A question on research

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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hickmanj
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A question on research

Post by hickmanj »

So, the only time research actually ups a statistic is once I have raised the left # to equal the right? I.E. there is not a random chance each turn based on the colors of the beakers? Forgive the noob question, but I believe this is the last thing I am confused about :)

I figured out the production (thank you for the help!) and just finished a wonderful game as Germany (even though I was defeated - again!) Sigh.

It is HARD to win as Germany - and this is just on normal.

Has *anyone* beaten the AI as Germany on a setting higher than normal? (If so, boast!)

This game is a masterpiece. My life is in chaos after just two days.... I have forgotten my children's names, my wife just brought a lawyer home and I'm expecting a pink slip soon [&o][&o][&o] Sigh, perfection.

J
"Frazzblut the skreedle - NOW!"
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Grotius
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RE: A question on research

Post by Grotius »

I have the same question about research. I *think* we only increase it when the two numbers match: e.g., 7/7.

And yeah, it's tough to be Germany. So far the AI is giving me a very good game indeed. :)
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Paul Vebber
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RE: A question on research

Post by Paul Vebber »

Essentially correct - there can be situations where if you are 1 short of "a full flask" becasue you have a "partial multiple of 5" units that you will get the benefit of the doubt. say you have 6 subs - that adds 2 to the requirement - but you have 2 added if you have 10 - you are only 1 over, yet get penalized like you have a full ten. Not really p that is where the "randonm element comes in and you would have a chance (I'm a bit confused by teh explanationint eh manul, I would think if you had 1 over, there would be a 4/5 chance of getting the "bonus" - while if you have 9 you would only have a 1/5 chance.

IT is something like that though.
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aletoledo
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RE: A question on research

Post by aletoledo »

I was just going to ask this same question, because I noticed sometime completing it with one less. now if I can accurately calculate the fractions, I suppose I'll save a point here and there! ;)
literati
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RE: A question on research

Post by literati »

When you are at 6/7, for instance, you have a percent chance of completing it at the end of your production phase. When you are at 7/7, for instance, you have a percent chance of receiving an additional 1 pt head start on the next level of the tech.

Practically, what this means is that *if* you don't need the tech right away that turn, and *if* you don't plan on researching it more in the forseeable future, it sometimes pays to stop 1 point short and try your luck. I do this sometimes with the WA when I've played them, as there is a time early in the game when I am researching armour/infantry but mostly doing bombing runs.
SeaMonkey
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RE: A question on research

Post by SeaMonkey »

Yeah, I'm confused by the manual also.

So we calculate the research increase as 5 RPs plus the number of units divided by 5.....got it no problem here.

Now the random increase factor. Since we are talking about a divisor of 5 we are talking in increments of 20%. According to the manual, if there are 13 units the 3/5 over the additional two there is a 60% chance that you will have to use 8 RPs and a 40% chance you will get the tech level increase with only 7 RPs....correct?

So if we have 11 units, 1/5 = 20% chance we will need 8 RPs and 80% chance we get the random break of only needing 7 RPs......right? And then with 12 units its 40%(8) & 60%(7).........14 units 4/5=80%(8) and 20%(7)?

So the best chance of saving your RPs and getting a bonus tech upgrade is make sure you only have 1 unit over the the total that is divisable by 5...........right?
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Joel Billings
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RE: A question on research

Post by Joel Billings »

Yes. But if you can't wait to make the die roll, the best way to get the advancement you want is to have a multiple of 5 units as you will know exactly what you need to spend and once you spend it know you will make it. With 5 units, you know you need to spend 6. With 6 units, you may have to spend 7 to get the breakthrough, otherwise you risk missing the 80% die roll and getting nothing this turn.
All understanding comes after the fact.
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