sabir_ogrande
Chieftain
- Joined
- Jan 2, 2026
- Messages
- 3
Summary
Introduce a logistics system that models supply, attrition, and operational reach for military units through visible supply bars. This system rewards territorial control, infrastructure, and planning, while limiting deep, unsupported offensives. It is designed to be transparent, scalable, and AI-manageable.
This proposal adds logistics as a visible, player-facing mechanic, without altering core systems such as 1UPT, promotions, or combat resolution.
When a bar is depleted (0):
Values apply per relevant bar.
Introduce a logistics system that models supply, attrition, and operational reach for military units through visible supply bars. This system rewards territorial control, infrastructure, and planning, while limiting deep, unsupported offensives. It is designed to be transparent, scalable, and AI-manageable.
Background / Current State
In Vox Populi, military units operate indefinitely without regard to supply lines, fuel, or ammunition. Distance from cities and infrastructure has little mechanical impact beyond healing and reinforcement speed. This allows armies to function unrealistically deep in enemy territory without meaningful logistical preparation.This proposal adds logistics as a visible, player-facing mechanic, without altering core systems such as 1UPT, promotions, or combat resolution.
Proposed Change
1. Supply Bars on Units
All non-exempt military units gain one or more supply bars, shown above the unit (similar to HP):- Ammunition – Ranged units
- Fuel – Internal combustion units (land, naval, air as applicable)
- Provisions – All non-ranged land units
2. Effects of Supply Levels
Each supply bar ranges from 0 to 100 and regenerates only under supply conditions.When a bar is depleted (0):
- Ammunition = 0
- Unit cannot perform ranged attacks
- Can still defend and move at reduced speed
- Fuel = 0
- Unit movement reduced to 1 tile per turn
- No attacks allowed (defensive only)
- Provisions = 0
- Unit takes 10 HP attrition per turn
- Movement reduced by 50%
3. Supply Consumption Rates (per turn)
| Unit State | Consumption |
|---|---|
| Idle (no movement, no combat) | −5 |
| Moving | −10 |
| Attacking | −10 |
| Attacking + Moving | −20 |
4. Supply Regeneration & Resupply Zones
Supply regenerates when a unit is within 5 tiles of a valid Resupply Center:- Cities
- Towns
- Forts (with garrison)
- +15 per turn inside resupply range
- +25 per turn if stationed directly in the tile
5. New Civil Unit: Mobile Supply Convoy
Introduce a new civilian unit: Supply Convoy- Can be built in cities
- Creates a temporary supply route between:
- A selected frontline tile
- The nearest valid resupply center
- Units within 3 tiles of the convoy gain:
- +10 supply regeneration per turn
- Convoy can be pillaged or destroyed, similar to trade routes
6. Resource Dependency
Supply regeneration depends on strategic resources:- Provisions → Food surplus from cities
- Fuel → Oil (or Coal before Oil era)
- Ammunition → Iron (Copper counts as Iron where applicable)
- Units stop regenerating the corresponding bar
- Existing supply remains usable
7. Pillaging & Foraging
Units may restore supply by pillaging:- Pillaging a tile restores +20 to depleted bars
8. Environmental Attrition
Units outside resupply range suffer environmental attrition:- −5 HP per turn
- Increases to −10 in Desert, Tundra, Snow
9. Exempt Units
The following units are fully exempt from logistics and attrition:- Scouts
- Recon units
- Expeditionary / Special Forces-type units
Intended Effects
- Encourage frontlines, not infinite deep strikes
- Make infrastructure, forts, and cities militarily relevant beyond defense
- Add counterplay through resource denial and convoy disruption
- Improve immersion without replacing existing combat systems
AI Considerations
- AI already evaluates distance from cities, supply-like mechanics (healing, attrition), and trade routes
- Supply Convoys use existing trade-route logic
- AI avoids attrition tiles today and can reuse that logic
Implementation Requirements
Complex Proposal:- DLL (supply logic, attrition, unit state handling)
- UI (supply bars display, tooltips)
- Database (unit classifications, resource links)
Scope & Balance Notes
- Does not change 1UPT
- Does not add new victory conditions
- Does not require new map scripts
- All values are explicit and adjustable
. At the same time, the idea itself is very important and necessary, adding realism and depth to the combat.