant marine from the receiver of the trade. If the country that is the origin of the trade is a major power, it will then pull its merchant marine if the destination country doesn’t have enough ships to transport the resources and the originator is part of the destination players alliance. Convoy attacks are only conducted vs any countries at war involved in the trade.

I am taking the maximum value possible for Production and Oil:
1. This is 39 Production points thus 39 Merchant Marine needed
2. This is 24 Oil points thus 24 Merchant Marine needed

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

The game correctly calculates that France is lacking 44 Merchant Marine.

For this trade:
39 MM (for Production) + 24 MM (for Oil) = 63 MM needed

France has:
29 MM (total) - 10 MM (in use) = 19 MM available

Gap of 63 MM - 19 MM = 44 MM in the upper left of the below screenshot -44 in green (should be red [:)])

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Before ending the turn, we can see for France that 29 MM total is in red color and that 29 MM + 44 MM = 73 MM are in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Now remember that, in the first screenshot, UK have 205 MM total and 151 in use. Ending my turn and checking the MM used in UK, there is a problem:

151 MM + 44 MM = 195 MM but the game displays 186 MM ???

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Let's restart the Europe 1939 scenario from scratch.

UK have 205 MM total and 151 in use.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

This time, just creates a trade with the maximum oil value not any production.

For this trade:
24 MM (for Oil) = 24 MM needed

France has:
29 MM (total) - 10 MM (in use) = 19 MM available

Gap of 24 MM - 19 MM = 5 MM in the upper left of the below screenshot -5 in green.

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Ending my turn and checking the MM used in UK, there is another problem:

151 MM + 5 MM = 156 MM but the game displays 147 MM ???

LOL - this is very funny, MM consumption has even been reduced.

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RE: 1.00.07: MM calculation problem with naval trade

Post by AlvaroSousa »

Whats the countdown for? Is the forum going to explode?
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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

To avoid someone to post while I am not done.
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RE: 1.00.07: MM calculation problem with naval trade

Post by AlvaroSousa »

The difference is the multiple. Resources get transported THEN use the economic multiple. Otherwise you would need ever increasing MMs. This way a country like England abstractly represents resources transported to factories.
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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

I will ask you to detail your answer and your calculation a little bit more please. Because how could you justify that the United Kingdom ends up using less MM to help France transport oil to them?

Resources get transported THEN[/b] use the economic multiple. Okay, the manual says "Each resource point sent requires one merchant marine".

Your calculation seems very simple. And suddenly there is a mystical value that comes out of nowhere.

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RE: 1.00.07: MM calculation problem with naval trade

Post by AlvaroSousa »

I just tested it myself. It is working properly.

For every printed resource # on the map it uses 1 MM.
On the 1st turn Poland is included in their MM routes.
After the 1st turn it isn't.
The MM's used on the production screen show the current MMs in use this turn.
No matter if I give France resources or not. Anyways I do it the numbers are correct.

The ONLY issue here is that when you cancel a convoy it returns available MMs back to the player and displays the # incorrectly. Which is a bug you found just now. I forgot to limit it to the total possible MMs. Instead it returns all MMs used this turn to the player who's convoy it is.

It is working as intended. I just spend 20m testing it.
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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

Poland removal explains. Now it sounds right:
142 MM + 5 MM = 147 MM
142 MM + 44 MM = 186 MM

So there is no economic multiple involved. And indeed, cancelling a convoy displays something wrong. I look forward to the next beta. [:)]

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RE: 1.00.07: MM calculation problem with naval trade

Post by ncc1701e »

By the way something that you have not planned but when Germany and USSR are trading together using the Baltic convoy route (10 Oil points each turn).
If the German Merchant Marine has been sunk, the USSR will not use its Merchant Marine to help transporting these 10 Oil points.

Not a big deal... I had my worst German game ever and I am still waiting for the surprise of the next turn.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
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