Levels and their specific effects

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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AlbertN
Posts: 4280
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Levels and their specific effects

Post by AlbertN »

Greetings,

I am asking for some clarifications as the levels of 'difficulty' (or attempting PvP balance) are unclear in what they do.

The manual is lackluster in the department as of now.

For instance 'Admin Level' definitely alters the amount of Admin Points gained per turn. But that's it? Or it is there more, like, helping Admin Tests and Rolls for the units.

Logistic Level - what exactly is that? Only freight distribution? Or the whole of the Logistic business is altered (Which means also extra production for instance).

Transportation? Does it add extra rail capacity? Does it allow more freight to be shipped around? Does it cost less to transport troops? What about the production and civilian freight?

It is quite hard to try to decide on matters when there is no precise clue of what is being given or bargained for!
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Joel Billings
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Re: Levels and their specific effects

Post by Joel Billings »

From the WitW manual (most of these things still apply).

Morale Level: Impacts the starting morale of units, the amount they increase or decrease during game play, and the likelihood of making various leader morale checks (9.1). whenever the morale level is set to 110
or greater, then leader admin checks for movement allowances are always successful (14.1.2) and units get an extra +1 morale gain from a victory, and lose one less morale point than normal from a loss (but never gain morale from a loss). In addition, whenever the morale level is set to 125 or greater, all leader initiative checks for movement allowance points are also automatically successful. In games with an AI player (not human vs human games), the Cv value of the Axis forces in the East front box is multiplied by the Axis morale help level/100. This is done at the individual unit level for all units in the East front box (23.1.3). Fort Build Level: Impacts the speed at which fortification levels are built (15.3.2). Logistics Level: Impacts the formulas that determine the amount of supply and replacements a unit receives based on its supply trace, to include through ports, the amount of attrition a unit suffers due to movement, the amount of fatigue added or removed from a unit during a turn, and the amount of fuel expended by generic vehicles. This level also affects the ability of leaders to conduct successful admin checks. Transport Level: Impacts the amount of rail capacity a player receives each turn. Admin Level: Provides a straight percentage modifier for the number of admin points that a player gets at the start of a scenario, as well as at the start of their player turn (12).
All understanding comes after the fact.
-- Soren Kierkegaard
AlbertN
Posts: 4280
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Re: Levels and their specific effects

Post by AlbertN »

Thanks! That helps.

Started fresh a game with Axis with 115 Logistics and Transportations.
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