[GUIDE] Flowchart: Economy and Repairs

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.

Moderator: Joel Billings

Post Reply
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

[GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

I've created a Flowchart trying to ease the understanding of what's going on in the background. Focus is on economy and repairs/healing. The DES and DAM elements are there to give an general Idea of what's happening to the Ground Elements and their Manpower, if that section is missing something which is essential in your opinion, let me know (plans are there to improve)!

The violet written parts are (possible) issues comparing what's written in the manual and what's happening in game.

If you have any ideas for improvement or encounter fake news in it, pls let me know and I'll correct whats wrong. Many numbers are deduced from the Manual and not all have been verified, some numbers were figured out in game since the manual states no actual numbers or only gives vague information.


Future Plans:
  • add Footnotes referring to the Manual Chapters
  • improve/complete the DES/DEM section and differentiate between "in/end of combat" and "out of combat/during logistics phase"
    ...only looking at all the Combat results and the rolls going on may be worth doing a separate flochart...
  • improve colour coding
  • improve shape coding
  • verify more numbers (mark verified ones)
Attachments
Flowchart_Economy.jpg
Flowchart_Economy.jpg (847.9 KiB) Viewed 831 times
Last edited by Wiedrock on Tue Aug 18, 2026 5:52 pm, edited 2 times in total.
User avatar
K62_
Posts: 1185
Joined: Fri Jun 07, 2002 3:34 am
Location: DC

Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62_ »

Is there truly such a thing as internal repairs? One could conduct a simple experiment to verify this: take a partially damaged unit (with at least 50% undamaged) and set it to 50% TOE. Then, observe whether the undamaged portion increases over time (which shouldn't happen).

According to the manual, it states:
damaged elements manual.png
damaged elements manual.png (237.84 KiB) Viewed 2204 times
In summary, my interpretation is that when a unit is near a depot with available freight (possibly just returned), it can quickly receive some replacements, giving the appearance of certain elements being repaired internally. However, in actuality, the damaged elements should be transferred to the pool.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 12:10 am Is there truly such a thing as internal repairs? One could conduct a simple experiment to verify this: take a partially damaged unit (with at least 50% undamaged) and set it to 50% TOE. Then, observe whether the undamaged portion increases over time (which shouldn't happen).

According to the manual, it states:
damaged elements manual.png

In summary, my interpretation is that when a unit is near a depot with available freight (possibly just returned), it can quickly receive some replacements, giving the appearance of certain elements being repaired internally. However, in actuality, the damaged elements should be transferred to the pool.
See my attached File, maybe you can make sense of it in another way than I did.
For me it looked like the 22.5% AFV's went to Transit each turn (of which about ~15% got DES in their way).
Then ~25% inside Transit were repaired each turn and (mostly instanly, so not first entering officially the Active Pool) moved back to the Division, this is the "equipment freight"-shown (Tiger weights 64tons).
Looking at Turn 3, we gain more RDY Tigers then we had Tigers in Transit before, so somehow they must have been repaired elsewehere, without actually using (much) freight...if any freight at all?! :?
Attachments
Tiger_repair_tracking.png
Tiger_repair_tracking.png (3.21 MiB) Viewed 2198 times
User avatar
K62_
Posts: 1185
Joined: Fri Jun 07, 2002 3:34 am
Location: DC

Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62_ »

I would recommend re-running the test with a max TOE of 50 and without bringing the undamaged TOE below 50. This should prevent receiving replacements from the depot, which is a confounding factor in the screenshots provided. Also, if you're tracking the pools, you may want to try it with squads instead of tanks as AFVs are subject to a random loss factor.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
MarkShot
Posts: 7601
Joined: Sat Mar 29, 2003 6:04 am

Re: [GUIDE] Flowchart: Economy and Repairs

Post by MarkShot »

Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 3:59 am I would recommend re-running the test with a max TOE of 50 and without bringing the undamaged TOE below 50. This should prevent receiving replacements from the depot, which is a confounding factor in the screenshots provided. Also, if you're tracking the pools, you may want to try it with squads instead of tanks as AFVs are subject to a random loss factor.
Thanks for that hints, I tried to recreate it, maybe you/someone can come to another conclusion, I added my interpretations, let me know if I fail in some points there.

Additionally retesting the "range to 'railhead' DES-factor" for AFVs of which I was confused/not sure about. Seems like every rail is a 'railhead'....but I am not 100% sure ...maybe it's every Depot, ....also not sure if it's actually the Distance OR the MPs (impacted by Terrain/Weather) to the 'Railhead'/Rail/Depot.
  1. "Tigers in Berlin"....sounds like a Book Title
    Setup:
    • 500RDY/500DAM
    • TOE 50
    K62-Setup_BER_50TOE_AFV.png
    K62-Setup_BER_50TOE_AFV.png (1.12 MiB) Viewed 2132 times
    My interpretation:
    • T1->T2:
      • 22,5% of DAM got sent to Transit 500*0,225=112,5 (I guess it always rounds down)
      • ...of those 17 got lost -> 112,5-17=95,5. We ended up with 94 in Transit.
      • 17/112,5=0,1511 -> So loss rate standing in Berlin is about 15% for Tigers on their way to Transit.
      • 4 got miracly repaired without receiving "replacement-freight"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 94*0,25=23,5 (rounding down? = 23) -> so what's now in Active Pool
      • So on T3 I see in sum 90 "internally repaired" Tigers without consuming any freight (or I am missing something)
  2. "Tigers in Transylvania".... :shock:
    Setup:
    • 500RDY/500DAM
    • TOE 50
    K62-Setup_MTN_50TOE_AFV.png
    K62-Setup_MTN_50TOE_AFV.png (1.66 MiB) Viewed 2132 times
    My interpretation:
    • T1->T2:
      • 22,5% of DAM got sent to Transit 500*0,225=112,5 (I guess it always rounds down)
      • ...of those 48 got lost -> 112,5-48=64,5. We ended up with 64 in Transit.
      • 48/112,5=0,42667 -> So loss rate standing in Mountains, far from Depots/"Railheads"/Rails is about 42,7% for Tigers on their way to Transit. (I guess my tests before had a "normal rail" too close to have an impact on the loss rate?! So maybe every rail is concidered being a "rail head" in this regard.)
      • miracly NONE got "internally repaired"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 64*0,25=16 -> so what's now in Active Pool
      • So on T3 I see in sum 95 "internally repaired" Tigers without consuming any freight (or I am missing something)
  3. "Skijäger with wooden sticks in Transylvania"
    Setup:
    • 500RDY/500DAM
    • TOE 50
    • (I changed their Manpower from 9 to 10 to avoid CV-like shenanigans of Footsoldiers with less/more than 10 Men having weird numbers)
    K62-Setup_MTN_50TOE_SKI.png
    K62-Setup_MTN_50TOE_SKI.png (1.33 MiB) Viewed 2132 times
    My interpretation:
    • T1->T2:
      • 25% of DAM got sent to Transit 500*0,25=125
      • ...of those 2 got lost -> No idea why, maybe for "non-AFV" there is RNG invloved or it's caused by the admin-failure-penalties :? . We ended up with 123 in Transit.
      • 3 got "internally repaired" without using "replacement-freight"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 123*0,25=30,75 (rounding down? 30) -> so what's now in Active Pool
      • So on T3 I see in sum 69 "internally repaired" Skis' without consuming any freight (or I am missing something)
MarkShot wrote: Thu Mar 23, 2023 4:50 am Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
I prefered to study a 'natural science' which doesn't need a calc every day. :mrgreen:
User avatar
K62_
Posts: 1185
Joined: Fri Jun 07, 2002 3:34 am
Location: DC

Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62_ »

This is indeed intriguing! I'm uncertain whether it's a deliberate feature or a glitch, but it appears that in at least one instance, your unit is repairing 25% of AFVs and retaining them – a figure considerably higher than the manual suggests (i.e., repair up to 22.5% and transfer them to the pool).

I'm curious about the difference between T2 and T3, as the number of kept AFVs is much greater in T3. Does the unit move during T2 while remaining stationary in T3?

Additionally, if you aim to assess the distance from the railhead, the Operation Typhoon scenario might be more suitable. I presume this is linked to the "Off Rail MP" value for each hex, which typically isn't very high in most scenarios on T1. However, in Operation Typhoon, there are swamp hexes in the south with Off Rail MP values reaching the 20s.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
User avatar
K62_
Posts: 1185
Joined: Fri Jun 07, 2002 3:34 am
Location: DC

Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62_ »

On further thought, it may have something to do with the pool size. Maybe having a big enough pool results in the repaired elements being retained instead of sent back. Do you get a better repair rate on T2 if you pre-place 100+ elements in the pool? Does the T3 pattern of repairing and retaining substantial numbers continue on subsequent turns?
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
MarkShot
Posts: 7601
Joined: Sat Mar 29, 2003 6:04 am

Re: [GUIDE] Flowchart: Economy and Repairs

Post by MarkShot »

MarkShot wrote: Thu Mar 23, 2023 4:50 am Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
I prefered to study a 'natural science' which doesn't need a calc every day. :mrgreen:
I started out in Bio-Chem, since life seems so dynamic and fascinating. But after my second class of Organic Chem, all I could think of asking is "What would that be in the past tense?". I went on to become a software engineer, but now it has come full circle back to biology: neural nets, attention, and tokenizing. :lol:
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 1:28 pm I'm curious about the difference between T2 and T3, as the number of kept AFVs is much greater in T3. Does the unit move during T2 while remaining stationary in T3?
I did not move any unit at all.
K62 wrote: Thu Mar 23, 2023 1:28 pm Additionally, if you aim to assess the distance from the railhead, the Operation Typhoon scenario might be more suitable. I presume this is linked to the "Off Rail MP" value for each hex, which typically isn't very high in most scenarios on T1. However, in Operation Typhoon, there are swamp hexes in the south with Off Rail MP values reaching the 20s.
Thanks for that hint, I'll see when I find the patience figuring that range-stuff out.
K62 wrote: Thu Mar 23, 2023 2:02 pm On further thought, it may have something to do with the pool size. Maybe having a big enough pool results in the repaired elements being retained instead of sent back. Do you get a better repair rate on T2 if you pre-place 100+ elements in the pool? Does the T3 pattern of repairing and retaining substantial numbers continue on subsequent turns?
I am not 100% sure where you are "going to" with this. AFAIK I can only put stuff into the Active Pool, feeding the Transit pool would need to be a setup with disbanding a Unit with DAM Tigers and then spawning in another one with DAM/RDY/TOE-Tigers as one wants it to be.
I have done lot's more testing than I posted, here is one more example where I simply gave an Motorized Division some DAM Tigers without "adding them to the TOE". maybe this gives some more info.
And concerning Subsequent turns you can see this posts Attachment where I added more Turns to the test, does that help?
Attachments
Tiger_transfer.png
Tiger_transfer.png (2.41 MiB) Viewed 2015 times
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

Updated the Flowchart. Not sure if I included all new findings of recent years.

Furthermore I was interested whether the "AFV could not be repaired" of the Logistics report includes the Tanks which are lost on their path to the Depots. → they are not.
Tiger is not part of the unit's TOE, I just added 100RDY and 400DAM.
...since there are no tanks in the Transit T1, I wonder what the Logistics report T2 is counting in the first place.
Attachments
logistics AFV not repaired test.jpg
logistics AFV not repaired test.jpg (251.73 KiB) Viewed 829 times
Sammy5IsAlive
Posts: 684
Joined: Sun Aug 03, 2014 11:01 pm

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Sammy5IsAlive »

Further to the discussions in the thread on the main board I thought I'd take a look at a few saves from my current campaign to see what is happening. Headline is that as far as I can tell in my campaign at least things are broadly working as described in the manual.

I'm looking at PzIIIj tanks across the boundary between turns 6 and 7 and 30 and 31.

On T6 I had a total of 284 of these tanks, distributed as follows

37 in active pool
6 in transit pool (expecting 2 to move active pool next turn)
226 ready in units
15 damaged (expecting 3 to go to transit next turn)

On T7 we had built 36 new tanks. No tanks arrived with reinforcements. There were no additional losses. The total number of tanks was 323. So there seems to be 3 extra tanks unaccounted for. My working theory is that these are older tanks in the pools being upgraded but for some reason not being reported in the logistics report.

The breakdown was as follows
Active 57 - so if we have 36 new tanks being built, 2 arriving from the transit pool and 3 'upgraded' this suggests 21 were sent to units
7 in transit pool - if 2 were sent to active this suggests 3 were received from damaged as expected
244 ready - if 21 were received from the active pool this suggests 3 tanks became damaged
15 damaged - the sums add up - 3 received from active and 3 sent to transit.

So so far things make sense. I've got to sign off and do a bit of work but will come back with T30/31 as at that point it is blizzard, lots of tanks are damaged and things get a little bit more difficult to follow (although after some investigation I think I have explanations).
Sammy5IsAlive
Posts: 684
Joined: Sun Aug 03, 2014 11:01 pm

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Sammy5IsAlive »

Ok I'm back with T30/31

So by T30 the total PzIIIj numbers have shot up to 940, broken down as follows

36 in active pool
255 in transit pool (expecting 64 to active)
431 ready
218 damaged (expecting 22 to transit)


On T31 36 new tanks were built, 17 were received with reinforcements and 2 were lost. So this time round there seem to be 2 tanks missing - maybe upgrades to the slightly up-armored and up-gunned PzIIIL? Although the direct upgrade for the j model is to the m model. Anyway the breakdown is as follows

20 in active pool - if we have 36 built, 17 from reinforcements, 64 received from the transit pool and 2 tanks have upgraded to newer models this suggests 131 were sent down to units
268 in transit pool - this is where things get interesting - if 64 were sent to the active pool as expected this means that 77 tanks were received from the damaged pool - much more than expected. See below for explanation.
481 ready - if 131 were received from the active pool and 2 were lost this suggests that 79 were damaged
220 damaged - once again the numbers add up - 79 new tanks damaged with 77 repaired and sent to the transit pool gives a net increase of 2

So whilst the numbers added up the outstanding question was why so many more damaged tanks were repaired and sent to the transit pool than we were expecting? After some digging around I think I found the answer. On comparing the CR reports for the 2 turns I saw that there were 4 formations (all panzer regiments) that entirely gave up their PzIIIj tanks (the vast majority of which were damaged) via the TOE routines rather than through the repair routine . In total the tanks sent back numbered 47AFVs. What seems to have happened is that on being removed from the TOE all of the damaged tanks were repaired and sent to the transit pool. I suspect there may have been other examples less easy to spot (I know for example that 9Pz Div had two 'slots' of PzIIIjs on T30 and that by T31 this had been condensed into a single slot).

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.
User avatar
Wiedrock
Posts: 2235
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

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. :D

To your first example:
  1. Check the "Losses" during Logistics of the second turn how many are listed there as lost.
  2. 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.
  3. 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
internal repairs soviets PBEM.jpg (769.93 KiB) Viewed 90 times
All you need to do to find such cases is:
  1. to see at the start of a turn and look for units which received 0 Men Reinforcements and 0 freight reinforcements
  2. 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.)
  3. compare TX and TY if any numbers have changed to the positive (as in +RDY and -DAM).
  4. 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]
Attachments
1941 Campaign - No Early End _Internal Repairs for Sammy.rar
(7.63 MiB) Downloaded 2 times
Panzerjäger35R.jpg
Panzerjäger35R.jpg (122.99 KiB) Viewed 90 times
Panzerjäger35R_internal repairs.jpg
Panzerjäger35R_internal repairs.jpg (498.9 KiB) Viewed 90 times
Sammy5IsAlive
Posts: 684
Joined: Sun Aug 03, 2014 11:01 pm

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Sammy5IsAlive »

Just a quick one before work - I looked at the Panzerjaegers in my game and with them I can see it happening. Will edit with further details later.
Lurberri
Posts: 147
Joined: Thu May 13, 2021 8:04 am

Re: [GUIDE] Flowchart: Economy and Repairs

Post by Lurberri »

Wiedrock wrote: Thu Nov 05, 2026 6:56 pm internal repairs soviets PBEM.jpg
A small error here: it’s +3 for the 50mm M40/41 mortar, not +4; the information in the table is correct.
Post Reply

Return to “Gary Grigsby's War in the East 2”