Discussion about game

"Soldiers of Empires II" ("Soldiers of Empires 2") is a highly detailed turn based wargame of the World War Two beginning in 1939.

Re: Discussion about game

Postby dalibor » February 7th, 2014, 7:30 pm

The major problem is flawed pricing policy...........

Place simple design is not easy ....

What was your concept for determining the prices of the units?
What are the attributes you came?

there can be many and need to be assessed.
- Actual price
- Weight (yes price weapons metal really well calculated from weight)
- size
- Economic level of the country
- Actual production

etc

by what?
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Re: Discussion about game

Postby trurle » February 8th, 2014, 4:47 pm

quoting:
Maximal game limit for all cities, small towns, port cells - 6000 in scenario

test.7z
(2.68 MiB) Not downloaded yet


You can update this (current state super-scenario). Please carefully, remember who should belong ports initially and on June 22 (edit this info in "port window")
(end of quote
I do not understand.
Will be small ports or not? And how many cities/ports currently on map?
I do not understand how port economy increase with time will be done.
Is it eventually reach (start_economy+100)? or start economy*2?
Last edited by trurle on February 8th, 2014, 5:11 pm, edited 2 times in total.
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Re: Discussion about game

Postby trurle » February 8th, 2014, 4:55 pm

To my opinion, most robust way is to calculate from weight.
Also, "learning curve" model allows corrections for tooling and industrial level - but to apply "learning curve" model you need to know manufacturing details.

To my opinion, historical price data are nearly useless because military equipment "price elasticity" is none to low. To say simply, manufacturer set
exactly the price the customer can afford..without looking on actual manufacture cost.
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Re: Discussion about game

Postby Igor Kulakov » February 9th, 2014, 4:54 pm

trurle wrote:To my opinion, most robust way is to calculate from weight.
Also, "learning curve" model allows corrections for tooling and industrial level - but to apply "learning curve" model you need to know manufacturing details.

To my opinion, historical price data are nearly useless because military equipment "price elasticity" is none to low. To say simply, manufacturer set
exactly the price the customer can afford..without looking on actual manufacture cost.



Summary - You send me the new price of equipment and weapons. If I agree, then adjust the data in the game.
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Re: Discussion about game

Postby trurle » February 9th, 2014, 9:51 pm

Will do it. Wait a few days for test batch of price estimations.
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Update of super-scenario map

Postby trurle » February 10th, 2014, 7:52 am

I have added ports (all big size for now) and made several other fixes to Iceland, Greenland and Newfoundland.
Major changes:
1) Added Vichy`s France port of St. Pierre near Newfoundland
2) Added island of Anticosti in gulf of Lawrence
3) Added Ernest Harmon AFB on Newfoundland

Please review. If style of changes is ok for you, i will continue.
Attachments
test.scn.zip
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Re: Discussion about game

Postby trurle » February 10th, 2014, 10:02 am

cost and performance model of italian guns attached!
See columns M and T for cost comparison.

In brief, this model properly simulates following factors (unlike original SOE2 data)
1) Cheap and ineffective howitzers/mortars
2) Too expensive high-caliber high-velocity naval guns
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cost model.zip
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Re: Discussion about game

Postby dalibor » February 10th, 2014, 1:19 pm

looked at your table.
It's not exactly a good way ....
Have you saved 47 mm AT gun at the original price.
The very low price allows to increase the production cost of weapons almost indefinitely.

I'd rates increased much more drastically. Minimum would be 10 points for small AT guns.
Prototype weapons exceptional parameters (eg KV-3, SU-100Y) would have an additional charge (about 20-40% compared to similar structures).
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Re: Discussion about game

Postby trurle » February 10th, 2014, 1:36 pm

Limiting production of cheap weapon is the task of user. History has example of cheap AT guns production (in soviet union) in far excess of reasonable.
I remember being shocked reading memoirs of soviet soldier about Berlin assault.
His battalion had ~200 men and 54 AT guns towed.
Of them, only 5 was operational at the end of war - because they did not have enough mechanics to repair breakdowns during rapid advance.
Their single mechanic struggled to keep operational only few guns.

Also - hpenalty for bleeding-edge technology is built-in my model. You can adjust inflation parameter and learning curve parameter to make prototypes more costly if you want.

Or you complain about ramp-up rates..yes, these are unrealistic in game. But all of them are too fast now, so i am more concerned about possibility to make 380mm gun in few days (in realty, it took month to years to manufacture single piece).
I`d rather limit ramp-up to 1 unit/day for small guns (<10 points) and increase production fractionally (by (10/unit_cost)) only for more expensive models (with unit_cost>10)
May be even 1/unit_cost for models with cost above 100..to terminate current artefact with mass-produced ultra-heavy tanks.
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Re: Discussion about game

Postby dalibor » February 10th, 2014, 2:04 pm

can quite bad english.
Please use easy to understand sentences. Sorry about that.

Looking for more realism?
Let's look at the daily production of the USSR (or Japan), for example in 1942.
What is and what is the production of the game?
What was the production, in fact?
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