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EFF regain rate and maximum EFF
Posted: Sun Aug 15, 2010 1:44 pm
by _Augustus_
Hello,
Are the exact formulas to calculate the maximum EFF level for a unit and the rate you regain EFF public knowledge? My forum search didn't result any great finds. Anyone care to share?
_augustus_
Posted: Sun Aug 15, 2010 9:21 pm
by Peter Stauffenberg
Max efficiency is 60 plus the values from each level in organization. You get 3 at level 1, 8 at level 2, 10 at level 3 and so on.
So Germany with level 3 organization from the start will have max efficiency: 60 + 3 + 8 + 10 = 81
In addition you get extra max efficiency from leaders within range. You get 2x the leadership value. E. g. Manstein has leadership value 8 so he will increase the efficiency by 16. So German units within range of Manstein will have max efficiency of 97.
Posted: Mon Aug 16, 2010 9:52 am
by _Augustus_
Thank you for the reply. I seem to recall reading there was a dffirent EFFs for different unit types. But if the formula you gave is the exact one I guess I must remember incorrectly.
Can anyone help with the exact formula for regaining EFF?
Sincerely,
_augustus_
Posted: Thu Aug 19, 2010 6:47 pm
by _Augustus_
_Augustus_ wrote:Thank you for the reply. I seem to recall reading there was a dffirent EFFs for different unit types. But if the formula you gave is the exact one I guess I must remember incorrectly.
I was probably recalling the mention on different tech levels for different unit types or something?
Can anyone help with the exact formula for regaining EFF?
I guess the answer to my question would be a no judging by the silence on the matter.
I just keep running into this more often as the war goes forward. You know "Is it worth to move this unit from supply 3 zone to supply 5 zone to regain faster or should I just wait here?" kind of situations.
Cheers,
_augustus_
Posted: Fri Aug 20, 2010 12:51 am
by rkr1958
_Augustus_ wrote:_Augustus_ wrote:Thank you for the reply. I seem to recall reading there was a dffirent EFFs for different unit types. But if the formula you gave is the exact one I guess I must remember incorrectly.
I was probably recalling the mention on different tech levels for different unit types or something?
Can anyone help with the exact formula for regaining EFF?
I guess the answer to my question would be a no judging by the silence on the matter.
I'd say Borger is one of the most, if not the most, authoritative and knowledgeable person on such questions about CEAW game mechanics and algorithms. For those algorithms and equations that we've modified and / or added to GS then we can give you the exact specifics. However; for such algorithms coded into the original game then I'm afraid we can give you only our observations. However; feel free to hotseat and empirically derive such equations.
By the way I was trying to dig up the post where we did that for the question about the impact of two leaders within range of a given unit. Johan stated that it was the max rating of the two leaders that had an impact on the unit; however, through observation and empirical data derived from hotseat testing we found that it was the average of the two leaders. This finding was contrary to what Johan had posted and meant that a weak leader near a very good leader would dilute the leadership effect of the good leader.
_Augustus_ wrote:I just keep running into this more often as the war goes forward. You know "Is it worth to move this unit from supply 3 zone to supply 5 zone to regain faster or should I just wait here?" kind of situations.
Since the specific equations implemented in the original game we're documented the best way to characterize this is through observation and hotseat testing.
Posted: Fri Aug 20, 2010 6:44 pm
by BuddyGrant
rkr1958 wrote:By the way I was trying to dig up the post where BuddyGrant did that for the question about the impact of two leaders within range of a given unit. Johan stated that it was the max rating of the two leaders that had an impact on the unit; however, through observation and empirical data derived from hotseat testing BuddyGrant found that it was the average of the two leaders. This finding was contrary to what Johan had posted and meant that a weak leader near a very good leader would dilute the leadership effect of the good leader.
Fixed that for you

.
Posted: Fri Aug 20, 2010 7:44 pm
by rkr1958
BuddyGrant wrote:rkr1958 wrote:By the way I was trying to dig up the post where BuddyGrant did that for the question about the impact of two leaders within range of a given unit. Johan stated that it was the max rating of the two leaders that had an impact on the unit; however, through observation and empirical data derived from hotseat testing BuddyGrant found that it was the average of the two leaders. This finding was contrary to what Johan had posted and meant that a weak leader near a very good leader would dilute the leadership effect of the good leader.
Fixed that for you

.
Thank you sir.

Would have happen to have a link to the post.
Posted: Sat Aug 21, 2010 4:53 am
by BuddyGrant
rkr1958 wrote: Would have happen to have a link to the post.
Sure - the leader impact quirkiness had been discussed before this, but you are probably thinking of this post as it is one you replied to:
viewtopic.php?t=15019
Posted: Sat Aug 21, 2010 11:35 am
by _Augustus_
I thank you Sir once more for the explanation you provided. The fact that some algorithms might be hardcoded in the original game and that not even the mod authors might not know them was one the "fears" I had. I hadn't seen any talk regards EFF regain so I had to ask.
Thank you,
_augustus_ //Who did some hotseating when starting out just to crasp workings of naval combat odds more quicky in an effort not to ruin the first game completely by sending his naval unit to every direction. Who knows maybe I'll get inspired to examine the EFF regain issue later also

Posted: Sat Aug 21, 2010 11:52 am
by rkr1958
_Augustus_ wrote:Who did some hotseating when starting out just to grasp workings of naval combat odds more quicky in an effort not to ruin the first game completely by sending his naval unit to every direction.
That's exactly what I did when I started playing again the AI. I also learned some very bad ground combat tactics too. I got my head handed to me the my first games against human opponents (i.e., against Borger and Jim). They still hand my head too me but not as brutally now as they did in those days. I learned, and still learn, from the more experienced and better players. We did capture a lot of their experience and advice on tactics in sections 19 - 34 (p 144 - 150) and on strategies in sections 35 - 46 (p 160 - 193) of the GS player's manual. Section 46 (p 187 - 193) covers submarine warfare in great detail.