Upgrades and Quick Combat
Posted: Thu Jul 21, 2005 1:21 am
Following a request on these boards, I asked some questions, and ericbabe was kind enough to give me some relevent source code to look at.
The effect of upgrades on quick combat is very interesting. Upgrades are classed in different groups (ie, affecting cavalry only), and then have a 25% chance of providing a plus one [and plus one is a VERY good thing] in their particular circumstances.
Ramifications:
(a) 25% of plus 1 seems like a good return to me - upgrades can help us do better at quick combat!
(b) I think March Training III is a bug, and have reported it
(c) I have asked further questions about Elite Guard - at the moment, it seems the only military advance that doesn't influence quick combat. Which I wouldn't mind - but is that the case?
(d) [EDIT] Note that the 'all purpose upgrades', which I would be less likely to take if using detailed combat now seem more attractive - I would expect PBEMers to be taking lots of Advanced Scounting! - HOWEVER: they only have a 1/7th chance to get you the +1, although they do affect all units...
[The numbers below are just alphabetial sequence numbers - no special meaning.]
Cavalry Upgrades
(Provide 25% chance of plus one in quick combat for cav units)
8. Cavalry Ferocity
9. Cavalry Operations
10. Cavalry Organisation
11. Cavalry Training
30. Irregular Tactics
53. Quality Horses
Artillery Upgrades
(Provide 25% chance of plus one in quick combat for arty units)
3. Artillery Divisions
4. Artillery organisation
5. Artillery Ranging
7. Cannonball Standards
39. Massed Artillery I
40. Massed Artillery II
41. Massed Artillery III
55. Rocket Horse
Defensive Inf Upgrades
(Provide 25% chance of plus one in quick combat for inf units as defender in that exchange of fire)
25. Field Medicine I
26. Field Medicine II
29. Impromptu Squares
56. Skirmisher training
Inf Upgrades
(Provide 25% chance of plus one in quick combat for inf units)
6. Bayonet Practice
16. Column Fighting
19. Divisional Artillery
20. Double Line Formation
28. Formation Drilling
32. Line Marching
36. March Training I
37. March Training II
42. Mixed Order
43. Mobile Squares
57. Square Firepower
58. Target Practice I
59. Target Practice II
61. Wheel Training
All Purpose Upgrades
(EDIT: Provide 1/7th of a chance of plus one in quick combat for ALL units)
1. Advanced Scouting I
2. Advanced Scouting 2
21. Efficient Supply
23. Engineering Corps
24. Espirit de Corps
27. Flanking Tactics
44. Mobile Supply
Naval Upgrades
(Provide 25% chance of plus one in quick combat for naval units)
48. Naval Guns
49. Naval Manoeuvres
50. Naval Repairs
Location-Based-Upgrades
(These influence combat based on its location, and have the same effect in both types of combat)
18. Desert Fighting
22. Elite Guard (!)
52. Patriotism
62. Winter Fighting I
63. Winter Fighting II
Upgrades that don't directly affect combat
12. Colonial Regiments I
13. Colonial Regiments II
14. Colonial Warfare I
15. Colonial Warfare II
17. Corps System
31. Levee en Masse
33. March Logistics I
34. March Logistics II
35. March Logistics III
38. March Training III (!)
45. Nationalism I
46. Nationalism II
47. Nationalism III
51. Organised Foraging
54. Rapid March
60. Universal Service
The effect of upgrades on quick combat is very interesting. Upgrades are classed in different groups (ie, affecting cavalry only), and then have a 25% chance of providing a plus one [and plus one is a VERY good thing] in their particular circumstances.
Ramifications:
(a) 25% of plus 1 seems like a good return to me - upgrades can help us do better at quick combat!
(b) I think March Training III is a bug, and have reported it
(c) I have asked further questions about Elite Guard - at the moment, it seems the only military advance that doesn't influence quick combat. Which I wouldn't mind - but is that the case?
(d) [EDIT] Note that the 'all purpose upgrades', which I would be less likely to take if using detailed combat now seem more attractive - I would expect PBEMers to be taking lots of Advanced Scounting! - HOWEVER: they only have a 1/7th chance to get you the +1, although they do affect all units...
[The numbers below are just alphabetial sequence numbers - no special meaning.]
Cavalry Upgrades
(Provide 25% chance of plus one in quick combat for cav units)
8. Cavalry Ferocity
9. Cavalry Operations
10. Cavalry Organisation
11. Cavalry Training
30. Irregular Tactics
53. Quality Horses
Artillery Upgrades
(Provide 25% chance of plus one in quick combat for arty units)
3. Artillery Divisions
4. Artillery organisation
5. Artillery Ranging
7. Cannonball Standards
39. Massed Artillery I
40. Massed Artillery II
41. Massed Artillery III
55. Rocket Horse
Defensive Inf Upgrades
(Provide 25% chance of plus one in quick combat for inf units as defender in that exchange of fire)
25. Field Medicine I
26. Field Medicine II
29. Impromptu Squares
56. Skirmisher training
Inf Upgrades
(Provide 25% chance of plus one in quick combat for inf units)
6. Bayonet Practice
16. Column Fighting
19. Divisional Artillery
20. Double Line Formation
28. Formation Drilling
32. Line Marching
36. March Training I
37. March Training II
42. Mixed Order
43. Mobile Squares
57. Square Firepower
58. Target Practice I
59. Target Practice II
61. Wheel Training
All Purpose Upgrades
(EDIT: Provide 1/7th of a chance of plus one in quick combat for ALL units)
1. Advanced Scouting I
2. Advanced Scouting 2
21. Efficient Supply
23. Engineering Corps
24. Espirit de Corps
27. Flanking Tactics
44. Mobile Supply
Naval Upgrades
(Provide 25% chance of plus one in quick combat for naval units)
48. Naval Guns
49. Naval Manoeuvres
50. Naval Repairs
Location-Based-Upgrades
(These influence combat based on its location, and have the same effect in both types of combat)
18. Desert Fighting
22. Elite Guard (!)
52. Patriotism
62. Winter Fighting I
63. Winter Fighting II
Upgrades that don't directly affect combat
12. Colonial Regiments I
13. Colonial Regiments II
14. Colonial Warfare I
15. Colonial Warfare II
17. Corps System
31. Levee en Masse
33. March Logistics I
34. March Logistics II
35. March Logistics III
38. March Training III (!)
45. Nationalism I
46. Nationalism II
47. Nationalism III
51. Organised Foraging
54. Rapid March
60. Universal Service