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Replacements Rule?

Posted: Fri Apr 12, 2013 5:54 pm
by EagleKing
I don't think the rulebook adequately explains how replacements work. At least I can't figure it out.

On the production screen there are three numbers for every replacement unit type per nationality.
Top=Numbers of elements/hits that need replacing. (Sometimes in Red with exclamation points, sometimes in grey?)
Bottom=Number of Replacements ready to go.
Bot in Parantheses= Number of Replacements you have requested (bought) this turn.

Seems straightforward, but what is it exactly that you are buying? Do you have to buy 1 replacement per element/hit lost? Or is there something else going on here? I suspect there's more to it than that, but haven't been able to decide what it is.

Any help appreciated!

Posted: Fri Apr 12, 2013 5:59 pm
by Bohémond
You can fin useful information about replacements and how it works here ;

http://www.ageod.net/agewiki/Replacements

Regards

Posted: Sat Apr 13, 2013 12:46 pm
by Erik Springelkamp
Bohémond wrote:You can fin useful information about replacements and how it works here ;

http://www.ageod.net/agewiki/Replacements

Regards


This is not entirely clear to me.

Under Eligibility to Receive Replacements in the Wiki it says that the unit must be near an unbesieged structure, but I think I have seen armies gain replacement hits (not whole elements) while in the field, or even besieging.

rulRecoverHit = 2 // recovery of hits requires the correct type of replacement chit, and
the unit must be stationary at the start of the turn


Or does my memory fail me?

Posted: Sat Apr 13, 2013 1:26 pm
by dans221
And additionally, is there some way to tell which elements can be replaced and which cannot?

Posted: Sat Apr 13, 2013 1:43 pm
by Erik Springelkamp
dans221 wrote:And additionally, is there some way to tell which elements can be replaced and which cannot?


As far as I know there is no way in the current UI.
I also think that it would be a problem to just add missing elements to the display in the right bottom window, as this can be the display of a group (division in ROP) of units under a 1* leader, not just the display of a single unit.

Even at the moment there can be more elements in a group than can be displayed in this window: I just added an Ala legion to the group of an equestrian commander, and now there are more elements than can be shown there. The ROP window there is larger, because there it is more common to have large divisions.

By the way, I still am surprised by what can and cannot combined into a group/division in these games. Is there some clue in some of the tool-tips, or is there a general rule?

Posted: Sat Apr 13, 2013 1:49 pm
by EagleKing
Not to pile on here, but the wiki article isn't very clear either. It would be nice to simply have a comprehensive explanation of the game's Replacement rules. As stated above, it may be that the system is not working correctly. But as currently documented it's hard to tell.

Posted: Sat Apr 13, 2013 2:11 pm
by Ebbingford
Using the simple supply method like here in AJE or BOR a unit will receive replacements if it is in receipt of supply. This means being in, or adjacent to, a region which is producing supply.
IIRC replacements aren't received unless the unit has 100% supply, so if you are not getting enough supply each turn then you won't see your units recover from any hits.
A simple way to see if a unit is missing complete elements is to stack it on it's own when it has 100% cohesion. The tooltip will then show via the power of the unit, eg 32/60, if any elements are misssing.

In regards to the OP, if a unit is missing whole elements then this will take a whole element/chit of replacements. If an element is only missing a fraction of it's total manpower then only a part of the replacement chit will be used. I think there is a dice roll to see if a replacement chit is then removed from the amount stockpiled. So in theory 1 replacement chit can replenish quite a few in the field.

Posted: Sat Apr 13, 2013 6:41 pm
by EagleKing
Ah, now I get it. Thanks, Ebbingford!