AutoRaise

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The AutoRaise system simulates the mustering and dispersal of various units each year of game play. It was first used to model the raising of Militia for the Colonial forces fighting in the French and Indian War and the American War for Independance.

Note, however, that ANY unit in ANY AGE game can be assigned an AutoRaise behavior.


Contents

FAQ

1. Which months does AutoRaise disband?

The last turn of the year. In all games.

2. Which months does AutoRaise levy new units?

February and July. In all games. Not moddable.

3. Is the quantity defined absolute, or is it modified [by owned VP cities?]

The quantity specified is the maximum possible, in one raising pass, and if the levy coefficient is at 100%

4. Does AutoRaise then 'count existing' of that unit type and then raise enough to reach the assigned quantity?

Having units on map reduces the coefficient. Being in a suboptimal configuration in the autoraise area, for the rule followed by the autoraised unit, decreases the coefficient.

5. Is it possible to write an event that reassigns the AutoRaise quantity and percentage?

Yes See AutoRaiseON and SetAutoRaise and ChgAutoRaise


Parameters modifying the "base" or Maximum quantity and percentage

Autoraise are made by theater (i.e. New England, Middle States, South Central, Deep South, etc...).

To work out a better idea of things, you check how many units are available in the setup autoraise list (last section of the setup xls first thumbnail) + check the units file (for Continental army for instance) to verify from which theater units come, remove those from the list already on map at the time of check, then apply to those that remains the % give by the above keys based on the situation, and this will give you how many units you'll receive next raise...

NB: units in the units file which have a -1 in the Autoraise column means they are not subject to the rule (i.e. not raised nor counted in the process in anyway).

Of course, all this is done automatically by the code

Parameter Values (WIA)

Rebel Militias:

aurRebel_NoEnemy_ = 12
aurRebel_EnemyNoCity_ = 25
aurRebel_EnemyLessCity_ = 17
aurRebel_EnemyMoreCity_ = 12
aurRebel_EnemyAllCity_ = 6
aurRebel_EnemyAllCityFewSupport_ = 0

Tory Militia :

aurTory_NoFriend_ = 25
aurTory_FriendNoCity_ = 20
aurTory_FriendLessCity_ = 15
aurTory_FriendMoreCity_ = 10
aurTory_FriendAllCity_ = 7
aurTory_FriendAllCityBigSupport_ = 10

Continental Army:

aurContArmy_NoEnemy_ = 50
aurContArmy_EnemyNoCity_ = 25
aurContArmy_EnemyLessCity_ = 20
aurContArmy_EnemyMoreCity_ = 15
aurContArmy_EnemyAllCity_ = 5
aurContArmy_EnemyAllCityFewSupport_ = 0

Example

In Middle States, we have potentially 12 Rebel militias and 3 Tory (from BoA 75 setup) that can be raised. 3 Rebs and 1 Tory are already on map. 12 CA units are possible, 4 are already on map. The brits are in the area and control NYC only. In the following raise, we have extra units as follows:

-> Rebs: 12 max - 3 onmap = 9 * 17% [aurEnemy_FriendLessCity_]= 1.56 unit rounded up to 2 units
-> Tory: 3 max - 1 onmap = 2 * 15% [aurTory_FriendLessCity_] = 0.3 unit, nothing
-> Continental Army: 12 max - 4 onmap = 8 * 25% [aurEnemy_FriendLessCity_]= 2 units
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