Theatre Box Screen
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- Der Kuenstler
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Theatre Box Screen
I've been trying to figure out the cryptic theatre box screen on my own, but with no success. Can somebody please take the time to explain it clearly??
Last edited by Der Kuenstler on Sun Apr 30, 2023 12:57 am, edited 1 time in total.
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Re: I give up
1. Base is what the percentages refer to. Your Air Day base is 58.90 and your Air Night base is 21.40. These values are determined by the number of day fighters and night fighters, respectively.
2. The percentages are with reference to the base value e.g. 8.83 = 15% * 58.90. (101% means "unlimited".) This determines the maximum value in that category. For instance, night fighters in this theater can never contribute to Air Day more than 15% of the value that day fighters contribute. Day fighters can never contribute to Air Night more than 15% of the night fighter value.
3. Pure coincidence.
4. The numbers in parentheses represent how much combat value you have in that category in total. For instance, you have 21.40 combat value of night fighters. However, since the maximum percentage of night fighters in the Air Day value is 15% of the base value, only 8.83 combat value of night fighters (out of 21.40) count for the total 105.94 Air Day value. (105.94 = 58.90 + 8.83 + 5.89 + 32.32) Adding more night fighters will not increase the Air Day value at this point. However, adding more day fighters will increase the base value, which means you would also derive more benefit from the night fighters you already have.
5. It's probably the depot capacity of this theater.
6. Not sure on this one.
7. These are the replacements this theater has received this turn. Ground elements are things like infantry squads or tanks. Aircraft is just the number of replacement aircraft received this turn.
8. It will help both Air Day and Air Night value. Since the Flak(high) value is unlimited (101%), sending this type of guns (37mm caliber and above) will always increase the theater Air values. However you're already above the maximum on Flak(low), so sending this type of guns (20mm, mostly) will not help at this point.
2. The percentages are with reference to the base value e.g. 8.83 = 15% * 58.90. (101% means "unlimited".) This determines the maximum value in that category. For instance, night fighters in this theater can never contribute to Air Day more than 15% of the value that day fighters contribute. Day fighters can never contribute to Air Night more than 15% of the night fighter value.
3. Pure coincidence.
4. The numbers in parentheses represent how much combat value you have in that category in total. For instance, you have 21.40 combat value of night fighters. However, since the maximum percentage of night fighters in the Air Day value is 15% of the base value, only 8.83 combat value of night fighters (out of 21.40) count for the total 105.94 Air Day value. (105.94 = 58.90 + 8.83 + 5.89 + 32.32) Adding more night fighters will not increase the Air Day value at this point. However, adding more day fighters will increase the base value, which means you would also derive more benefit from the night fighters you already have.
5. It's probably the depot capacity of this theater.
6. Not sure on this one.
7. These are the replacements this theater has received this turn. Ground elements are things like infantry squads or tanks. Aircraft is just the number of replacement aircraft received this turn.
8. It will help both Air Day and Air Night value. Since the Flak(high) value is unlimited (101%), sending this type of guns (37mm caliber and above) will always increase the theater Air values. However you're already above the maximum on Flak(low), so sending this type of guns (20mm, mostly) will not help at this point.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
Re: I give up
I'll try.Der Kuenstler wrote: Wed Apr 26, 2023 12:58 am Can somebody please take the time to explain it clearly??
1) Base is the Sum of all Fighters in this TB. So the "main asset" you need for the AIR DAY-section are Fighters, this main Asset sets the base for this section of the TB.
2) Percent of base (your Fighter base is 58.90, Night fighters can add additional 15% of base, so 58.9*0.15=8.835)
This 8.83 you can see in the center collumn, those 8.83 are currently added to the 58.9 Fighter base, as are all the other center-collumn values, which gives you the 105.94 you have active of which you (need 85) so you end up with 124%.
Note: The Flak (high) is somewhat special/weird, it's not 101%, as you can see in the AIR NIGHT section where , so either it has no limit or it is 200% I guess.
4) This right collumn is what you currently have in the TB, you have 21.4 Night Fighter in the TB, of those only 8.83 (as before, 15% of Fighter base (58.9*15%=8.835) are added to the AIR DAY value.
8) Go to the Ground Tab, there you go to the AA section, then you mouse over an AA and wait for the Tooltip, there you see L: 3.1 H 5.8 ...or similar.
This means this unit gives 3.1 to LOW and 5.8 to HIGH Flak.
3) I guess at this point you know why. It's just the percentage of the base of this "part of the TB" (Ground/AIR DAY/AIR NIGHT/NAVAL ...)
You can imagine the center collumn having a headline "ACTIVE" and the right collumn having a headline "HAVE". This way it's more intuitive.
Now the stuff which I am less than 99% sure about:
7) Stuff is sent to TBs as replacements as to your on map units, I guess you can see them somehow looking at the Turn Summary (CRTL+S). Or you may have a look at Logostics Phase Report (SHIFT+E) and check the Theater Box checkbox.
6) The first number is something like "free", the "(xxx)" is used.
5) Freight should always be shown US-tons (short tons), so 2000lb which is about 907kg.
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Re: I give up
K62 was quicker than me, now you have 2 answers 
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Re: I give up
Both of these answers help tremendously - thanks guys!
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Re: I give up
I believe we need something like this in the living manual. The data as presented ingame is more a mystery than easily understandable
Re: I give up
K62 There is just one thing that does not make sense: if the percentage in brackets is a percentage of the base value, why is the adjusted value of artillery and bomber different? Yet they both have 10% of the base value. And the same applies to the construction and night fighter.
I am preparing a tutorial episode about TBs and I would like to know why is there such discrepancy.
Also: what determines an increase of the base value? I tried adding 1 1st wave infantry division and the base value increased by 8.25 points, when I added a panzer division, it went up by 11.6... Is there a way to find out the numbers without trial and error?
I am preparing a tutorial episode about TBs and I would like to know why is there such discrepancy.
Also: what determines an increase of the base value? I tried adding 1 1st wave infantry division and the base value increased by 8.25 points, when I added a panzer division, it went up by 11.6... Is there a way to find out the numbers without trial and error?
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Re: I give up
On the right u see what you HAVE and the center collumn shows what's ACTIVE.Teo41_ITA wrote: Sat Apr 29, 2023 6:26 pm K62 There is just one thing that does not make sense: if the percentage in brackets is a percentage of the base value, why is the adjusted value of artillery and bomber different? Yet they both have 10% of the base value. And the same applies to the construction and night fighter.
I am preparing a tutorial episode about TBs and I would like to know why is there such discrepancy.
Also: what determines an increase of the base value? I tried adding 1 1st wave infantry division and the base value increased by 8.25 points, when I added a panzer division, it went up by 11.6... Is there a way to find out the numbers without trial and error?
So you only HAVE 0.85 Artillery, therefore only 0.85 can be ACTIVE
Same as before. You HAVE 25.98 Construction and only 14.86 are ACTIVE (since 5% x 297.25 = 14.8625).Teo41_ITA wrote: Sat Apr 29, 2023 6:26 pm And the same applies to the construction and night fighter.
And Night figthers all Night Fighters are contributing everything they have 10 out of 10 (so in theory you could get 4.86 more points out of assigning more Night Fighters to the TB.)
For Divisions it's basically the CV Value shown in the "ground - Tab".Teo41_ITA wrote: Sat Apr 29, 2023 6:26 pm Also: what determines an increase of the base value? I tried adding 1 1st wave infantry division and the base value increased by 8.25 points, when I added a panzer division, it went up by 11.6... Is there a way to find out the numbers without trial and error?
...For AIR DAY/NIGHT and NAVAL/PATROL stuff,.....no idea I tried figuring it out just recently and did not come to a conclusion.
Last edited by Wiedrock on Sat Apr 29, 2023 7:10 pm, edited 1 time in total.
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Re: I give up
10% of base value is 29.72 and 5% is 14.86. Bombers and construction are maxed out and only contribute these maximum values (even though they could contribute up to 32.21 and 25.98, respectively, if the base value was higher.) Artillery and night fighters are not maxed out and they contribute their actual value.Teo41_ITA wrote: Sat Apr 29, 2023 6:26 pm K62 There is just one thing that does not make sense: if the percentage in brackets is a percentage of the base value, why is the adjusted value of artillery and bomber different? Yet they both have 10% of the base value. And the same applies to the construction and night fighter.
I am preparing a tutorial episode about TBs and I would like to know why is there such discrepancy.
Also: what determines an increase of the base value? I tried adding 1 1st wave infantry division and the base value increased by 8.25 points, when I added a panzer division, it went up by 11.6... Is there a way to find out the numbers without trial and error?
The base value seems closely related to combat value. It is not surprising that a Panzer division would add more than an infantry division. I don't have the actual formulas, but you can probably figure them out by changing things in the editor.
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Re: I give up
I'll try this too -
Look at the 10% artillery number you circled in blue. The 10% figure isn't actually shown there unless you've met it - you have to figure out what it is yourself. 10% of 297.25 is about 29.72 - so that is how much artillery you are allowed to count towards fulfillment of need. It's also the same 10% for the bombers you circled in blue, but you've met your goal for bombers.
Now, you only have 0.85 worth of artillery in there, so you could add a bunch more of that and it would count. But look at your bombers - you have 29.72 worth in there - the full 10% allowed, so you don't need anymore bombers.
Same principle with your construction - you have the full 5% in there already (14.86) so adding more of them won't help. But you have 10.0 night fighters, which is less than the 5% limit, so you could add more of them.
The far column in parenthesis is the amount you actually have in there. So you can see you have more than enough construction, fighters, bombers, and high flak. You are still short on low flak and you don't have any engineers at all in there yet.
See the chart I made here for more help. https://www.matrixgames.com/forums/view ... 1&t=395027
Look at the 10% artillery number you circled in blue. The 10% figure isn't actually shown there unless you've met it - you have to figure out what it is yourself. 10% of 297.25 is about 29.72 - so that is how much artillery you are allowed to count towards fulfillment of need. It's also the same 10% for the bombers you circled in blue, but you've met your goal for bombers.
Now, you only have 0.85 worth of artillery in there, so you could add a bunch more of that and it would count. But look at your bombers - you have 29.72 worth in there - the full 10% allowed, so you don't need anymore bombers.
Same principle with your construction - you have the full 5% in there already (14.86) so adding more of them won't help. But you have 10.0 night fighters, which is less than the 5% limit, so you could add more of them.
The far column in parenthesis is the amount you actually have in there. So you can see you have more than enough construction, fighters, bombers, and high flak. You are still short on low flak and you don't have any engineers at all in there yet.
See the chart I made here for more help. https://www.matrixgames.com/forums/view ... 1&t=395027
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Re: I give up
Ok, I got it. Thanks to all three of you!
I apologize that it took me so long to get it!
I apologize that it took me so long to get it!
Re: I give up
Thank you. Downloaded for my notes.Der Kuenstler wrote: Sat Apr 29, 2023 7:17 pm See the chart I made here for more help. https://www.matrixgames.com/forums/view ... 1&t=395027
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Re: Theatre Box Screen
One more question: what does the "combat divisions" indicate?
- Der Kuenstler
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Re: Theatre Box Screen
The number of "division equivalents" in the theatre. (36.12.1)Teo41_ITA wrote: Sun Apr 30, 2023 11:41 am One more question: what does the "combat divisions" indicate?
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