Jorgen_CAB
Warlord
Ok, my take on this issue
there are the realistic side and there are game mechanics. They dont necessarily work to good together since the timeframe in the game is abstracted contrary to war in the game and in the real world.
In the ancient and up until late medieval times armies mostly relied with foraging the region they were located in. So many armies had to be scattered in several places before entering battle, in real life an army would be scattered in at least several squares trying to scavenge for food. 99% of the time the army would spend with no combat, 75% would be finding supplies and resting the other for marching and combat.
An army would almost never stay in formation for much longer than a few years, if even that. Some empires had even the luxury of advanced logistics and could sustain an army even in regions where the army could not sustain themselves but not for long.
So the main focus for supplies in ancient and medieval times would be food and water, the amount of wood, metal and support personnel was not that important as it is in more modern armies.
A small army could more or less operate any ware as long as there is food to feed them.
By the time gunpowder is developed the operational strategy of warfare is changed drastically. Static defenses will become much less powerful, and cities will not be so easy to defend anymore, cities are larger and can not effectively be defended with walls. Powerful artillery will easily obliterate any static defenses given a relatively short amount of time, with small losses to the attacking force. Though, the static defenses are still pretty invulnerable to standard infantry attacks.
This change in organization did make a difference in how a war was fought.
As time went on, powerful weapons made the concentration of force even more dangerous, and the speed mobility of forces was greater, though supping them became more and more important when food was not the primary source for supplies.
Incorporating all this in a single game is really hard, as time goes by supply and organization changes a lot, not so much in the first half of the game, but at the end there is a very big difference.
In ancient times there could be a stack limitation based on food scavenged from all tiles around the army(stack), also some technologies would make you able to supply them for a turn or to outside this scope. This would simulate that the stack is dispersed in the local area finding food most if the time, and uniting when there is a battle to be fought.
More advanced units must work differently since they require different support. Units such as canons, artillery, mechanized, amour, air etc should only be able to operate at a certain distance from a supply source, such as a city, colony, airfield or fortress. With technology they might be able to operate a turn or two without support.
Though you should be able to put as many units in one place as you wish, though it should take time, a square should be limited how many units that could pass it in a turn instead. And modern units should do some collateral damage to units in the same place since modern weaponry is so much more powerful.
The exact way to portray this in an easy way is hard, but sometimes it is better to make it simle for the sake of playability, but it should feel somewhat realistic.
In the ancient and up until late medieval times armies mostly relied with foraging the region they were located in. So many armies had to be scattered in several places before entering battle, in real life an army would be scattered in at least several squares trying to scavenge for food. 99% of the time the army would spend with no combat, 75% would be finding supplies and resting the other for marching and combat.
An army would almost never stay in formation for much longer than a few years, if even that. Some empires had even the luxury of advanced logistics and could sustain an army even in regions where the army could not sustain themselves but not for long.
So the main focus for supplies in ancient and medieval times would be food and water, the amount of wood, metal and support personnel was not that important as it is in more modern armies.
A small army could more or less operate any ware as long as there is food to feed them.
By the time gunpowder is developed the operational strategy of warfare is changed drastically. Static defenses will become much less powerful, and cities will not be so easy to defend anymore, cities are larger and can not effectively be defended with walls. Powerful artillery will easily obliterate any static defenses given a relatively short amount of time, with small losses to the attacking force. Though, the static defenses are still pretty invulnerable to standard infantry attacks.
This change in organization did make a difference in how a war was fought.
As time went on, powerful weapons made the concentration of force even more dangerous, and the speed mobility of forces was greater, though supping them became more and more important when food was not the primary source for supplies.
Incorporating all this in a single game is really hard, as time goes by supply and organization changes a lot, not so much in the first half of the game, but at the end there is a very big difference.
In ancient times there could be a stack limitation based on food scavenged from all tiles around the army(stack), also some technologies would make you able to supply them for a turn or to outside this scope. This would simulate that the stack is dispersed in the local area finding food most if the time, and uniting when there is a battle to be fought.
More advanced units must work differently since they require different support. Units such as canons, artillery, mechanized, amour, air etc should only be able to operate at a certain distance from a supply source, such as a city, colony, airfield or fortress. With technology they might be able to operate a turn or two without support.
Though you should be able to put as many units in one place as you wish, though it should take time, a square should be limited how many units that could pass it in a turn instead. And modern units should do some collateral damage to units in the same place since modern weaponry is so much more powerful.
The exact way to portray this in an easy way is hard, but sometimes it is better to make it simle for the sake of playability, but it should feel somewhat realistic.