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![]() Because in the lowest slots you can get the sword type and in the highest slot you can also get the lowest modifier (qlvl 7). Level 11 or 12 is the best levels to find the sword type (qlvl 10). So For a Jester's (qlvl 7) Sword (Bastard (qlvl 10) of the leech or bat (qlvl 8) So in the first 3 slots it will be 2.5-10 (for numbers with decimals it will be rounded down) so 2-10 ![]() The range is the i lvl/4 to the ilvl of the slot Let's say you are level 11 in Hellfire for Premium items Griswold will haveįor the base quality (Bastard Sword, Scimitar, Broad sword etc.): ![]() For Griswold it's as shown on the table here: ![]() ![]() ![]() So a Division with 5 MIL is maybe seen stronger as 3 INF with better tech.Īnd thus mixing Battalion sized units and Brigade sized units could lead to unwanted AI behaviour. But also you can have more pics for more different unit types.įrom my experience only numbers of Brigades(units in Divsions) are calculated for odds/chances when to attack. You need more pics for more different unit types. You can show allways only one symbol of the main unit of that Division. Techs need to affect all new unit types, and combined units might have much more techs affecting them(this could make a rework of the gui needed). So with a Battalion based mod wich has ~9-16 units in a Division might slow down the game much earlier as in Std-HOI3. I just state here below some in my mind at this moment.Īdditional units(Brigades) in a Divsion slow down the game. Please let me know if you have some more in mind, I'll then add them to the list below. Recently I asked myself how others would like to see Divisions setup represented in the HoI3 game.Īre all happy with the std system, or do you would like a different system and how.įrom my experience with the game, there're first quite some things to remembered. ![]() |
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