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Supply math

Posted: Sun Sep 16, 2012 11:59 pm
by mstrg
New to Ageod games. I don't understand the values I see reported in tutorial. Comparing manual p38 to value reported for Narbo suggests 54 (6 city lvl + 3 harbor size + 1x5 fort + 4x10 depot +/- countryside) but shows 55. Emporiare looks like it ought to report 36 (4 city + 2 harbor + 2x5 fort + 2x10 depot +/- countryside) but shows 48 ?

Posted: Mon Sep 17, 2012 1:38 am
by Narwhal
The manual is a lot off for supply production :

Woods : Base supply = 5. Roman Roads : +3 = 8. Civ Level "civilized", so *2 = 16.
Depot : 5 per level, so 20.
City : 2 per level, so 12.
Harbor : 2 per level, so 6
Fort : 1 per level, so 1

Total : 16 + 20 + 12 + 6 + 1 = 55

Emporiare :
Hills : Base supply = 5. Roman Roads, so +3 = 8. Civ Level "rich", so *3 = 24.
Depot : 2 per level, so 10.
City : 2 per level, so 8.
Harbor : 2 per level, so 4
Fort : 1 per level, so 2

Total : 24+ 10 + 8 + 4 + 2 = 48.

It is a good catch, and you had not a chance to reconstruct this with the manual - which is beta just like the game for now :)

If you are interested, you have the supply value per structure or "land" in AJE/GameData/Structures or AJE/GameDate/Terrain

For the terrain, the supply level is for a given weather (still in /Terrain).
Then you have to add +1 for Roads, +3 for Roman Roads, x2 (the total) for Civilized, x3 (the total for Rich). I did not check the x... for Wild.
Finally, the total supply decreases linearily if the Loyalty is not 100%, down to 50% of the combined supply level you had. (so 24 for a Rich hills with Roman Roads can fall to 12 because the peasants are hiding the food).

My next Beginner's Corner in my AAR is going to be about supply :

http://forum.paradoxplaza.com/forum/showthread.php?632034-The-Hero-The-Traitor-and-The-Barbarian-an-AJE-PBEM-Beginner-AAR

Posted: Mon Sep 17, 2012 5:59 am
by Ebbingford
It can also be altered by loyalty level and events :cool:

Posted: Tue Sep 18, 2012 1:17 am
by Narwhal
Ebbingford wrote:It can also be altered by loyalty level and events :cool:


After testing, it is actually not altered by loyalty level, only by events and MC.

Posted: Tue Sep 18, 2012 8:21 am
by yellow ribbon
loyalty is compensating within 30days, you must fall tremendously low in multiple regions to have an impact that hurts game. you can read the deviation in the files, but mostly not on the map, same problem for some events. most important now, WHEN the supplies are demanded. you can see no change on the map, but having far fewer supplies due to low loyalty

decisive is right now that Romans carry that much and barbarians do not...

Posted: Tue Sep 18, 2012 10:39 am
by mstrg
In gamedata/terrains I see DeepJungle/Icefields/Tiaga. Potentially pretty expansive for the Roman era. Thanks for the explanations.

Posted: Wed Sep 19, 2012 10:04 am
by Ebbingford
Narwhal wrote:After testing, it is actually not altered by loyalty level, only by events and MC.



Just completed a test....

Lissus, clear weather, 100% Caesar loyalty and control, supply level of 21. When under Pompey control, clear weather, with 98% Caesar loyalty, it is only showing a supply level of 20.
A minor difference I know, it should probably be bigger. But it is there non the less.

Don't forget as well that weather changes the supply level. In this case Lissus in clear weather gives 21 supply, in rain only 17.

Posted: Mon Oct 28, 2013 3:56 am
by Taciturn Scot
Well, I was going to post and ask what was up with calculating supply in this particular game because it just didn't add up using the manual or the stats in the wiki which appear to be for WIA. I like to have an idea how something as vital as supply works but I found the important math here. :thumbsup:

Posted: Mon Oct 28, 2013 4:15 am
by Alexander Maltsev
I have another question. How is supply level converted to ammo and general supply? For example what's mean supply level 25?

Posted: Mon Oct 28, 2013 9:36 am
by arsan
Not sure about ammo.
For general supply, i think it's region supply level x5 = general supply available for the units in the region and adjacent regions.

Posted: Wed Oct 30, 2013 4:27 am
by Taciturn Scot
While the values posted above work in most cases, there are still quite a few anomalies that I can't resolve. It looks like a river port will yield an extra 2 supply and a Provincial capital an extra 1. But there are others where it just doesn't add up. Are there any other 'hidden' bonuses to supply production, like an armoury for example?

Posted: Wed Oct 30, 2013 5:41 am
by Durk
Alexander Maltsev wrote:I have another question. How is supply level converted to ammo and general supply? For example what's mean supply level 25?


Ammo is mostly the same, see the manual, less than general but in the same categories.

Posted: Wed Oct 30, 2013 5:42 am
by Durk
Taciturn Scot wrote:While the values posted above work in most cases, there are still quite a few anomalies that I can't resolve. It looks like a river port will yield an extra 2 supply and a Provincial capital an extra 1. But there are others where it just doesn't add up. Are there any other 'hidden' bonuses to supply production, like an armoury for example?


Yes, but for the most part you can simply count the shown number. It is almost always the actual for the region.

Posted: Thu Oct 31, 2013 3:28 am
by Taciturn Scot
Durk wrote:Yes, but for the most part you can simply count the shown number. It is almost always the actual for the region.


Agreed. I find the formula works in almost all cases so I'll just get past it and examine another aspect of the game.