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Question about balance factors

Posted: Sat May 11, 2013 3:32 pm
by swkuh
[&:] Thinking that factors for each opponent affect only that opponent's situation, but what is the effect of the relative disparity between the opponents?

If Axis is all 100's and Soviets 120, is that the same as Axis 90's and Soviets 110?

Have read that there are trigger points for different factors, such that Morale > 120 more effective than 119, i.e., effects are non-linear.

Can anyone elucidate the effects better? Thanks in advance.

RE: Question about balance factors

Posted: Tue May 14, 2013 9:22 pm
by Joel Billings
It's discussed in the manual in 3.3.2 and 3.3.3. 100/120 is different than 90/110 but exactly how is hard to say. At some level, very low morale levels can have a big impact, so if you lower a side that has low morale to begin with this may have more impact than increasing the other side by more.

3.3.2. DIFFICULTY LEVEL
There are five general difficulty levels, Easy, Normal, Challenging, Hard and Impossible. The
difficulty level is set by varying the percentage of five different factors; morale, fortification
building speed, supply, transport, and administrative points (3.3.3). Using the format xxx/
xxx, where the first number is the human player and the second number is the computer
player, Easy difficulty level has all values set to 120/80, Normal has all values set to 100/100,
Challenging has all values set to 90/110, Hard has all values set to 80/125, and Impossible has
all values set to 70/150. Players can generate a custom difficulty level by manually setting any
of the factors for either side. The default setting is Normal.
Whenever the morale level is set to 110 or greater, then leader admin checks for movement
allowances are always successful (14.1.2) and the Soviet AI is able to build combat units so as
to maintain a force of 300 divisions and 100 brigades at no additional admin cost (see section
12.2.4). In addition, whenever the morale level is set to 125 or greater, all leader initiative
checks for movement allowances points are also automatically successful.


Morale Level: Impacts the starting morale of units, the amount they increase or decrease
during game play, and the likelihood of making various leader morale checks (9.1).
Fort Build Level: Impacts the speed at which fortification levels are built (15.3.2).
Logistics Level: Impacts the formulas that determine the amount of supply and replacements
a unit receives based on its supply trace, the amount of attrition a unit suffers due to
movement, the amount of fatigue added or removed from a unit during a turn, and the amount
of fuel expended by generic vehicles. This level also affects the ability of leaders to conduct
successful admin checks.
Transport Level: Impacts the amount of rail capacity a player receives each turn.
Admin Level: Provides a straight percentage modifier for the number of admin points that a
player gets at the start of a scenario, as well as at the start of their player turn (12.0).
Reset to Default: Selecting this button will return all Game Options to their default settings.v

RE: Question about balance factors

Posted: Tue May 14, 2013 11:11 pm
by swkuh
Thanks. Alles klar Did read the manual once, but then I am a bear of little brain. Myself, I play the AI w/100s Morale, reduced (90) trans, logis, & forts. Use large Admin to help organize C & C.

Conclude that disparity is not the immediate effect.

Compliments the game, but waiting for v2.0.