Supreme ruler 2020 what is volatility
Yes, scripted conflicts still happen. The Sandbox map is still built to run "historically", even with higher volatility. I know I've seen "different wars" and "different outcomes" at higher volatility. Re: world volatility Post by reapergkh » Sep 21 well then I guess ill be starting a lot of wars on my own. Re: world volatility Post by Fistalis » Sep 22 reapergkh wrote: well then I guess ill be starting a lot of wars on my own. Last edited by Fistalis on Sep 22 , edited 1 time in total.
Si vis pacem, para bellum my Supreme Ruler mods Site - May it rest in peace. Re: world volatility Post by reapergkh » Sep 25 its telling me I cant save it after I change it. Re: world volatility Post by Fistalis » Sep 25 reapergkh wrote: its telling me I cant save it after I change it. You do not have the required permissions to view the files attached to this post. Re: world volatility Post by reapergkh » Sep 25 ok that worked.
Re: world volatility Post by Mrmustachieo » Apr 05 i cant find anything called relationeffect, help. These bonds have a due date at which they will automatically renew at the borrowing Region's current Interest Rate.
This rate of interest increases as more is borrowed and decreases as bonds are paid off in a timely manner. Bridging - a special Unit attribute that allows a Unit to form a Bridge across a River or Lake Hex across which other non-amphibious Units can cross. Campaign - a large-scale Game that is usually played upon a Game Map that contains dozens or even hundreds of Regions.
Contains the game Map and all associated cities, and towns, plus all default bases and facilities. Scenarios are build upon an underlying Campaign. See Scenario. Capture - the taking of an Enemy Hex and all Facilities within it, making it a part of your own Region.
Other units such as artillery, helos and supply vessels cannot capture territory. A capturing Unit inside an uncontested Enemy Hex automatically captures the Hex. In contested Hexes all Enemy Units except for Facilities must be destroyed or forced to retreat before the Hex is captured.
Cargo - the Supplies carried by transport Units. All non-combat transport Units such as Supply trucks, aircraft and ships carry Fuel, no "Supplies" and a great deal of Cargo. As the transport loads other Units for transport, some or all of this Cargo is "shoved out" in favor of the new passenger.
But an empty or partially full transport still has plenty of Cargo that it will easily contribute to Units that enter its ZoC. When transferred this Cargo becomes Supply, which in turn fills up the receiving Unit's gas tank and ammunition Supplies compartment.
Civilian Rating - How the citizens of their home Region feel towards another Region. Civilian resentment against another Region can be grounds for their Government to reject a Diplomatic Exchange.
Keyboard shortcut - 'V' key. Engineering units cannot repair other Units. Coastal Hex - the oceanic Water Hexes owned by a Region. Coastal Hexes can be built-upon and will distribute the Supply generated by nearby Sea Piers. See International Hex. Completion Bonus - a variable boost in the Player's Technical Level due to the completion of certain Research Projects.
Science Projects are the most likely to earn these bonuses. An appropriate hub is automatically created when you build a new Facility upon a supplied empty hex. For empty hexes that lack supply, the engineering unit sent to perform the construction must first construct an appropriate Complex before Facility construction can proceed. Cruise Missile - a long-range, usually subsonic stand-off weapon. Generally targeted against distant stationary land targets.
An exception is the Harpoon anti-ship cruise missile and weapons like it. AIs often mis-use CMs by allowing them to launch against nearby targets of opportunity. Declaration of War DOW. Nullifies all existing Treaties with the new enemy Region.
This requires some event such as an enemy attack or incursion to take place or for specific orders from the Player. A measure of the peacefulness of a Region's military establishment. See Defensive Values. Your DM is capable of managing your Defense Department via priorities that you set for him.
Defensive Values - a Unit's strengths that allow it to withstand the Game's seven modes of Attack. The Game's Defensive Values do not match its Attack modes. Ground defense applies to Naval Attacks as well as to attacks from Land Units. Air Defense covers attacks from aircraft and Missiles. Indirect represents a defense against wide-attack weapons such shrapnel from artillery fire and anti-personnel munitions.
See Close Attack. Otherwise the captured Hex where the targeted Facility exists will switch ownership and the Facility will no longer be attackable. Department - a specialized division of a Player's Government that accepts the Player's directives. Design Technology - the Research required to develope the Design for a Military Unit as opposed to that Research performed to develope a non-Unit related Tech.
Diplomacy - the use of peaceful means to conduct interactions between Regions via the State Department. Diplomacy includes the negotiation of peace, trade, defense, military, technology and travel agreements between Regions. This measure of a Government's attitude is pivotal to the success of any Diplomatic Exchange. Diplomatic Exchange - any Agreement between two regions that is transacted via the State Department including E-Mail offers. See Treaty. Certain Missiles and Ships are capable of performing Direct Attacks, but most stand-off Units such as artillery are Indirect-Attack weapons.
Direct Attacks avoid collateral damage to the civilians in a Hex. See Indirect-Attack. Contributes to re-election support and domestic productivity. This rating is vital to the Player's re-election in a Democratic form of government but less so in a Monarchy. Entrenchment - Land Units can be ordered to "Entrench", which is to dig into the earth to form protective barriers.
Entrenched Units are no longer visable outside their Hex. Full entreachment requires a great deal of time and depends upon the Units Efficiency.
Entrenchment greatly enhances a Unit's defensive values. Escort - an order given to units that causes them to move towards the same hex currently occupied by a another target unit. For instance, an aircraft can be ordered to Escort a slower tanker aircraft in order to automatically replenish the first aircraft's onboard fuel supply. A dedicated stationary Unit, staffed by military personnel whose purpose is to Fabricate mobile Military Units. The Fabrication of individual Units can also be set to continiously repeat automatically.
Each Unit possesses a unique Design that must be Researched before it can be Fabricated. The DM is capable of automatically Fabricating Units for you.
See Improvement. Mines and Oil Facilities are also considered to be Factories. Fortification - a stationary defensive military Unit that offers protection to other Units residing in its hex. There are two types - a Military Fortress complex hub and a Fortification node.
Game - the interactive "Supreme Ruler " RTS video game, implemented and controlled by the game's computer program. Adjustable from the pre-game start-up screen.
Accessable in-game from the "Game Menu". Game Settings - the Game conditions for the current Game, such as difficuty levels, use of nuclear weapons, etc. Goods - the output of specialized Factories that are either sold, exported or used in the production of some Product. Represents the value of the total amount of goods and services that your economy provides to each of its citizens. A good measure of your Region's prosperity and of your economic management.
Hard Attack - the attack attribute of a Unit that is applied when it attacks a Hard Target. Hex - a discreet cell of the Game Map that is 16 kilometers in diameter.
Each Hex is a potential location for the Construction of Improvements. Hub - a city, military or industrial complex located in the center of a hex. Many types of these very long-range missiles are available in the game. The land-launched ones require a launcher that can handle large sized missiles. ICBMs often are available in two models - one with a nuclear warhead and another with a conventional one. See Missile Silo. Also includes Roads and Railroads.
Indirect-Attack Saturation-Attack - an Attack upon Enemy Units or Facilities using weapons that cause wide-spread damage, such as artillery shells and anti-personnel weapons. In an Indirect Attack, all Enemy Units, Facilities and civilians within the target hex are all attacked with equal force, whereas in a Direct Attack, single Units could be targeted. Best used for structures and soft-targets. See Direct-Attack.
Industrial Construction - the Facilities that can be build in a Hex around an Industrial Complex hub. International Hexes cannot be build upon and do not distribute Supply. International waters will often have pre-constructed oil derricks that can be owned by an occupying Unit's Region.
Can also refer to land hexes of Regions owned by the UN. Amphibious Units can move across non-bridged Lake and River Hexes. Launch Authority - pre-authorization for a missile to select its own Enemy target and launch without a Player's permission. Line-of-Sight Treaty - an agreement between two Regions to allow each other to spot the mobile military Units of the other, through the Fog Of War. See Spotting. Low-Air Target - an Air Target that normally flies at a low level or one that has decended to low level for an Attack or Unload.
Helos and most missiles are low-air targets. Loyalty - the nationalistic allegiance of the citizans of a Region. Production in captured Regions is lower than in your home Region because of the dis-loyality of the captured populous. This loyality never changes. Military production from Fabs is uneffected. This Game map consists of a matrix of cells called Hexes and is divided into many Regions.
A Region's Units can be moved startegically across the Map. Research Centers are military Facilities. Contributes to Military Moral and Efficiency.
Military Build Capacity MilCap or "build cap". The total number of active Military Fabrication Facilities in your Region. A comparatively high MilCap is viewed by other Regions as a threat to their security. Does not include missile fabs or Reseach Centers. Staffed by Military staff members. Military Moral - a measure of your Military Unit's satisfication and loyalty. If moral is too low then your Units might Surrender to the Enemy.
Directly affects MAR. Military Salaries - the funds allocated by your Defense Department to compensate the members of your Armed Forces. Higher salaries will promote your Defense Minister's efforts to recruit new Staff members. Military Staff - the paid members of your Armed Forces.
Includes both Active Staff and Reserves. Reserves are paid much less. Most Military Units equipment require Staff people to man them. Newly Fabricated Units and newly Constructed Bases will not deploy or activate unless there are sufficient Reserve personnel available to staff them.
Military Unit - a mobile Game Unit designed for military combat or logistics as opposed to stationary Facility or Settlement Units. Minister - one of a Player's several AI assistants that can help the Player to manage their Government and to administrate their Region. Accepts only two MPs, otherwise the MoS does nothing. Missile - a special long-range flying combat unit launched from a platform such as a launcher, aircraft or ship.
Can be a bomb, rocket or missile. If given pre-Launch Authority a missile will select its own target and launch independently from its platform.
Unlike other combat Units, Missiles are stored in a general inventory that is accessable from any Supplied Hex in a Player's Region or from supplied Allied territory. See Launch Authority. Implemented via your Operations Department where you fabricate and launch the required defense satellites.
Although AI regions possess satellite launch facilities, the do not deploy satellites or a Missile Defense system. Therefore Missile Defense is best deployed against other human players in Multiplayer Games. Movement - the relocation of mobile Units from one Map Hex to the next.
Movement Cost - a speed adjustment applied to a Unit's Movement according to the Terrain Type of the Hex that the Unit is attempting to move cross. Movement Type - a classification that determines a Unit's movement capabilities across different Map Hex Terrain. Multiplayer - an Game mode in which multiple Players can participate online. In this mode a Player is allowed to select their Region even if the selected save-game is already in progress.
Natural Resource - an exploitable source of natually-occuring material in a Hex that can be processed by a Factory into a commercial Product, such as oil or timber. Nuclear Weapons Nukes - These weapons of mass distruction are available to Research, Fabricate, deploy and launch.
Syn View Profile View Posts. I've been playing this all morning. Votality even on normal playing is good. China is waging wars, Russia causing some trouble. And this is just medium. The bug with your allies hating you has also went away. Last edited by Syn ; 31 Dec, am. Noticed some new panzer 4 variants, and some of the build times rebalanced.
Can't build a paratrooper unit in 8 days anymore. Is there somewhere I can see the full change log? The WW2 campaign is still missing historical accuracy wars happening 2. Overall it's pretty perfect and the settings make sense now Originally posted by DirtyClaw :. Originally posted by RegisteredTextOffender :. Per page: 15 30
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