ORIGINAL: Curtis Lemay
... for most cases the default will tend to work best with full-day turn intervals and needs to be decreased accordingly for longer intervals and increased accordingly for shorter ones.
I understand that this is not arbitrary, and I think my silly brain gets it. Generally, one day turns calculate 1x losses, so 2 day turns would calculate 2x losses, and half day turns would calculate .5x losses (if the attrition divider is set accordingly). If a half-week turn has the AD set to a one-day turn, the calculated losses would be undesireably low, resulting in a possible stagnant front, for the game scale. But I think I found something contradictory. In 'Plan Martin', with one week turns, D. McBride says :
3.91: Attrition Divider: 35 (losses are around 25% of the default setting, often accepted as the norm for one week turns)
I'm not asking anyone to explain someone elses statement, but this does seem opposite to my interpretation. Although as Bob stated, there are other factors to be taken into consideration. It seems for a setting that is so critical, there should be some guidelines.
It'd be good to resolve the discrepancy between Bob/Curtis' interpretation that one day is the point the AD is set for and DMB's statement that it is a week.
Here it's worth noting that I've suspected that Norm basically designed his engine using his original Korea scenario as the test bed. In other words, I picture Young Edison up there in the garret, tinkering away with his program and deciding what was right by seeing what results it delivered for the Korea scenario.
As I recall, Korea used one-week turns. So while it pains me to say so, DMB may be right: the AD is designed for one-week turns, not one day.
Note, though, that I wouldn't assume a linear model for lethality. You can pump out a real fire-storm for a day -- but then you start to slow down. In OPART terms, over seven one-day turns, you won't be putting out as much on turn 7 as you did on turn 1. So if we assume one week is the break point, it might be best to multiply the attrition divider by less than seven for one day turns. The same point would apply no matter what the break point is -- in other words, even if Bob/Curtis is right.
I am not Charlie Hebdo