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A question on research

Posted: Thu Mar 31, 2005 5:22 am
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

RE: A question on research

Posted: Thu Mar 31, 2005 5:35 am
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. :)

RE: A question on research

Posted: Thu Mar 31, 2005 5:43 am
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.

RE: A question on research

Posted: Fri Apr 01, 2005 3:36 am
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! ;)

RE: A question on research

Posted: Fri Apr 01, 2005 3:46 am
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.

RE: A question on research

Posted: Sat Apr 02, 2005 3:51 am
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?

RE: A question on research

Posted: Sat Apr 02, 2005 4:23 am
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.