I think spupply lines are abad idea. They would make woaring which can already get bogged down and slow at times even worse.
what is "woaring"?
I can't really argue with those points. You make a good case.
I probably just spend way too much time reading military history.
thank you for posting, i think lines of communication is a great idea indeed and someday will have such a mod !!!
Let me to introduce some of my ideas on this subject:
1. Supply routes
road is not necessary, there is only a free passage needed between a stack and any of your or vassal's city. its simply a pathfinding algorhytm tat's already implemented in civ. length of that path (computed as for units, /3 for roads, x2 for hills etc) must affect a maintenance cost per unit. if there is no free passage to your stack, it loses strength, heals slower etc. so if a straight path is blocked, there are used some roundabout routes, and there is no available passages, your invade forces start suffer.
2. ZOCs
territory that is under enemy ZOC couts as impassible, simply like mountains in pathfinging algorhytm. i think it was a great idea about implementing zones of control (ZOCs) as a measure to realize lines of communication (LOC). They can be realized on same principle like a culture zones. Each unit type has a value of his ZOC potention and whole of units (your and enemy's) form a picture of passable and impassable territory for your suppliers.
3. LOC blocking
Say you have an enemy fort passed behind your SOD. Units that sitting in it creates some impassible area, that makes your supply more costly due to roundabout way is needed, or even blocks it. What you can do is to get some of your units near this fort, that will 'press' enemy's ZOC just like cities reduces each other's culture zones. More units youll have there, more you'll reduce enemy ZOC. Rival units can sally from their forts to block more territory, but if there is say 1 enemy muskeeter, and you have 5 of cuirassiers close by, his ZOC will be 1 tile (where it stays). LOCs considered blocked after 1 turn since all routes get impassible. Blocked territory may be not totally impassible but to have a more movement cost (depending on how many ZOC points are put on the certain plot), therefore raising a price of supply.
4. Army supplement slider
Due to LOCs blocking, supply costs can rise dramatically (to the infinity, if we use rise movement costs in blocked territory conception), i think there must be army supply slider implemented. You allocates say 10% of your income on the military needs, and it distributes among your units. Firstly, city garrisons are supplied, then more and more remote (and thus more expensive) units. So if your stack of 10 riflemen on the other side of the globe get blocked, it will not eat all of your treasury in one turn.
5. Self-supply
historically ancient (and especially medieval) armies were not so big and therefore needed no LOCs. ie Hannibal roamed apennine peninsula for years, surrounded by enemies. So a stack can be fully or partially supplied from the plot where it stands. Each tile has it's own supply limit, depending on terrain type, features (forest, road, oasis), resources and improvements.
6.
Graphically LOCs can be represented as a small caravans processions going to and from your stacks. Bigger the stack - more density of figures supply line has.
7. features.
there can be various fun promos, spy missions, units like a partizans etc. realized with ZOCs.
the end.
thanks for attention
p.s.
also there could be a land transport and sea transport values that can be produced as a gold, culture etc (by taxing, city production, from buildings etc). more transport points you have, more units you
can supply. transport points are divided in land and sea TP, so for example you cant immediately switch to the land supply if sea LOC is blocked and you have not enough land TP.
Civilization is transportation! (Henry Ford)
