Paradox games, at least Europa Universalis IV, do this with tooltips if you're moving a unit, e.g. as you hover over a province it will show "Unit weight with Army of Anatolia: 30.2. Supply limit: 32". Although, as I recall they've had to moderate the effects as the AI can be ignorant of the effects of attrition due to low supply.
"Close enough for jazz and government work."

"Supply" is one of several reasons why I believe that a Unit's distance from a friendly City should be curtailed. The other is, "C3" - "Command, Control, and Communications." Should a Unit be allowed to move farther away from its ability to send information & receive commands? Another possibility probably should be distance from the Palace. Consider:
- Not only did Alexander the Great conquer Persia city-by-city, he was, the "Palace."
- At the time of the American Revolution, the time required to move, by ship, between Boston and London was 4 weeks. So: if something happened in the colonial capital Albany, news might take 1 week to reach Boston; then 4 weeks to London; add another week for King George to make a decision; then return. 11 weeks. Also, I can't imagine that most students of that war haven't noticed the dearth of both cavalry and artillery, compared to the rest of the British Army.
- Set a scenario variable limiting how far (separately) Ships and Land Units can move "away." (Aside: during the Mediterranean age of biremes, the ships were always beached every night, for quite a few reasons.)
- These distances should be improvable by Techs, with Radio probably being the most dramatic example.
- At some point, a Tech should also allow a Civ to build Depots, which could act as "surrogate cities."
- Certain Techs should also allow certain types of ships and Land Units - Conquistadors - to move beyond whatever bounds are in place, and to be able to found "true" Colonies - Towns limited to Size=1, until whatever other, requisite conditions are in play.
There is a lot of room for expansion with barbarians. I like the nomadic ideas; indeed one of the challenges is how do you make nomads interesting in a game about settled societies?
I have always been astonished - from college (

I once "toyed" with a 1 city only Eurasian Steppe "Barbarian" city, which only allowed foot soldiers to be built, and with Chariots being auto-produced. I never got nearly as far with it as to even begin to fine-tune it (although some might recall that I requested - and I am embarrassed to have forgotten who made it for me - a, "Pyramid Of Skulls" Improvement for the Mongol "Civ," with the, "Forced Resettlement" Flag checked

Last edited: