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Of couse. All my units in my Mod have very different values of TC (Divisions + Brigades)

In my Mod is the total TC in the game relatively tight.

TC consumption is therefore an important decision-making criterion in the production of units.

This provides for additional limitation of spamming of heavier units e.g. tanks. In the later course of the game it is very important!
 
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I ran a short test about transportweight. I disbanded all german military in the 1936 GC but one armoured division. According to file it has a transportweight of 30 compared to 10 of garrison etc.. Still on the next day after SRing it to Cologne the tc pool showed only 10 tc load from SR and 1.6 from supply consumption. If there is no evidence that transportweight has any relevant effect displaying it would be a waste.
 
TC Load
Our final section is TC load. This is both less important and more important than people think. If we do not exceed our TC allowance (I’ve done this as Russia) then all units will offer up their standard values but if we do exceed it then all units are reduced in value. If you exceed TC by X% then ESE is adjusted by (100/(100+X)) averaged with infrastructure. In simple numbers if X is 33% then we get –12.5% on ESE. This translates into reduced speed and reduced combat performance (firepower and defence). These effects can be quite significant and it is not unusual for quite severe issues to arise.

Germany fighting Russia can easily achieve a –20% speed penalty on all units whereas a Russia that builds nothing but 1941 infantry can freely use attack supply without exceeding TC and get a speed bonus of 25%. This creates a situation where German armour advancing into enemy territory moves no faster than the Russian infantry moving into the same territory. It is hard to know how to evaluate TC effects but they should not be ignored, their impact can be considerable.

Low TC units can make extensive use of attack supply. This is a very useful capability.

http://oldforum.paradoxplaza.com/fo...re-the-value-of-Ground-Units-part-1&goto=next
 
Indeed, as players have painfuly found out online! Apparently you can also get the multiple fronts attack bonus if you attack a beach from 3+ adjacent seazones. However it does lead to glitches if the attack fails - with the units retreating to either the province they were attacking, or the capital.
Well, apart from those glitches, which are, well, glitches, this does look sensible, does it not? Would also seem outright desirable in case of e.g. a Malta or Hawaii with lvl 10 fortifications.
... If a savegame reproducing the glitches can be procured, I'd like to get a bug report.

Is that value even used?
From memory: AoD added event commands to change this value (together with those changing other division type attributes), but it is indeed (and always was?) unused. I think I recall that the events themselves work (that is, the division types receive and save the modified value).

I was so far reluctant to enable it as e.g. CORE uses these commands a lot in its technologies (where they do nothing, of course), but is playtested with the current effect (none). Suddenly activating all these commands' effects may have rather drastic unforeseen consequences for balance.

... When I'll have some time to account for that, I'll investigate and, if easily implemented, will enable the effect while, if necessary, search&removing the commands from the CORE fileset.
 
>>>... When I'll have some time to account for that, I'll investigate

ok, that would really be very much needed, obviously I am and the makers of the core modes since an opinion!

Is the TC Consumption of one units (transportweight) one of the most secret functions of the AoD? :)
I am now totally surprised.

1) But of that depends on the TC consumption of a division and brigade, which is nevertheless one of the most important aspects of the game for me!!!

2) Does this multiplier in misc.txt have no function / effect??
# TC Land Division Load Multiplier
1.0
# TC Occupied Province Load
1.0

Is TC Load = 0 for every uniti n AoD?



>>>AoD uses a much improved supply system.

Tc consumption can not depend solely on the supply consumption of a unit! That must not be! This is much too little! Transport capacity represent ability to move men, equipment and supplies throughout.

We are and still agree that e.g. a tank division must be a higher tc consumption (transportweight) than an infantry division, also brigades must have different tc consumption

I do not understand the world anymore...

I will not sleep peacefully today.
 
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Zsar, more old gamer return from hoi3 and hoi4 to aod, did you notice that?

We need higher diversity of units and brigades (more files for modding), and more brigades for a division.
That would really be great.

Promising us that you implement it someday, that will sweeten a little our hope.
:)

We know that you have little time and that all alone it is not easy to dig up and adjust the hardcode of aod, but give us the hope and strength of our efforts.

We all need you!
 
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2) Does this multiplier in misc.txt have no function / effect??
# TC Land Division Load Multiplier
1.0

It does have an effect. Land division cause 100% tc load, air divisions and naval division cause less tc load. A smart use of those other 2 branches helps to deal with limited tc. While there is ample tc the power of the airforce may seem small, but when ESE is low finetuned air support can make an important difference.

Tc consumption can not depend solely on the supply consumption of a unit! That must not be!

But that is the case. Well, oil consumption is counted in as well.
tc consumption caused by a deployed unit = current supply consumption + current oil consumption

Importantly tc overload as no immediate effect. It effects the rate at which org, fuel and and supplies are regained. The ratio current supplies / max supplies effects the fighting effiency of a land division. This means that a short term tc overload has little impact, but the negative effect is slow accumulating and afterwards units need resting time to recover. It is slightly subtle.

Partisans and nonowned territory cause tc load, also units and buildings in the redeployment pool cause a great deal of tc load. During movement consumption of oil increases a lot, during movement supply consumption increases and during battle it increases a lot.
 
>Tc consumption can not depend solely on the supply consumption of a unit! (radomir)

>>tc consumption caused by a deployed unit = current supply consumption + current oil consumption Pang Bingxun

But it is not right!! And it cant be!

Transport capacity represent ability to move men, equipment (cars, art., tanks), supplies + oil throughout.

Look please in the manual of AoD!

Not only supply + oil!

I think in AoD:
TC Load of Unit = transportweight (move men, equipment) + move supplies and oil

And in HoI2: TC Load of Unit = transportweight

Is the manual of AoD false???

Zsar must investigate hardcoded TC consumption of units und help us to find the truth:)
 
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And in HoI2: TC Load of Unit = transportweight

No, it is the same as in AoD, only with supply consumption not rising during movement or even battle.

Transport capacity represent ability to move men, equipment (cars, art., tanks), supplies + oil throughout.

Moving vehicles consume oil, marching men need more supplies(bread and butter). This ability represented by the rise in consumption, not by a higher tc load during rest.
 
No, it is the same as in AoD, only with supply consumption not rising during movement or even battle.



Moving vehicles consume oil, marching men need more supplies(bread and butter). This ability represented by the rise in consumption, not by a higher tc load during rest.

ok, it is possible to see the TC Consumption of a unit in the unit statistik on the click an the unit under leader portrait? At the time - not!
 
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