Pestilence and Replacement Levels

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RedAss
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Pestilence and Replacement Levels

Post by RedAss »

Here's the situation:

When the variablevalue is 1, it triggers a pestilence level of 1, which as I understand it means roughly 1% of equipment will be lost (give or take some variables).
Now, when the variable value is 2, I want to trigger an event that sets the pestilence level at approximately 2%.

The question is, do I set the pestilence level at 2, because that is the level I want?
Or does the second event take into account the first event, making the effect cumulative, in which case I would put the level at 1 for the second event as well, achieving a little more than 2%?

Similarly with replacement value:
Say Event 1 sets the value of replacements for a force at 90%.
For Event 2,I want to reduce the replacement value by roughly another 10%.

Should Event 2 set the value at 80%, because that is the level desired?
Or should Event 2 be set at 90% again, because it will be 90% of the original 90% reduction?
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sPzAbt653
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Re: Pestilence and Replacement Levels

Post by sPzAbt653 »

If you set replacements to 90%, any later set value will use that 90% as the base.

My opinion on the Pestilence setting is that it is static. So a setting of 1 followed by a setting of 2 will not make it 3, it will be 2.
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RedAss
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Re: Pestilence and Replacement Levels

Post by RedAss »

That's what I needed to know, thank you kindly!
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RedAss
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Re: Replacement Values

Post by RedAss »

sPzAbt653 wrote: Sun May 28, 2023 6:45 pm If you set replacements to 90%, any later set value will use that 90% as the base.
Wait.
Bringing this up 7 years later LOL but does this mean:
If I want zero replacements for a Force 1 for the first few turns of a scenario and I use the
EVENT1 Force 1 Replacements = 0
Therefore, Force 1's replacement levels will ALWAYS be at 0, because if I later use
EVENT 17 FORCE 1 replacements = 50
it will calculate 50% of the new base, which is 0, and 50% of 0 is 0

Is this correct?
This would make it almost impossible to create a scenario where replacements fluctuate based on things that happen in game. I suppose if I had a base of (Replacements = 100) that I wanted to fluctuate and return to, I could do something like this:
EVENT 1 Force 2 Occupies (x,y) [Activate EVENT 2]
EVENT 2 Force 1 replacements = 50
EVENT 3 Force 1 occupies (same x,y) [Activate EVENT 4]
EVENT 4 Force 1 replacements = 200

The result of this, if I understand correctly, would be to get Force 1's replacement level back to the original 100%?
But setting replacements at 0 is never an option.
And setting replacement value at 100 is useless, because it simply makes it 100% of the current base value, which is the current base value.
Last edited by RedAss on Fri Jul 17, 2026 1:32 am, edited 1 time in total.
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sPzAbt653
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Re: Pestilence and Replacement Levels

Post by sPzAbt653 »

If I want zero replacements for a Force 1 for the first few turns ...
In this case, you make the Start Turn for Replacements equal to later than turn 1.

I believe the rest of your statements are correct, although I don't recall any scenario where Replacements were set to zero then subsequently were attempted to be recovered.
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Curtis Lemay
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Re: Replacement Values

Post by Curtis Lemay »

RedAss wrote: Wed Jul 15, 2026 6:10 pm
sPzAbt653 wrote: Sun May 28, 2023 6:45 pm If you set replacements to 90%, any later set value will use that 90% as the base.
Wait.
Bringing this up 7 years later LOL but does this mean:
If I want zero replacements for a Force 1 for the first few turns of a scenario and I use the
EVENT1 Force 1 Replacements = 0
Therefore, Force 1's replacement levels will ALWAYS be at 0, because if I later use
EVENT 17 FORCE 1 replacements = 50
it will calculate 50% of the new base, which is 0, and 50% of 0 is 0

Is this correct?
This would make it almost impossible to create a scenario where replacements fluctuate based on things that happen in game. I suppose if I had a base of (Replacements = 100) that I wanted to fluctuate and return to, I could do something like this:
EVENT 1 Force 2 Occupies (x,y) [Activate EVENT 2]
EVENT 2 Force 1 replacements = 50
EVENT 3 Force 1 occupies (same x,y) [Activate EVENT 2]
EVENT 4 Force 1 replacements = 200

The result of this, if I understand correctly, would be to get Force 1's replacement level back to the original 100%?
But setting replacements at 0 is never an option.
And setting replacement value at 100 is useless, because it simply makes it 100% of the current base value, which is the current base value.
One thing designers could always do was disband units that they specifically created for replacement purposes. I've done that a few times.

Now, when the coming update is released it has three new event effects that will give precise control over replacements:

https://forums.matrixgames.com/viewtopi ... 6#p5201836

Equipment Start
Equipment End
Equipment Rate
My TOAW web site:

Bob Cross's TOAW Site
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RedAss
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Re: Pestilence and Replacement Levels

Post by RedAss »

So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.

If I have 10 on hand, and a rate of 10, I get all 10 on the next turn (if I have ten slots).

If I dump 100 Spitfires vis disband, I'll get 10 Spitfires per turn for approximately 10 turns.

And if I change the replacement rate from 100 to 110, I will get 11 Spitfires per turn. But every other piece of equipment will also go up by 10%.

Have I got that correct?
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Curtis Lemay
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Re: Pestilence and Replacement Levels

Post by Curtis Lemay »

RedAss wrote: Fri Jul 17, 2026 1:58 am So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.
No. You get 10 more per turn.
If I have 10 on hand, and a rate of 10, I get all 10 on the next turn (if I have ten slots).
You already have 10 and you get an additional 10 per turn. (slots?)
If I dump 100 Spitfires vis disband, I'll get 10 Spitfires per turn for approximately 10 turns.
You'll get 100 immediately plus whatever rate per turn you have scheduled.
And if I change the replacement rate from 100 to 110, I will get 11 Spitfires per turn. But every other piece of equipment will also go up by 10%.
I'm assuming you're talking about the existing "Replacements 1/2" effect and not the new "Equipment Rate" effect. Then, yes that is correct.
My TOAW web site:

Bob Cross's TOAW Site
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RedAss
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Re: Pestilence and Replacement Levels

Post by RedAss »

Curtis Lemay wrote: Fri Jul 17, 2026 2:14 am
RedAss wrote: Fri Jul 17, 2026 1:58 am So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.
No. You get 10 more per turn.
If I have 10 on hand, and a rate of 10, I get all 10 on the next turn (if I have ten slots).
You already have 10 and you get an additional 10 per turn. (slots?)
If I dump 100 Spitfires vis disband, I'll get 10 Spitfires per turn for approximately 10 turns.
You'll get 100 immediately plus whatever rate per turn you have scheduled.
And if I change the replacement rate from 100 to 110, I will get 11 Spitfires per turn. But every other piece of equipment will also go up by 10%.
I'm assuming you're talking about the existing "Replacements 1/2" effect and not the new "Equipment Rate" effect. Then, yes that is correct.
Okay. Just so I'm sure I've got it:

ON HAND is equipment you have in a warehouse in theater designed to directly replace losses.
RATE is basically how many are being shipped from the factory (or wherever) every turn to add to your stockpile.

Equipment from disbanded units goes directly into your ON HAND stockpile. So you can expect that any equipment you add through a unit designed to be disbanded could all be seen in the field the very next turn. If you have eleven units that have 1/10 Spitfires and you dump 100 in via disband, they will all be at full strength the very next turn.
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Curtis Lemay
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Re: Pestilence and Replacement Levels

Post by Curtis Lemay »

RedAss wrote: Fri Jul 17, 2026 2:43 am
Curtis Lemay wrote: Fri Jul 17, 2026 2:14 am
RedAss wrote: Fri Jul 17, 2026 1:58 am So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.
No. You get 10 more per turn.
If I have 10 on hand, and a rate of 10, I get all 10 on the next turn (if I have ten slots).
You already have 10 and you get an additional 10 per turn. (slots?)
If I dump 100 Spitfires vis disband, I'll get 10 Spitfires per turn for approximately 10 turns.
You'll get 100 immediately plus whatever rate per turn you have scheduled.
And if I change the replacement rate from 100 to 110, I will get 11 Spitfires per turn. But every other piece of equipment will also go up by 10%.
I'm assuming you're talking about the existing "Replacements 1/2" effect and not the new "Equipment Rate" effect. Then, yes that is correct.
Okay. Just so I'm sure I've got it:

ON HAND is equipment you have in a warehouse in theater designed to directly replace losses.
RATE is basically how many are being shipped from the factory (or wherever) every turn to add to your stockpile.

Equipment from disbanded units goes directly into your ON HAND stockpile. So you can expect that any equipment you add through a unit designed to be disbanded could all be seen in the field the very next turn. If you have eleven units that have 1/10 Spitfires and you dump 100 in via disband, they will all be at full strength the very next turn.
Distribution from ON HAND to units is by a more arcane procedure that someone posted about years ago. I no longer know where that post is or what the procedure was. I just know that it's more complex than you've decribed.
My TOAW web site:

Bob Cross's TOAW Site
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RedAss
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Re: Pestilence and Replacement Levels

Post by RedAss »

I'll search for it, thanks!
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rhinobones
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Re: Pestilence and Replacement Levels

Post by rhinobones »

RedAss wrote: Fri Jul 17, 2026 1:58 am So disbanding a unit dumps that equipment into the OH HAND stockpile.
It hasn’t been mentioned, but the disbanding units need to be in supply before their equipment is assigned to the replacement pool. Equipment from out of supply units is lost.

Also, you do have some control over how replacements are distributed to individual units. In the example Marine units, except for the AT unit, will receive replacements in preference to Normal or Low priority units. For this scenario reconstituted units appear at the fixed entry point set via the Deployment screen.

Regards, RhinoBones

Priorities.jpg
Priorities.jpg (65.38 KiB) Viewed 118 times
Unit Priorities.JPG
Unit Priorities.JPG (97.93 KiB) Viewed 118 times
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Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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RedAss
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Re: Pestilence and Replacement Levels

Post by RedAss »

rhinobones wrote: Fri Jul 17, 2026 12:19 pm
RedAss wrote: Fri Jul 17, 2026 1:58 am So disbanding a unit dumps that equipment into the OH HAND stockpile.
It hasn’t been mentioned, but the disbanding units need to be in supply before their equipment is assigned to the replacement pool. Equipment from out of supply units is lost.

Also, you do have some control over how replacements are distributed to individual units. In the example Marine units, except for the AT unit, will receive replacements in preference to Normal or Low priority units. For this scenario reconstituted units appear at the fixed entry point set via the Deployment screen.

Regards, RhinoBones
Great info, Rhino, especially since I (like everyone else) was going to put them at an out of the way corner of the map! Does the supply point have to be 100 to get the full benefit? I think I just read somewhere that the supply limit for a force is 399, and I'd hate to use 25% of it there.

Also: I notice that my Force Replacement Editor has come pre-populated with numbers. Some of which don't seem to make sense (Motorcyclce Squad: 34 assigned, 19 on hand, rate of 63. Meanwhile: HMG: 1492 assigned, 18 on hand, rate of 32).

Is there an industry standard on how to approach the Replacement editor? Nothing specific, but something along the lines of: "For INF, in an average well supplied force, on hand should be 10% of assigned, and the rate should be 4% of assigned per month, adjust for lower/higher turn rate. Armor/equipment should be half that". It's a little bewildering without a start point.

EDIT: NVM, I just found the default 2% button, that gave me my baseline from which to make adjustments. However, the other question remains: This scenario has weeklong turns. It seems like there should be some kind of adjustment for turn length?

Also, a Blackburn Skua sighting? That's a gem.
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rhinobones
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Re: Pestilence and Replacement Levels

Post by rhinobones »

Sounds like you’re making the Supply Points additive. Not so, each point is independent with a value between 1 and 399.

Force Replacements are edited as necessary. The equipment type and assigned value are generated by the game engine, nothing you can do about that. Edit the On Hand and Rate values to fit your scenario. I tend to keep the Rate at zero for shorter scenarios. For longer scenarios I like to keep the Rate lower than the numbers you suggested. Scenarios which have an endless supply of new bodies is something I avoid.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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