Supply Lines

yoshi

Emperor
Joined
Oct 2, 2002
Messages
1,179
Supply idea for Civ2

I've been trying to implement a supply idea for a battle-based scen I'm working on; it would be a take on the idea I was playing with in the 'ToT scenario help' thread, but without such a large scope (i.e. strategic resource city bein captured thus cities aren't able to maintain as many mechanized units).

In this case, I wanted something that woul affect individual cities. So, I came up with this:

Unit maintenance

1. As you capture cities, you get new units there (that being their home city)
2. If you lose any of those cities, you will obviously lose mechanized units

3. If you lose your primary city, you will lose shields in all cities

Unit/improvement production

4. Player has almost no gold (thus no rush-buying)
5. Cities have just enough shields to maintain units (not to build things)


Elaborated on 4. and 5. with this:

- Supply Trucks provide a large amount of shields thus you can build units

This would eliminate 1. as why would you build units if you get them for free?
So, What I ended up with was the Supply Trucks being spawned in the main city and having to be taken to the newly captured cities (since only they have shields to maintain them with). But, then I ran into a jam, what's to stop the player from setting the home city of the units in the field to the captured cities, then their previous home city, which is much near er to the main city, is free to maintain new units thus the Supply Trucks don't have to go all the way to the newly captured cities, instead they just go to the cloer cities, build the units there and those units can then travel to the combat zone instead of the slower, weaker, more valuable Supply Trucks doing so. This obviously defeats the idea of supply lines.

I was also thinking of using a system of AI (allied to human player's civ) Supply units:

- AI has cities with only 1 shield to maintain units with
- AI Supply Trucks are periodically spawned there and set to travel to x coordinates
- Each time a new one spawns the previous is disbanded as there is only 1 shield
- If the ST is destroyed, the human player loses...what?

This is where I stopped. What I want is to have Supply Trucks traveling between cities that can be intercepted thus reproducing the effect of supply lines. Any thoughts?
 
This is all very complicated, but if it works it could be very good.
Good luck!
 
Thanks LO.

If no one can think of anything could you just point out any errors in the system thus far because I have this tendancy to pat myself on the back before I'm even sure that some new idea works properly. (I'm quite stupid that way.)
 
K: I've thought of that in the past but I want the AI to use a similar sytstem and I don't want to have AI combat units improving terrain when they should be attacking my units (unless of course those actions can be switched off via hex-editing just as you can prevent AI from building cities by adjusting fertility).

Is that really the traditional method? I didn't know that.

BTW, I forgot how the game disbands Settlers when food runs out. Is it 1 per turn or all at once or what? (Haven't had it happen in a long time. ;) )

The other reason why I prefer shields is that you can alter a cities' shield output by messing with certain improvements (namely the Hoover Dam wonder).

In MP, what I could do is combine the two: foot units only consume food (supplies) and mechanized units consume shields (Oil). Will have think about that one.

p.s. there is no way to make AI units go anywhere
I don't understand what you mean here. Do you mean the MoveUnit action doesn't work? I've experimented with it and have been able to successfully use it. It has a ton of drawbacks like the fact that it is just a 'Go To' order thus can be cleared by contact with an enemy unit or the fact that the AI units will only accept it if they have no other orders which is rare and some other stupidities.

It's funny that you should mention that because I was thinking of a way to get CIv3 AI units to follow a certain route. As everyone knows, Civ3 has no player-scriptable events (grr). Instead, I made all terrain impassable to AI units except for 'Special Terrain' (ST). There is a line of ST squares leading from AI cities to the areas of the map that I want them to go to (i.e. the AI units have no choice but to follow this path to get to you.
Since ToT includes the 'Impassable' terrain flag and the 'override impassable' unit ability, this method can also be used there as well.
 
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