miech wrote:
Thanks, I was aware of it though. I wonder whether revolts รกlso have a (hidden) X factor.Perhaps a bit of info back (tit for tat) - did you know that revolts rarely (if ever) happen if the province is enclosed by your other lands? Morale plays no factor at all. The only instances I have seen it happen, is with countries with serious resource shortages (usually abandoned AI countries hurting in grain)
OK, you brought me in on an earlier post and I'll get to that in a moment. But first, I have seen many times a fully enclosed province rebel back to the former owner or, to a third party whose center of gravity (morale-speaking) is stronger relative to my own. Just as gravity increases or decreases in strength proportionally to the distance from the center of two objects by a factor of four, so too does the rebellion influence seem to focus "new" ownership to the closest center of morale.
A vast empire with great morale can have terrible morale at it's far flung edges while a little NPC nation nearby has average morale, yet because it's "pull" on the province in question is stronger, it should have a greater draw of a rebel province to itself. This is like when the gravitational pull of the moon is stronger than that of the earth if you are very close to the moon.
Unfortunately, though this makes sense, I've not fully vetted the idea and I'd have to deliberately allow provinces to go into rebellion multiple times just to test the theory. Unfortunately, the chance that a rebellion even occurring is a separate factor and so testing this theory is fairly difficult.
Oddly, this theory seemed even more true when playing on a non-wrapping (east/west) map where a low morale province would rebel to a nation on the opposite edge of the map when there are other candidate nations much closer. I think this is because the other map edge was wrapping it's center of gravity morale-pull to my edge. Supposedly, the dev team may have fixed this issue by cutting off the wrapping effect, but even if they did, the theory is still fairly sound and deserves more testing to confirm.
Or....@Freezy could simply confirm or deny it right here.
Anyway, the surrounding/enclosing factor seems less relevant if not irrelevant except that the draw of morale might be affected by that....assuming that my theory is true.
~0~
Now, back to the other issue. The simple fact of the matter, concerning damage variance, is that the X factor is a random fractional number from 0 to 1 and it only counts as a multiplier against the damage dealt. If the damage calculated is supposed to be a "9", but the X factor for that round of combat comes to 0.4, then the damage dealt will be at most 9 x 0.4 = 3.6 actual damage. Then, of course, that damage is reduced by fortress values and divvied up proportionally among the recipients.
Because that X factor can be "0", the actual damage done can also be "0" (i.e., 0.0 x 9.0 = 0.0) so the unit simply "missed". And, it's possible that the damage dealt is too small to matter, so it makes it seem like a unit is having no effect when it's just that its effect is too small to calculate (i.e., perhaps the X factor is "0.00444" so 0.00444 x 9.0 = 0.04 which is rounded down to 0.0).
Because the X factor is a multiplier from 0 to 1, it can't increase the damage done beyond the maximum possible damage. However, it usually lowers the maximum possible damage unless the X factor equals "1.0".

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3