[1.04b11] Modify administrative strain
Posted: Mon Jul 13, 2020 7:46 pm
Modify administrative strain.
Reference: Manual Section 5.3.4. Administrative Strain.
(1) Remove supply base from the administrative strain calculation.
(2) Allow a Bureaucrat Office (or some other form of "Administrative Base") to be built outside a city as well. The hex with such an asset is not party to administrative strain. The administrative strain remains for the office/base itself--the benefit only applies to the other assets in the hex. This is analogous to players establishing a village or hamlet. A municipal body.
(3) Add units inside the zone when determining administrative strain. The routine logistic requirement of the unit may be a good benchmark for the magnitude of the added strain. For example, a mechanized corps is more strain than a light infantry battalion (because of the logistic points needed). Militia units are excluded.
(4) Allow a Garrison to be built inside or outside a city. The asset hex and its neighbors, to a distance of six hexes, are not party to administrative strain with respect to units. This is analogous to players establishing a base that supports ground forces in a city and in other hexes in the zone.
(5) If enacted, restore the full inclusion of private assets when determining administrative strain.
A thoughtful issue with this proposal is that the AI should be using the same game rules. I am unsure if the AI is impacted by administrative strain even now.
However, the AI selecting positions for garrisons could be a simplification for the intelligent agent managing regimes. The selection of a few strategic garrison locations allows the agent to more easily determine the best destination and placement for individual units.
Also, per references, administrative strain is a good inducement for zones sized approximately 10-15 hexes from the city. The proposal allows the player a trade-off strategy in situations where larger zones are desired or needed. The trade is added asset production costs, added asset maintenance costs, and logistic points needed to service the assets (given further testing for balance).
With respect to zone size, it's an option to build tall or build wide, versus the current solitary strategy. The addition of a player choice, with costs and benefits for each.
Other references:
o Administrative strain - thoughts and ideas
o Administrative Strain
o Colonization and new cities
o Major Regime Border Gore
o Administrative Strain Penalty
o Administrative strain still seems bugged 1.03b9b

Reference: Manual Section 5.3.4. Administrative Strain.
(1) Remove supply base from the administrative strain calculation.
(2) Allow a Bureaucrat Office (or some other form of "Administrative Base") to be built outside a city as well. The hex with such an asset is not party to administrative strain. The administrative strain remains for the office/base itself--the benefit only applies to the other assets in the hex. This is analogous to players establishing a village or hamlet. A municipal body.
(3) Add units inside the zone when determining administrative strain. The routine logistic requirement of the unit may be a good benchmark for the magnitude of the added strain. For example, a mechanized corps is more strain than a light infantry battalion (because of the logistic points needed). Militia units are excluded.
(4) Allow a Garrison to be built inside or outside a city. The asset hex and its neighbors, to a distance of six hexes, are not party to administrative strain with respect to units. This is analogous to players establishing a base that supports ground forces in a city and in other hexes in the zone.
(5) If enacted, restore the full inclusion of private assets when determining administrative strain.
A thoughtful issue with this proposal is that the AI should be using the same game rules. I am unsure if the AI is impacted by administrative strain even now.
However, the AI selecting positions for garrisons could be a simplification for the intelligent agent managing regimes. The selection of a few strategic garrison locations allows the agent to more easily determine the best destination and placement for individual units.
Also, per references, administrative strain is a good inducement for zones sized approximately 10-15 hexes from the city. The proposal allows the player a trade-off strategy in situations where larger zones are desired or needed. The trade is added asset production costs, added asset maintenance costs, and logistic points needed to service the assets (given further testing for balance).
With respect to zone size, it's an option to build tall or build wide, versus the current solitary strategy. The addition of a player choice, with costs and benefits for each.
Other references:
o Administrative strain - thoughts and ideas
o Administrative Strain
o Colonization and new cities
o Major Regime Border Gore
o Administrative Strain Penalty
o Administrative strain still seems bugged 1.03b9b




