Sammy5IsAlive wrote: Thu Nov 05, 2026 4:48 pm
I've not seen any evidence for the "in unit" repair that you've observed. I'm not sure what is happening in your examples. I think that testing in the way you do it is a double edged sword - whilst it is obviously good for controlling variables I think it can raise issues as what you can't do is "isolate" certain parts of the game code from the rest. What that might mean is that if you run a test using highly unusual variables in isolation this breaks the code and causes the game to behave in unusual ways that do not reflect how it behaves in a 'normal' situation.
Sure we can try to bring some more light into this. To have me not "mess with things" I can show it in a plane vanilla T1 for you.

I am not messing with the code in any way. I am just observing what the code does. Nothing I do is impacting how the code works.
First off, all
I am not saying the numbers would not add up. I am just saying the "flow" of repair is different than described. That's what I framed the 'internal repairs' term for. Where your "additional 3" in your first example come from would be interesting to know tho.
To your first example:
- Check the "Losses" during Logistics of the second turn how many are listed there as lost.
- You can try to find the Units which received the Tanks from Active, with luck they only received those, if they received more/sent more home the Supply window is of no use unfortunately for our purposes.
- One thing which you assume is that the number of damaged is only changed by the removal/arrival of tanks from the Pool. In your case this adds up. But this does not mean that there were not possibly several Tanks "internally repaired" while more than the 3 you assume as being "newly damaged" were actually newly damaged (hope this sentence makes sense). You also have to look at all of this on a CU basis, if you just take the numbers as a whole you won't see the individual unit changing elements.
I will attach 2 further examples for you,
from vanilla games.
Germans: One set up right now for you done.
Soviets [PBEM]: One (Soviet side) Unit in a PBEM which shows the same behaviour.
Soviets (PBEM):
As you can see,
- no Freight as replacement received (if anything comes from the pool this number is always a positive)
- no Men as replacement received (this number could be 0 even when receiving stuff or could end as negative)
...but still the unit switched elements from DAM to RDY in a 1:1 fashion, obv. it also suffered the occasional 'training accident' adding a few +1 DAM here&there.

- internal repairs soviets PBEM.jpg (769.93 KiB) Viewed 90 times
All you need to do to find such cases is:
- to see at the start of a turn and look for units which received 0 Men Reinforcements and 0 freight reinforcements
- go to the end of the turn before and see the RDY/DAM elements of the unit (there should be some DAM otherwise you do not need to keep looking - obv.)
- compare TX and TY if any numbers have changed to the positive (as in +RDY and -DAM).
- There you have it. The Unit has gained RDY elements without receiving them from the Pools by repairing them internally.
Germans (GC T1→T2):
Attached an example of completely basic vanilla, just did some attacks to get some AFVs lost/damaged.
T1:
We start with 120 Pool + 27 RDY Unit. = 147total
We lose 4.
2 End damged.
T2:
116 Pool (0 in Transit) + 26 RDY in Unit + 1 DAM in Unit = 143 total [so 4 lost, adds up]
We receive 4 AFVs worth of tonnage and men (see pic for math) while RDY tanks increase by +5.
1 DAM remains DAM, while
1 was repaired without moving to Transit or being delivered from Pool. That's what I always see, over and over again, vanilla or modded. That's what I call 'internal repairs'.
Save files attached.
1. pre move [27RDY+120Pool]
2. post move [21RDY+2DAM+120Pool]
3. post Soviet logistics [/]
4. post Axis logistics [26RDY+1DAM+116Pool]