BareJag
Chieftain
Range limitations for units outside friendly territorry.
This would be made this way;
Every unit have an own maximum amount of "supply" avalible, 40 for example. Every turn, they'll consume one general supplypoint. So after three turns, there's only 37 left, if the unit not move. An aditional point would be required each turn if the unit moves. no matter how much. When entering friendly or open border-territory, the supplyamount will be filled at once. The player doesen't need to fill it himself, as this is made automaticly. If the unit runs out of supply, it will get hurt, and loose health, every turn whitout supply. The amount would be maby -10%/turn. Here something have to be done preventing this effect to be neutralized if there's serveal units whit healing abillity. This would drasticly decrease the opperational area outside friendly territorry, and give much more realism to the game. A maximum supply of 40 would mean an practical movingrange of 10(turns) if the unit need to get back home the same way as it came. 20 supplypoints for moving, and 20 general supplypoints. The general supplypoints consumed every turn would prevent units to hold important enemy possitions for longer times than it in the reality would be possible whitout changing the troops, or filling the supply. If the units not regulary returns home for resupply, it will soon find itself in trouble. This solves the allready discussed problem of "supplylines and surrounding troops". But a stationary unit will still only consume half the amount of supply compared to units on the move, and therfore keep some more realism.
The maximum amount would generaly depend on the unit types and movement points.
High-supply units Recon units, late submarines, spies, merchants, missionaries and settlers would all have a large amount of supplypoints, allowing them to opperate in enemy land for long periods. These would allso have the possibillity to support other units on far away opperations.
As these have the avalibility to be promoted whit supply-promotions, these should have qite low maximum supply before they're promoted.
Example;
Caravels would have a maximum supply-point of 60 Whit an movement point of tree, it would be able to move a maximum of 15 turns (45 squares whitout promos) into neutral or unfriendly land, and then return to the same place again, or crossing a 90 square wide unfriendly or neutral area.
Example;
Explorers would be limited to 40 supply-points. Whit an movement point of two, it would be able to make an 30 square move and return, or a 60 square crossing.
Low-supply units Siegeunits, tanks, great people, workers and workboats would have low maximum supply, allowing them only to work close to the own lines, and when needed whit support from high-supply-units.
Example;
Catapults would be limited to 40 supply-points. Whit an movement point of one, it would be able to make an 10 square-assult on its own and return.
Example;
Tanks would be limited to 30 supply-points. Whit an movement point of two, it would be able to make an 15 square-assult on its own and return.
Normal-supply units Including most types of infantry, cavallery, helicopters, non-recon and non-nuclear ships, and all types of troopcarriers, both land and sea, would have an "normal" maximum supplypoint, allowing them to go deep into enemy territory, but not for long.
Example;
Axemen would have 60 supply-points. Whit an movement point of one, it would be able to make an 15 square-assult on its own and return.
Example;
Transports would have 16 supply-points. Whit an movement point of five, it would be able to make an 20 square- (four turn-) assult on its own and return, or a 40 sqaure (eight turn) crossing.
Airplanes do not need this system, as they're allready bound to friendly land.
High-supply-units (see above) would be allowed supply-promotions, giving them better supply level, and the avalibility to support others.
All these promotions would require any of these promotions;
Combat I
Woodsman I
Guerilla I
These promotions would be like this;
Supply I +10% maximum supply
Supply II +30% maximum supply
Supply III +60% maximum supply
This would require Supply I
Supply Aid +30% maximum supply in the same tile. At maximum +90%
This promotion should work the same way as the Aid Promotions in Total Realism.
Supply Aid should, if possible be configured, so that the Aid depends on the number of Non-Aid units nearby.
Supply would allways be calculated first when the turn ends, preventing unnesecary losses, as troops can't move simoltanesuysley in Civ4.
If the current supply is larger than the maximum, when an Aid-promoted unit leaves, the exeeding amount will be lost.
If the maximum supply rises, no supply will be added if not in friendly land. This happens when an unit is being promoted, or an Aid-promoted unit is joining.
Supply Aid should not work on other High-supply units. In that case, four wellpromoted units would gain +190% maximum supply, allowing them to go allmost everywhere.
Naval supply strengths may have to be made high enought to alow maps whit large seas, as Total Realism Earth map, to transport units owerseas.
This system would reqire some types of recognostisation units allways following armies in enemy Lands. This is the reality, like it have allways have been.
This would be made this way;
Every unit have an own maximum amount of "supply" avalible, 40 for example. Every turn, they'll consume one general supplypoint. So after three turns, there's only 37 left, if the unit not move. An aditional point would be required each turn if the unit moves. no matter how much. When entering friendly or open border-territory, the supplyamount will be filled at once. The player doesen't need to fill it himself, as this is made automaticly. If the unit runs out of supply, it will get hurt, and loose health, every turn whitout supply. The amount would be maby -10%/turn. Here something have to be done preventing this effect to be neutralized if there's serveal units whit healing abillity. This would drasticly decrease the opperational area outside friendly territorry, and give much more realism to the game. A maximum supply of 40 would mean an practical movingrange of 10(turns) if the unit need to get back home the same way as it came. 20 supplypoints for moving, and 20 general supplypoints. The general supplypoints consumed every turn would prevent units to hold important enemy possitions for longer times than it in the reality would be possible whitout changing the troops, or filling the supply. If the units not regulary returns home for resupply, it will soon find itself in trouble. This solves the allready discussed problem of "supplylines and surrounding troops". But a stationary unit will still only consume half the amount of supply compared to units on the move, and therfore keep some more realism.
The maximum amount would generaly depend on the unit types and movement points.
High-supply units Recon units, late submarines, spies, merchants, missionaries and settlers would all have a large amount of supplypoints, allowing them to opperate in enemy land for long periods. These would allso have the possibillity to support other units on far away opperations.
As these have the avalibility to be promoted whit supply-promotions, these should have qite low maximum supply before they're promoted.
Example;
Caravels would have a maximum supply-point of 60 Whit an movement point of tree, it would be able to move a maximum of 15 turns (45 squares whitout promos) into neutral or unfriendly land, and then return to the same place again, or crossing a 90 square wide unfriendly or neutral area.
Example;
Explorers would be limited to 40 supply-points. Whit an movement point of two, it would be able to make an 30 square move and return, or a 60 square crossing.
Low-supply units Siegeunits, tanks, great people, workers and workboats would have low maximum supply, allowing them only to work close to the own lines, and when needed whit support from high-supply-units.
Example;
Catapults would be limited to 40 supply-points. Whit an movement point of one, it would be able to make an 10 square-assult on its own and return.
Example;
Tanks would be limited to 30 supply-points. Whit an movement point of two, it would be able to make an 15 square-assult on its own and return.
Normal-supply units Including most types of infantry, cavallery, helicopters, non-recon and non-nuclear ships, and all types of troopcarriers, both land and sea, would have an "normal" maximum supplypoint, allowing them to go deep into enemy territory, but not for long.
Example;
Axemen would have 60 supply-points. Whit an movement point of one, it would be able to make an 15 square-assult on its own and return.
Example;
Transports would have 16 supply-points. Whit an movement point of five, it would be able to make an 20 square- (four turn-) assult on its own and return, or a 40 sqaure (eight turn) crossing.
Airplanes do not need this system, as they're allready bound to friendly land.
High-supply-units (see above) would be allowed supply-promotions, giving them better supply level, and the avalibility to support others.
All these promotions would require any of these promotions;
Combat I
Woodsman I
Guerilla I
These promotions would be like this;
Supply I +10% maximum supply
Supply II +30% maximum supply
Supply III +60% maximum supply
This would require Supply I
Supply Aid +30% maximum supply in the same tile. At maximum +90%
This promotion should work the same way as the Aid Promotions in Total Realism.
Supply Aid should, if possible be configured, so that the Aid depends on the number of Non-Aid units nearby.
Supply would allways be calculated first when the turn ends, preventing unnesecary losses, as troops can't move simoltanesuysley in Civ4.
If the current supply is larger than the maximum, when an Aid-promoted unit leaves, the exeeding amount will be lost.
If the maximum supply rises, no supply will be added if not in friendly land. This happens when an unit is being promoted, or an Aid-promoted unit is joining.
Supply Aid should not work on other High-supply units. In that case, four wellpromoted units would gain +190% maximum supply, allowing them to go allmost everywhere.
Naval supply strengths may have to be made high enought to alow maps whit large seas, as Total Realism Earth map, to transport units owerseas.
This system would reqire some types of recognostisation units allways following armies in enemy Lands. This is the reality, like it have allways have been.