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Replacements
From AGEWiki
Replacements represent manpower which is being trained and held in reserve until such time as it can be forwarded on to eligible combat units. Replacements are represented on the Replacement Screen in terms of replacement chits. Each replacement chit is equivalent in strength to an average element of the nationality indicated.
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Replacement Chits
Replacement chits may be purchased. See the manual for each game for details, as each game uses a slightly different "currency".
Replacements may arrive for a player by event.
A portion of attrition and combat losses suffered in the field is also returned to the Replacement Pool. This represents, in part, injured soldiers returning to duty and stragglers rejoining their units. The number of conscript companies returned to the Replacement Pool is as follows:
- 1/3rd of combat losses is returned to the Replacement Pool as conscript companies,
- 2/3rds of attrition losses are returned to the Replacement Pool as conscript companies.
Absorbing Replacements
Replacement chits are used in two (2) ways:
- absorbed into elements that have lost one or more strength points,
- used to create entire battalion-sized elements that can be merged into Brigade units that have lost an entire element.
Replacement chits that are used to replace lost strength points are removed from the Replacement Pool when the last of their strength points is consumed. Players do not have a means of knowing how many strength points are remaining in individual replacement chits. This is handled internally by the game engine. Replacement chits used to provide entire battalion-sized elements are removed from the Replacement Pool immediately.
Eligibility to Receive Replacements
In order for a unit that has suffered strength point losses to be eligible to receive replacements, it must start the turn stationary in an "eligible" structure that can give replacements. While the unit must START the turn staionary in the region, it may then move during the turn.
The number of replacement strength points a unit may absorb (as a percentage of its full strength) is a function of the type of terrain it occupies as follows:
- 10%: Land unit in a region with an unbesieged town,
- 20%: Land unit in a region with an unbesieged city.
- Minimum city level required is set in each game's City.str structure file by the parameter RplMinLevel:
- BoA = 2
- AACW = 2
- NCP = 1
- WIA = 2
- RoP = 2
- Minimum city level required is set in each game's City.str structure file by the parameter RplMinLevel:
- 30%: Land unit in a region with an unbesieged Depot
- 5% per Port level: Naval unit in harbor (represents repair to damaged ships)
- Minimum port level required is set in each game's Harbor.str structure file by the parameter RplMinLevel:
- All games = 3 (as of 12:26, 6 May 2010 (UTC))
- Minimum port level required is set in each game's Harbor.str structure file by the parameter RplMinLevel:
- 5% per Port level: Naval unit in harbor (represents repair to damaged ships)
Note: These percentages are non-cumulative. A unit with a maximum strength of 27 strength points is allowed to replace nine (9) strength points per turn if it remains stationary in a region with a depot (30% of 27 = 9).
Note: In games where Advanced Attrition is selected in Game Options, units must also be present in a region with a Depot to recieve replacements.
Prohibitions to Receiving Replacements
The following units may not receive replacements:
- units that are currently at full strength,
- units of a type different from the available replacement chits,
- units of a different nationality from the available replacement chits,
- units that start the turn with an already plotted move order, regardless of the terrain they occupy,
- units that are besieged (unless located with an un-blockaded harbor),
Priority of Units recieving Replacements
Replacements are not added deterministically, i.e from lower region number to higher, etc. There is a weighted randomization taking place. But there are factors influencing the chances to get replacements, that is why some units will often get them before others.
- First there is posture, all passive units will be checked before defensive, before offensive.
- Then for a type of posture, you'll get much more chances to get a repl if you are in a region with high supply stock...
- And then, your chances will be increased if you are an 'alert unit'. Your chance is proportional to Detection Value x Hide value of the unit.
It may seem to be a weird criteria, but generally this is gets good mileage. Quality units, like rangers etc. will get repl before line units, and line units will get them before militia.
Replacement Rule and Advanced Attrition
A rule can be included in \Settings [usually in GameRules.opt] to regulate the use of replacements to recover hits
rulRecoverHit = 1 // recovery only requires unit to be in supply and stationary at start of turn [no Replacement chits required or used rulRecoverHit = 2 // recovery of hits requires the correct type of replacement chit, and the unit must be stationary at the start of the turn
Separately, when setting Advanced Attrition "on" in the Main Menu, a unit must be stationary at a Depot to replace a missing element [and, of course, the correct type of replacement chit must be available]