Please confirm if I understands it correctly:
-> effectiveness influences Attack/Shock/defense factors. E.g. ATTACK=5 and with effectiveness I fire with 2.5 per each "round" (Strength Point)
-> quality lowers probability of loosing effectiveness in defense (only) and therefore lowers the chance for retreat
-> survivability lowers casualties (in defense only).
Factors
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Peter Stauffenberg
- General - Carrier

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Values set in general.txt
Casualty factor land / naval = 370
Casualty factor air duel = 215
Casualty factor strategic = 90
Shock factor = 170
Attack value depends on the unit type. Ground units use ground attack, air units use air attack except when
using strategic attacks then they use strategic attack, naval vs naval uses naval attack, naval vs sub uses ASW,
sub vs naval uses sub attack.
Defense value depends on unit type too. Ground units use ground defense, air units use air attack, naval vs
naval use naval attack, naval vs sub uses ASW, sub vs naval uses sub attack
Shock value can only be used by the attacker and will fire before the enemy can use defense fire. Casualties
from shock attack will lower the defender efficiency and that means the upcoming defense fire will be less
effective. In addition the defender will be more likely to retreat because the efficiency remaining, casualties
inflicted and retreat threshold will determine the chance.
Attack value is modified by terrain, river and armor penalties
Defense value is modified by terrain, river and armor penalties
Shock value is modified by terrain, river and armor penalties
Survivability = basic survivability - enemy antitank value if unit is armor
Attack fire = attacker efficiency * casualty factor * attack value / (100 * defender survivability)
Defense fire = defender efficiency * casualty factor * defense value / (100 * attacker survivability)
Shock fire = attacker efficiency * shock factor * shock value / (100 * defender survivability)
Casualty factor land / naval = 370
Casualty factor air duel = 215
Casualty factor strategic = 90
Shock factor = 170
Attack value depends on the unit type. Ground units use ground attack, air units use air attack except when
using strategic attacks then they use strategic attack, naval vs naval uses naval attack, naval vs sub uses ASW,
sub vs naval uses sub attack.
Defense value depends on unit type too. Ground units use ground defense, air units use air attack, naval vs
naval use naval attack, naval vs sub uses ASW, sub vs naval uses sub attack
Shock value can only be used by the attacker and will fire before the enemy can use defense fire. Casualties
from shock attack will lower the defender efficiency and that means the upcoming defense fire will be less
effective. In addition the defender will be more likely to retreat because the efficiency remaining, casualties
inflicted and retreat threshold will determine the chance.
Attack value is modified by terrain, river and armor penalties
Defense value is modified by terrain, river and armor penalties
Shock value is modified by terrain, river and armor penalties
Survivability = basic survivability - enemy antitank value if unit is armor
Attack fire = attacker efficiency * casualty factor * attack value / (100 * defender survivability)
Defense fire = defender efficiency * casualty factor * defense value / (100 * attacker survivability)
Shock fire = attacker efficiency * shock factor * shock value / (100 * defender survivability)
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Peter Stauffenberg
- General - Carrier

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- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
Combat is determined by rolling 1d1000 per combat strength +4. Each die result will be checked against the combat value calculated.
So quality will not directly affect combat, but it affects combat indirectly. Max efficiency will be increased with higher quality and efficiency regeneration is higher if the unit has higher quality.
Survivability will directly affect the combat value because you divide the combat value by 100 * survivability.
One example of a combat:
Attacking 10 step infantry with ground attack 4 and 90 efficiency and survivability 4
Defending 10 step infantry wiht ground defense 3 and 60 efficiency and survivability 4
Attack takes place in an clear hex
Attack factor = 90 * 370 * 4 / (4*100) = 333
Defense factor = 60 * 370 * 4 / (4*100) = 222
This means the attacker will hit on average of every 3rd of 14 die rolls
The defender will fire before the attacker and hit on average of every 5th of 14 die rolls. If the defender e. g. hits twice then the attacker will only get 12 dice instead of 14 dice.
So a +30 efficiency will affect combat more from 50 to 80 than from 80 to 110. These calculations just prove how important it is for each country to boost the organization level. This is particularly important for Italy and Russia since they start at level 0 (Italy) and 1 (Russia).
So quality will not directly affect combat, but it affects combat indirectly. Max efficiency will be increased with higher quality and efficiency regeneration is higher if the unit has higher quality.
Survivability will directly affect the combat value because you divide the combat value by 100 * survivability.
One example of a combat:
Attacking 10 step infantry with ground attack 4 and 90 efficiency and survivability 4
Defending 10 step infantry wiht ground defense 3 and 60 efficiency and survivability 4
Attack takes place in an clear hex
Attack factor = 90 * 370 * 4 / (4*100) = 333
Defense factor = 60 * 370 * 4 / (4*100) = 222
This means the attacker will hit on average of every 3rd of 14 die rolls
The defender will fire before the attacker and hit on average of every 5th of 14 die rolls. If the defender e. g. hits twice then the attacker will only get 12 dice instead of 14 dice.
So a +30 efficiency will affect combat more from 50 to 80 than from 80 to 110. These calculations just prove how important it is for each country to boost the organization level. This is particularly important for Italy and Russia since they start at level 0 (Italy) and 1 (Russia).
Last edited by Peter Stauffenberg on Mon Sep 19, 2011 5:27 pm, edited 1 time in total.
Where do you get 14 and 15 die rolls?Stauffenberg wrote:Attack factor = 90 * 370 * 4 / (4*100) = 333
Defense factor = 60 * 370 * 4 / (4*100) = 222
This means the attacker will hit on average of every 3rd of 14 die rolls
The defender will fire before the attacker and hit on average of every 5th of 15 die rolls. If the defender e. g. hits twice then the attacker will only get 12 dice instead of 14 dice.
So 333 eqals to 33,3% and 222 to 22,2%?
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Peter Stauffenberg
- General - Carrier

- Posts: 4745
- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
I think that there's math error here. Should be like that:Stauffenberg wrote:One example of a combat:
Attacking 10 step infantry with ground attack 4 and 90 efficiency and survivability 4
Defending 10 step infantry wiht ground defense 3 and 60 efficiency and survivability 4
Attack takes place in an clear hex
Attack factor = 90 * 370 * 4 / (4*100) = 333
Defense factor = 60 * 370 * 4 / (4*100) = 222
This means the attacker will hit on average of every 3rd of 14 die rolls
The defender will fire before the attacker and hit on average of every 5th of 14 die rolls. If the defender e. g. hits twice then the attacker will only get 12 dice instead of 14 dice.
Attack factor = 90 * 370 * 4 / (4*100) = 333
Defense factor = 60 * 370 * 3 / (4*100) = 166
So it looks like survivability is quite important as it 'divides' the attack/defense factor.
Three more:
1. What are the conditions for unit to use shock attack?
2. There is no shock in defense, right?
3. Where does terrain come in the equation?
