[GUIDE] Flowchart: Economy and Repairs

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Wiedrock
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[GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

I've created a Flowchart trying to ease the understanding of what's going on in the background. Focus is on economy and repairs/healing. The DES and DAM elements are there to give an general Idea of what's happening to the Ground Elements and their Manpower, if that section is missing something which is essential in your opinion, let me know (plans are there to improve)!

The violet written parts are (possible) issues comparing what's written in the manual and what's happening in game.

If you have any ideas for improvement or encounter fake news in it, pls let me know and I'll correct whats wrong. Many numbers are deduced from the Manual and not all have been verified, some numbers were figured out in game since the manual states no actual numbers or only gives vague information.
Flowchart_Economy_by-Wiedrock.png
Flowchart_Economy_by-Wiedrock.png (3.03 MiB) Viewed 602 times
Future Plans:
  • add Footnotes referring to the Manual Chapters
  • improve/complete the DES/DEM section and differentiate between "in/end of combat" and "out of combat/during logistics phase"
    ...only looking at all the Combat results and the rolls going on may be worth doing a separate flochart...
  • improve colour coding
  • improve shape coding
  • verify more numbers (mark verified ones)
Last edited by Wiedrock on Thu Mar 23, 2023 1:05 pm, edited 1 time in total.
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K62
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62 »

Is there truly such a thing as internal repairs? One could conduct a simple experiment to verify this: take a partially damaged unit (with at least 50% undamaged) and set it to 50% TOE. Then, observe whether the undamaged portion increases over time (which shouldn't happen).

According to the manual, it states:
damaged elements manual.png
damaged elements manual.png (237.84 KiB) Viewed 677 times
In summary, my interpretation is that when a unit is near a depot with available freight (possibly just returned), it can quickly receive some replacements, giving the appearance of certain elements being repaired internally. However, in actuality, the damaged elements should be transferred to the pool.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
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Wiedrock
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 12:10 am Is there truly such a thing as internal repairs? One could conduct a simple experiment to verify this: take a partially damaged unit (with at least 50% undamaged) and set it to 50% TOE. Then, observe whether the undamaged portion increases over time (which shouldn't happen).

According to the manual, it states:
damaged elements manual.png

In summary, my interpretation is that when a unit is near a depot with available freight (possibly just returned), it can quickly receive some replacements, giving the appearance of certain elements being repaired internally. However, in actuality, the damaged elements should be transferred to the pool.
See my attached File, maybe you can make sense of it in another way than I did.
For me it looked like the 22.5% AFV's went to Transit each turn (of which about ~15% got DES in their way).
Then ~25% inside Transit were repaired each turn and (mostly instanly, so not first entering officially the Active Pool) moved back to the Division, this is the "equipment freight"-shown (Tiger weights 64tons).
Looking at Turn 3, we gain more RDY Tigers then we had Tigers in Transit before, so somehow they must have been repaired elsewehere, without actually using (much) freight...if any freight at all?! :?
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Tiger_repair_tracking.png
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K62
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62 »

I would recommend re-running the test with a max TOE of 50 and without bringing the undamaged TOE below 50. This should prevent receiving replacements from the depot, which is a confounding factor in the screenshots provided. Also, if you're tracking the pools, you may want to try it with squads instead of tanks as AFVs are subject to a random loss factor.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
MarkShot
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by MarkShot »

Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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Wiedrock
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 3:59 am I would recommend re-running the test with a max TOE of 50 and without bringing the undamaged TOE below 50. This should prevent receiving replacements from the depot, which is a confounding factor in the screenshots provided. Also, if you're tracking the pools, you may want to try it with squads instead of tanks as AFVs are subject to a random loss factor.
Thanks for that hints, I tried to recreate it, maybe you/someone can come to another conclusion, I added my interpretations, let me know if I fail in some points there.

Additionally retesting the "range to 'railhead' DES-factor" for AFVs of which I was confused/not sure about. Seems like every rail is a 'railhead'....but I am not 100% sure ...maybe it's every Depot, ....also not sure if it's actually the Distance OR the MPs (impacted by Terrain/Weather) to the 'Railhead'/Rail/Depot.
  1. "Tigers in Berlin"....sounds like a Book Title
    Setup:
    • 500RDY/500DAM
    • TOE 50
    K62-Setup_BER_50TOE_AFV.png
    K62-Setup_BER_50TOE_AFV.png (1.12 MiB) Viewed 605 times
    My interpretation:
    • T1->T2:
      • 22,5% of DAM got sent to Transit 500*0,225=112,5 (I guess it always rounds down)
      • ...of those 17 got lost -> 112,5-17=95,5. We ended up with 94 in Transit.
      • 17/112,5=0,1511 -> So loss rate standing in Berlin is about 15% for Tigers on their way to Transit.
      • 4 got miracly repaired without receiving "replacement-freight"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 94*0,25=23,5 (rounding down? = 23) -> so what's now in Active Pool
      • So on T3 I see in sum 90 "internally repaired" Tigers without consuming any freight (or I am missing something)
  2. "Tigers in Transylvania".... :shock:
    Setup:
    • 500RDY/500DAM
    • TOE 50
    K62-Setup_MTN_50TOE_AFV.png
    K62-Setup_MTN_50TOE_AFV.png (1.66 MiB) Viewed 605 times
    My interpretation:
    • T1->T2:
      • 22,5% of DAM got sent to Transit 500*0,225=112,5 (I guess it always rounds down)
      • ...of those 48 got lost -> 112,5-48=64,5. We ended up with 64 in Transit.
      • 48/112,5=0,42667 -> So loss rate standing in Mountains, far from Depots/"Railheads"/Rails is about 42,7% for Tigers on their way to Transit. (I guess my tests before had a "normal rail" too close to have an impact on the loss rate?! So maybe every rail is concidered being a "rail head" in this regard.)
      • miracly NONE got "internally repaired"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 64*0,25=16 -> so what's now in Active Pool
      • So on T3 I see in sum 95 "internally repaired" Tigers without consuming any freight (or I am missing something)
  3. "Skijäger with wooden sticks in Transylvania"
    Setup:
    • 500RDY/500DAM
    • TOE 50
    • (I changed their Manpower from 9 to 10 to avoid CV-like shenanigans of Footsoldiers with less/more than 10 Men having weird numbers)
    K62-Setup_MTN_50TOE_SKI.png
    K62-Setup_MTN_50TOE_SKI.png (1.33 MiB) Viewed 605 times
    My interpretation:
    • T1->T2:
      • 25% of DAM got sent to Transit 500*0,25=125
      • ...of those 2 got lost -> No idea why, maybe for "non-AFV" there is RNG invloved or it's caused by the admin-failure-penalties :? . We ended up with 123 in Transit.
      • 3 got "internally repaired" without using "replacement-freight"
    • T2->T3:
      • received 0 "replacement-freight" -> no Elements received from Pools (which we shouldn't anyways due to the limited TOE)
      • ....this is (for me) further proved by 25% of Transit being repaired each turn 123*0,25=30,75 (rounding down? 30) -> so what's now in Active Pool
      • So on T3 I see in sum 69 "internally repaired" Skis' without consuming any freight (or I am missing something)
MarkShot wrote: Thu Mar 23, 2023 4:50 am Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
I prefered to study a 'natural science' which doesn't need a calc every day. :mrgreen:
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K62
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62 »

This is indeed intriguing! I'm uncertain whether it's a deliberate feature or a glitch, but it appears that in at least one instance, your unit is repairing 25% of AFVs and retaining them – a figure considerably higher than the manual suggests (i.e., repair up to 22.5% and transfer them to the pool).

I'm curious about the difference between T2 and T3, as the number of kept AFVs is much greater in T3. Does the unit move during T2 while remaining stationary in T3?

Additionally, if you aim to assess the distance from the railhead, the Operation Typhoon scenario might be more suitable. I presume this is linked to the "Off Rail MP" value for each hex, which typically isn't very high in most scenarios on T1. However, in Operation Typhoon, there are swamp hexes in the south with Off Rail MP values reaching the 20s.
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by K62 »

On further thought, it may have something to do with the pool size. Maybe having a big enough pool results in the repaired elements being retained instead of sent back. Do you get a better repair rate on T2 if you pre-place 100+ elements in the pool? Does the T3 pattern of repairing and retaining substantial numbers continue on subsequent turns?
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by MarkShot »

MarkShot wrote: Thu Mar 23, 2023 4:50 am Herr Wiedrock,

If I may? What is your profession? My guess would be software engineer or some engineering discipline.

Good work!

Thanks.
I prefered to study a 'natural science' which doesn't need a calc every day. :mrgreen:
I started out in Bio-Chem, since life seems so dynamic and fascinating. But after my second class of Organic Chem, all I could think of asking is "What would that be in the past tense?". I went on to become a software engineer, but now it has come full circle back to biology: neural nets, attention, and tokenizing. :lol:
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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Wiedrock
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Re: [GUIDE] Flowchart: Economy and Repairs

Post by Wiedrock »

K62 wrote: Thu Mar 23, 2023 1:28 pm I'm curious about the difference between T2 and T3, as the number of kept AFVs is much greater in T3. Does the unit move during T2 while remaining stationary in T3?
I did not move any unit at all.
K62 wrote: Thu Mar 23, 2023 1:28 pm Additionally, if you aim to assess the distance from the railhead, the Operation Typhoon scenario might be more suitable. I presume this is linked to the "Off Rail MP" value for each hex, which typically isn't very high in most scenarios on T1. However, in Operation Typhoon, there are swamp hexes in the south with Off Rail MP values reaching the 20s.
Thanks for that hint, I'll see when I find the patience figuring that range-stuff out.
K62 wrote: Thu Mar 23, 2023 2:02 pm On further thought, it may have something to do with the pool size. Maybe having a big enough pool results in the repaired elements being retained instead of sent back. Do you get a better repair rate on T2 if you pre-place 100+ elements in the pool? Does the T3 pattern of repairing and retaining substantial numbers continue on subsequent turns?
I am not 100% sure where you are "going to" with this. AFAIK I can only put stuff into the Active Pool, feeding the Transit pool would need to be a setup with disbanding a Unit with DAM Tigers and then spawning in another one with DAM/RDY/TOE-Tigers as one wants it to be.
I have done lot's more testing than I posted, here is one more example where I simply gave an Motorized Division some DAM Tigers without "adding them to the TOE". maybe this gives some more info.
And concerning Subsequent turns you can see this posts Attachment where I added more Turns to the test, does that help?
Attachments
Tiger_transfer.png
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