Logistics and supply lines

migkillertwo

Prince
Joined
Mar 14, 2010
Messages
404
Logistics and supply lines have never featured in any civ game prior, and I think this is a badly overlooked game mechanic.

One game I feel handles logistics very well is the Wargame series (an RTS based on a hypothetical Cold-War-gone-hot). If you haven't played, wargame gives every unit an ammo and health meter, and mechanized units (tanks, APCs, trucks, etc.) have a fuel meter. As a unit moves, it burns up gas. As it fights, it burns up ammo. Wargame requires players to actually manage individual supply units (ships, trucks, and helicopters) and bring them to the fighting forces as the battle rages on.

The most important implication of logistics in Wargame is thus: for individual engagements, logistics management usually makes no difference. If I command a section of tanks and spot an enemy tank platoon, I will decide to attack (or not attack) no matter whether I or the enemy has logistics support. Wargame avoids turning logistics into a micromanagement nightmare.

However in the "grand scheme," logistics can be vitally important. If for instance I intend to attack an enemy that is clear across the map, I will need to bring supply trucks because most vehicles will only have enough fuel for a one-way trip to the objective; If my attack succeeds, I won't be able to maneuver to defend against the counter-attack. Likewise, if I attack but am repelled, I will not have enough fuel to retreat and re-arm. Or, in another common scenario, if I send infantry to hold an objective (usually a town), whether they can actually fend off attackers will be affected by logistics management. If the infantry does not have supplies, they will eventually run out of ammo and thus be unable to destroy approaching vehicles.

So in any individual attack, logistics make little difference. However, if there are repeated attacks, logistics can determine whether the defending unit actually holds territory.

So here's a rough-sketch proposal for logistics in Civ VI: Starting in the industrial era, units that are on or near a road that has an unbroken path to a friendly city will have certain bonuses. First: A supplied unit will have a tiny but non-negligible improvement to raw combat strength. Second, a supplied unit will heal faster between turns of combat while an unsupplied unit will not heal. Finally, a supplied unit will have movement bonuses. An infantry unit will be able to move, say, one extra tile per turn while a mechanized unit will be able to move, say, two or three extra tiles per turn.

Comments?
 
It would add to combat micromanagement, which is already testing the limits of many players (I'm a 'peacemonger' almost ourely because of it). If they brought back stacked combat, then I'd welcome this mechanic. I suspect they won't ever go back to stacks though, as most players prefer the tactical combat and the easy dominance over the AI in warfare which it enables.
 
It would add to combat micromanagement, which is already testing the limits of many players (I'm a 'peacemonger' almost ourely because of it). If they brought back stacked combat, then I'd welcome this mechanic. I suspect they won't ever go back to stacks though, as most players prefer the tactical combat and the easy dominance over the AI in warfare which it enables.

Aren't they bringing "corps" into the game which function as stacked units?

But anyway, I'm just as weary of micromanagement as well since Civ really easily devolves into a nightmare once you get past the industrial era. But I still can't help but feel like this is a pretty modest proposal. If you could defeat an enemy simply by cutting its supplies then yeah it would be pretty nightmarish, but we're talking about bonuses that only affect gameplay in long, multi-turn engagements.
 
This would not be feasible in Civ 6. While I applaud your view of how vital supply lines are, they are undoubtedly meant for much larger and realistic games such as HOI4. I say this only because Civ prefers to mix realism with a hint of shall we call it non-realism. At the level you are playing in Civ you have a god view and must operate not only the government but military and settling scene. Which in Wargame you are not concerned about settling. I too have played it and it was a good series. But RTS and TBS are seldom interchangeable.

In addition to the multiple hats you wear in Civ compared to Wargame where you only wear one, you must also managed the research of new tech and city supply as well. Even more cumbersome, you must handle the political field, espionage field, religious field, and trade/economics field to top it off. Sadly Civ is in no way geared to take on the added challenge of adding supply lines. This real element is incompatible especially due to the fact that even a swordsman can take a swing at aircraft.

If Civ chose at some later iteration to go full realism along the lines of HOI4, then maybe this mechanic would fit nicely. Until then I support you modding it in so the community can try it out. Civ 6 is supposed to be super mod friendly... we shall see about this but if it indeed is, I'll be first inline to test out your idea. I'm big on a realistic look and real world mechanics to a point... (ie, I see no place for global warming mechanics in a game like Civ but hey that is just me.)

But since Civ has said they wont focus on hyper realism I figure that is where the mods will come in.
 
Aren't they bringing "corps" into the game which function as stacked units?

But anyway, I'm just as weary of micromanagement as well since Civ really easily devolves into a nightmare once you get past the industrial era. But I still can't help but feel like this is a pretty modest proposal. If you could defeat an enemy simply by cutting its supplies then yeah it would be pretty nightmarish, but we're talking about bonuses that only affect gameplay in long, multi-turn engagements.

They are copying a function from Civ Rev and renaming it to suit their needs for PR... You are just combining 3 of a kind or a mix of different types to increase the attack power of the unit. Try Civ Rev and you will see. (Civ Rev Xbox 360 not any mobile version.)
 
Logistics and Supply lines Are in Civ5, units are "in supply" when they are in friendly territory,

Not even remotely in the realm of what this guy is talking about if you read his post.
 
Civilization tends to be light on heavy-duty wargame features like supply and unit morale. I think having to forage for armies and the like could be an interesting element, but I don't think that most of the playerbase would enjoy that extra level of micromanagement.

I shudder to think of the AI trying to protect its supply lines.
 
They are copying a function from Civ Rev and renaming it to suit their needs for PR... You are just combining 3 of a kind or a mix of different types to increase the attack power of the unit. Try Civ Rev and you will see. (Civ Rev Xbox 360 not any mobile version.)

That's...underwhelming
 
It would be an interesting point/mechanic of civ6.

But unfortunately this won't be in. I guess most of the game is already finished.
 
Back
Top Bottom