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I checked out the numbers and they match up. HOWEVER... the language of the manual is misleading.
Base income - based on difficulty level - CHECK
PP production by Organizations - this one is a bit misleading, since the ONLY organization that produces ANY PP is the Supreme Command Council (not plural). Another misleading part is that the root of ppPoints produced by assets (High Command Asset) IS NOT ADDED to the 'base income' but rather a MULTIPLIER to the sum of base income and root of ppPoints produced by the Supreme Command Council.
On the line in the manual excerpt 'Political Bonus' , it states "PP is
increased by Political Bonus %". This leads to another bit of confusion. Mathematically, when one increases by a percentage, one must MULTIPLY by the percentage and then add to the original to get final adjusted amount (which is Vic's intent). When one reads simply 'increased', one (at least with American Standard English), understands ADD - thus why I added the root of 900 to the default of 7 PP to get 37 PP. It would have been better to state in the manual table for 'Political Bonus' (under the PP Income Type) to state 'PP is MULTIPLIED by Political Bonus %'.
Once this is interpreted in the manner you describe, the 'number' do indeed 'match up', BUT the 4 hex perks ARE NOT being accounted for in the math anywhere.
Going back to the original mouseover calculations...
7 PP (default) + (Sqrt 205 ppPoints by Supreme Cmd Council) = 21 PP
Political Bonus of 40% due to feat and 30% due to High Command IV (sqrt 900) = 70% bonus
21 PP + (70% * 21) = 21 + 15 = 36 PP.
No where in there are the PP from the hex perks (there are 4 listed in the assets of different zones) being accounted for - either added to the 36 PP above or added to the Default PP at the beginning of the formula calculation.
Now... if the default PP was 3 in this 'game' and the 4 hex perks brought it up to 7... that would be another story - BUT, the minimum starting PP is 5 - so the 4 hex perks are NOT being thrown into the 'default mix' It would be fantastic to have these added to the default before the multiplier bonus is applied, but I believe Vic's intent was a simple addition to the FINAL calculated PP (post bonus application). So I should have 40 PP being generated for the round, NOT 36.
This is something that ALL players should check and comment upon. Do the mouseover in the 'Dashboard' for new PP and note the calculations. Then check your Supreme Command Council (under organizations) to see what the final ppPoints generated (post modifications) are. Make sure the ppPoints listed by the Supreme Command Council match what is shown in the mouseover (it should). NOW... if you have any hex perks that add PP - see if these are accounted for in the FINAL 'NEW PP's' column in the Dashboard.
The other implication is that players MUST really load up the Supreme Council with BP in order to get any real increase in PP production. I was thinking that the High Command asset production was a direct addition to PP production (sqrt of ppPoints being generated being ADDED to PP production - NOT a bonus to the sum total of default and Supreme Command Council ppBonus production). I have my Supreme Command council allocated 8-9% of BP production, in an effort to minimize 'waste' once a particular category exceeds 100 BP assigned (BP distributed to make sure any specific subgroup in a council doesn't exceed 100 BP by much). The only way to really amp up PP production is to 'pour' BP into Supreme Command Council (specifically political power generation), and make sure the leader of the Supreme Command Council it the BEST leader you have (maxed out relation and skills - including using the 'Protocol' card, Family 'fate' card, and Medal of Merit card.