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RE: German manpower production

Posted: Wed Nov 22, 2017 8:44 am
by morvael
With empty pools after T1, on T2 during logistics phase before replacements the pools had the following size:
Germany 8966
Finland 666
Italy 814
Rumania 2448
Hungary 2142
Slovakia 468
... so all Allies: 6538

German manpower forms 58% of the pool. This can fluctuate because values are rounded randomly per city (1.25 has 25% chance to result in 2, 75% chance to result in 1), so it's not far of the rough estimate of 63%.

RE: German manpower production

Posted: Wed Nov 22, 2017 8:49 am
by morvael
Disclaimer: it all boils down to how the cities were coded in game data long time ago. Perhaps there are more knowledgeable people here.

For example, I guess that the difference between Hungary and Rumania is smaller in the game, because it takes into account territory that was ceded to Hungary between 1939 and Barbarossa, while those totals that MrBlizzard provided look like data from 1939.

RE: German manpower production

Posted: Wed Nov 22, 2017 8:54 am
by morvael
BTW

Manpower production multipliers are:
7,8,9,6,7 for Germany
9,9,9,10,10 for Axis allies
50, 40, 35, 30, 15 for Soviet Union

East front percentage is:
75,80,70,60,65 for Germany
10,20,30 for Italy

...so RoflCopter4 has correct parameters in his script.

This does not include bonus manpower from HiWis (both recruited from cities and from captured units), as well as bonus manpower from reinforcements, as well as manpower lost with withdrawing units.
Finally there will be returns from disabled which grow in time to be a serious source of manpower.

RE: German manpower production

Posted: Wed Nov 22, 2017 8:57 am
by MrBlizzard
Thanks Morvael great explanation!
So, if I catch it correctly, new manpower recruited and available for Axis in logistic report (production section), in turn two should be 8966+6538 ?

RE: German manpower production

Posted: Wed Nov 22, 2017 9:03 am
by morvael
Sample from GC43 on turn 10 (AI vs AI)

11261 from disabled
2718 Hiwis from cities
154 Hiwis from captured

Including transfers German pool has grown by 28988 before replacements.

RE: German manpower production

Posted: Wed Nov 22, 2017 9:11 am
by RoflCopter4
EDIT: You posted about the same time I posted this. Someone above mentioned that the modifiers were 9,8,8,6,7 rather than what I used. Apparently I had it right with 7,8,9,6,7 all along. I made this post to show the "updated" values with the given modifiers, but since they were wrong then this post is totally pointless. Too bad I can't delete it. I'll just remove the chart I posted and leave the second half of the post intact, including the question at the end.

********************************************************************

The reason I like Mathematica, by the way, rather than using something a little saner like Python, is just how easy it is to do stuff like making that chart. It's as simple as

Code: Select all

years = {41, 42, 43, 44, 45};
 mpGrid = Grid@Transpose@{years, manpower /@ years};
 ReplacePart[mpGrid, 1 -> Prepend[First@mpGrid, {"Year", "Manpower"}]]
Anyway, do the values I posted above look about appropriate? I'm sure that with access to the actual code of the game there must be some more direct way of figuring these values out.

Also, I have no idea why this forum software wants to leave such a massive gap between "code" and normal text. Kind of annoying.

RE: German manpower production

Posted: Wed Nov 22, 2017 9:22 am
by morvael
ORIGINAL: MrBlizzard

Thanks Morvael great explanation!
So, if I catch it correctly, new manpower recruited and available for Axis in logistic report (production section), in turn two should be 8966+6538 ?

Now I see there is a reporting bug. This line:
30481 MANPOWER recruited in 3749 manpower centers (0 were local, 20295 available)
is not taking into account reduction of Polish and Czech manpower, because this is done at later stage, when the pools are transferred. So this number is too high, because it counts 100% of Polish and Czech production, not 7%.

8966+6538 is more accurate, but I don't think you can get to those values as I can. I will of course fix that reporting issue.

RE: German manpower production

Posted: Wed Nov 22, 2017 9:32 am
by morvael
ORIGINAL: RoflCopter4

The reason I like Mathematica, by the way, rather than using something a little saner like Python, is just how easy it is to do stuff like making that chart. It's as simple as

Also, I have no idea why this forum software wants to leave such a massive gap between "code" and normal text. Kind of annoying.

Kind of like Streaming API in Java. Would be good to learn it one day. So I can't verify your numbers well, hopefully they will agree with data I have provided for T2 of GC1941.

Yes, code tag works bad. See what you get when the block will be too big - overflow over post text, so you have to add blank lines to compensate... I prefer quote unless the fragment is small, and I need to ensure all formatting is retained.

RE: German manpower production

Posted: Wed Nov 22, 2017 9:51 am
by morvael
Fixed report:
25670 MANPOWER recruited in 3749 manpower centers (0 were local, 15388 available)

RE: German manpower production

Posted: Wed Nov 22, 2017 10:40 am
by MrBlizzard
ORIGINAL: morvael

ORIGINAL: MrBlizzard

Thanks Morvael great explanation!
So, if I catch it correctly, new manpower recruited and available for Axis in logistic report (production section), in turn two should be 8966+6538 ?

Now I see there is a reporting bug. This line:
30481 MANPOWER recruited in 3749 manpower centers (0 were local, 20295 available)
is not taking into account reduction of Polish and Czech manpower, because this is done at later stage, when the pools are transferred. So this number is too high, because it counts 100% of Polish and Czech production, not 7%.

8966+6538 is more accurate, but I don't think you can get to those values as I can. I will of course fix that reporting issue.
Great! Happy to help improving this wonderful game [:)]

RE: German manpower production

Posted: Wed Nov 22, 2017 12:54 pm
by Telemecus
ORIGINAL: Stelteck
ORIGINAL: morvael

No, because their withdrawal will be delayed until they will refit to 75% or 80% (don't remember exact number). They are placed frozen and are treated as being on refit on western map border.

Thanks for the explanation.

Although that does not apply to SUs so you can choke them to 20%. And I think it does not apply to HQs either? And with combat units you can choke to a little below 70% assuming the last few turns they will refit to just above 75%. So such ToE management is possible - but if you get if wrong for onmap combat units you can end up using more manpower than you would have otherwise