Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The income you see on a tile in the top-right or in the tile editor is the base tile income per turn. When you start a scenario you have your initial set of owned tiles. Each of these generate the base amount of income specified (you can start a small scenario and verify that for yourself). This is the same for the AI players as well.
When you capture a tile (occupy it) you do not get the full tile income, only a small percentage of it (what I'll call the occupied modifier). I think it starts at about 10%, however the value doesn't seem to be in the manual so I'll need Val to confirm that figure. As stated by Val on post #4, the occupied modifier starts at 25%.
If you are playing with policies 'ON', then there are three policies that you can use to increase that occupied modifier which are found in the sixth policy column called 'Occupation'. Each of these policies increases the amount of manpower and income you get from these occupied tiles, whilst also affecting partisan spawn rate in a positive or negative way. The percentages for the income and manpower are also added on to the original (25% + 5% = 30%), not an extra 5% of the 25% of the income.
Bear in mind that if you capture a city (150 income per turn) without any occupation policies you will get 38 (rounded up) income per turn from that occupied city, but the player who lost that city will lose 150 income per turn (not 38, in case anyone expected that). This means that capturing tiles should really be thought of a draining the enemies resources, not increasing your own. This is why capturing villages is generally not profitable (in both a resources and strategic sense), and why cities, factories and refineries are always key targets.
So in a way, yes, your income is largely static throughout small games as you need to occupy a lot of territory to get any significant amount of extra income. With larger maps such as Europe however you will notice a significant increase in income as you capture large amounts of tiles.
To address the other misc. points:
* You can customise your income per turn before starting the game with the sliders on the screen where you select what countries are human or AI controlled. That was added in the last patch.
* I haven't yet built a factory with engineers, but I don't see why it wouldn't increase income as well. Pretty sure you can also build a factory on any tile that is considered yours (so within your borders).
* Everything that I've said above regarding income also applied to manpower, with the one exception being that manpower actually grows by an extra 1%(?) every month(?), in a similar fashion to the Hearts of Iron games.
In particular, the notion of draining the opponents resources. I never thought about it that way since I was probably too fixated by the "income per turn" value. I'll also look into the options provided before I start a game.
It’s already in the game ;)
After checking the code, you get a 75% penalty from occupying a tile
So, if the tile info shows 35 production value, you get 25% of that
I guess you do not actually have to have a unit sitting on the value-tile? Just as long as the tile is within your expanding territory, right?
So as a thought experiment: I would need to set the slider to 400% in order to get what an enemy's tile-value says (with a 75% penalty)? For example: Tile value 15, penalized at 75% gives 3,75. <-- this is the value that gets added to my Income per turn. If I wanted the game to add the full value I need a 400% modifier? 3,75 x 400% = 15.
But that slider also affects my owned tiles(?) at startup so all my valuable tiles also get a 400% boost? Like my own 15 tile-values (unpenalized) would then be 60?
That is all correct. The slider is just a global percent increase to all income (including your starting resources value).
First day of rest and I had to look at the code already xD
Will take a swim in the pool though to counterbalance work HAHA
No you don’t, just controlling it (having your flag floating on the VP) is enough
The slider has an effect on the total calculated income. It will not show on the tile info. It simply multiplies the final calculated number (which is shown on the top left, where your income is)
Does that answer your question?
I bet there's been a lot of thought put into this, so it is just good to understand it a little better. Clear as mud now.
Ah, a day by the pool - without modifiers! Enjoy!
I spend my vacation mountainbiking in the hills. Legs, hands, arms and back now pretty modified (or rather demolished) 😂.
Awesome, thanks as always for clarification!
Thanks!
I do love mountains as well! Went a lot with my parents when I was younger
Did you fall a lot ? XD
In 1940, it technically was occupied territory xD
You’re welcome!
Can you please send it to me at valentinstudio@icloud.com
There must be a logical explanation to this as income cannot magically appear out of thin air given the code there is in the game
Probably only logical explanation is a bug with policies
Edit: what do you mean exactly by “their income” please? Do you mean the top left UI element indicating how much a player earns every turn, or do you mean the value taken from the previous turn summary? As these are absolutely not the same, and previous turn summary could show pretty much any value there as it only keep tracks of income changes during the turn. You could get it up to 1 million earned by: purchasing units, selling them, purchasing, selling, etc etc etc until you reach 1 million
Thank you so much for replying so quickly to this. Yes, the "income" I'm seeing at 1,000+ is the previous turn summary. So it sounds like this does not reflect actual *net* income as you explained it being a sum of, among other things, purchases and sales. (it seems the AI is conducting many buys + sells). The in-turn income shows ??? for the AI player. Thank you again - merci beaucoup!
Ok then it does not scare me :)
AI could have made a wrong decision and purchased the wrong unit (that it ended up not using or could not deploy it) and decided to sell it afterward
Or it could come from the capture of an enemy unit that was same as above, no use, and sold for scraps
I am pretty sure (99%) that the income per turn IS displayed on the UI in the top left
The money in the bank is not, that is the ??? you see
But the income is shown next to that (to the right?)