So since I posted a thread a couple of weeks ago about my gripes with late-game combat and then reading Axatin's congress proposal, I've been thinking about the supply system a bit more. I have some of my own ideas but would also like to hear what others are thinking as well. I didn't make a congress proposal because I don't think my ideas are fully fleshed out yet, and I want to see how Axatin's proposal affects gameplay if it is passed, because I think there's a good chance it accomplishes a lot of what I personally want to change.
My biggest idea, and the one that I think might be the most controversial, is that I think a Military Supply Cap, which only penalizes a player that goes above it and scales with both city number and population, is not a very good system. I see two main problems with relying mainly on a Military Supply Cap system: 1) penalties incurred for army size are not linear and there are few economic incentives for keeping a small army. This makes player decision-making regarding their military pretty one-dimensional, as large standing armies are almost always better, but players incur huge penalties for exceeding their supply cap; 2) total city has a much larger impact on one's ability to maintain a large army than total economic strength/output, which both makes little intuitive sense and unduly punishes tall players. Currently on VP, wide and "thick" playstyles are essentially required because tall civs get bodied militarily by tall civs essentially every time. Thus, even if we changed the supply cap system and unit strength/cost scaling to make late game armies smaller and more manageable, we would still be relying on an undynamic, over-complicated system that makes combat and the game as a whole less interesting.
1. While units still have gold maintenance, and thus players incur penalties even before supply cap is reached, for most of the game the difference in maintenance costs, both on a per-unit and whole-army basis, between being at 50% of your supply cap and 90% of your supply cap is pretty small and generally has little bearing on the size of your army. Sure, there are periods of the game, such as most of Industrial, where you feel a lot of pressure from unit maintenance, but compared to building maintenance and even tile maintenance it is still quite small. Sure, keeping a small standing army does allow you to build more buildings and thus increase your city yields, but for one I think that after around mid-medieval training units becomes much less of a burden than it is in Ancient and Classical, and for two I think that we as players tend to overestimate the strength of a lot of buildings and underestimate the strength of a large standing army, especially for later game buildings with high maintenance costs.
2. Wide empires have a massive leg-up in terms of supply, even when the gap between a wide empire and tall empire in terms of production and gold income is comparatively much smaller. Different yields scale differently with regard to empire size: gold doesn't scale very linearly with city number because trade route number is pretty flat and taller cities can work more gold-heavy tiles; production and excess food don't scale very linearly with city number as smaller empires have less unhappiness and can grow larger cities that have better tiles; yet unit supply scales essentially linearly with both city number and total empire population, which combine together to create non-linear supply cap growth. Say you have two empires in Industrial, both with 100 total population, but one has 5 cities and the other has 10. The empire with 10 cities is going to have a higher military unit supply cap, sometimes greatly so, like 90% of the time. Only if the tall empire picked up Terracotta, Brandenburg, Himeji, and/or Great Wall do they have any shot at being able to support a larger army, even though the taller empire could have higher empire-wide yields of every kind and thus support greater unit production and maintenance. If that overextended wide empire attacks the tall empire, the tall empire might be able to out-produce the wide empire and thus possibly win in a protracted war, but because of production penalties for exceeding their supply cap the tall empire is much less able to actualize their economic superiority. Wide play should have its benefits, of course, but currently it is just too much of a benefit for warring.
So what do I think might be better? I think @axatin is on to something by trying to solve late-game army bloat at least partially by increasing unit gold maintenance costs and not through supply cap changes. Increasing gold maintenance while keeping unit supply unchanged does shift balance more in favor of taller empires, as as mentioned previously gold does not scale linearly with city number, unlike unit supply. However, this still doesn't address something that at least I consider a problem: the fact that the most impactful penalties for maintaining a large army are only incurred after your army reaches a particular size, and they are then pretty massive penalties. Here is one alternate method for regulating army size, though it would entail some fairly large changes:
1. Supply Cap is removed.
Edit: Here's how the current supply/maintenance system works, as far as I understand it. If I missed anything or got anything wrong, please let me know:
Currently, supply sets a limit of how many units your empire can support before incurring growth and production penalties, and is provided/modified in a number of ways:
1. flat supply from buildings, policies, and expending Great Generals and Great Admirals
If you exceed your supply cap, every city in your empire receives a -5% food and production penalty for each unit over the cap. This is a pretty serious penalty, as it modifies base food, not excess food, and I believe modifies base production and not modified production. Thus in practice it can actually be more like a 8-10% penalty per unit depending on how many food and production modifiers you have in a city.
Let's say you have 100 supply, but you just created some units and now have 105 units. These 5 extra units only represent a 5% increase in the strength of your army (10% if you want to use Lanchester's Laws), but will incur a 25% percent growth and production penalty on your cities, which is likely more like 30-50% in practice. That is huge!
Maintenance is determined by the following formula:
UNIT_MAINTENANCE_GAME_MULTIPLIER = 7
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR = 6
My biggest idea, and the one that I think might be the most controversial, is that I think a Military Supply Cap, which only penalizes a player that goes above it and scales with both city number and population, is not a very good system. I see two main problems with relying mainly on a Military Supply Cap system: 1) penalties incurred for army size are not linear and there are few economic incentives for keeping a small army. This makes player decision-making regarding their military pretty one-dimensional, as large standing armies are almost always better, but players incur huge penalties for exceeding their supply cap; 2) total city has a much larger impact on one's ability to maintain a large army than total economic strength/output, which both makes little intuitive sense and unduly punishes tall players. Currently on VP, wide and "thick" playstyles are essentially required because tall civs get bodied militarily by tall civs essentially every time. Thus, even if we changed the supply cap system and unit strength/cost scaling to make late game armies smaller and more manageable, we would still be relying on an undynamic, over-complicated system that makes combat and the game as a whole less interesting.
Spoiler Explanation :
1. While units still have gold maintenance, and thus players incur penalties even before supply cap is reached, for most of the game the difference in maintenance costs, both on a per-unit and whole-army basis, between being at 50% of your supply cap and 90% of your supply cap is pretty small and generally has little bearing on the size of your army. Sure, there are periods of the game, such as most of Industrial, where you feel a lot of pressure from unit maintenance, but compared to building maintenance and even tile maintenance it is still quite small. Sure, keeping a small standing army does allow you to build more buildings and thus increase your city yields, but for one I think that after around mid-medieval training units becomes much less of a burden than it is in Ancient and Classical, and for two I think that we as players tend to overestimate the strength of a lot of buildings and underestimate the strength of a large standing army, especially for later game buildings with high maintenance costs.
2. Wide empires have a massive leg-up in terms of supply, even when the gap between a wide empire and tall empire in terms of production and gold income is comparatively much smaller. Different yields scale differently with regard to empire size: gold doesn't scale very linearly with city number because trade route number is pretty flat and taller cities can work more gold-heavy tiles; production and excess food don't scale very linearly with city number as smaller empires have less unhappiness and can grow larger cities that have better tiles; yet unit supply scales essentially linearly with both city number and total empire population, which combine together to create non-linear supply cap growth. Say you have two empires in Industrial, both with 100 total population, but one has 5 cities and the other has 10. The empire with 10 cities is going to have a higher military unit supply cap, sometimes greatly so, like 90% of the time. Only if the tall empire picked up Terracotta, Brandenburg, Himeji, and/or Great Wall do they have any shot at being able to support a larger army, even though the taller empire could have higher empire-wide yields of every kind and thus support greater unit production and maintenance. If that overextended wide empire attacks the tall empire, the tall empire might be able to out-produce the wide empire and thus possibly win in a protracted war, but because of production penalties for exceeding their supply cap the tall empire is much less able to actualize their economic superiority. Wide play should have its benefits, of course, but currently it is just too much of a benefit for warring.
So what do I think might be better? I think @axatin is on to something by trying to solve late-game army bloat at least partially by increasing unit gold maintenance costs and not through supply cap changes. Increasing gold maintenance while keeping unit supply unchanged does shift balance more in favor of taller empires, as as mentioned previously gold does not scale linearly with city number, unlike unit supply. However, this still doesn't address something that at least I consider a problem: the fact that the most impactful penalties for maintaining a large army are only incurred after your army reaches a particular size, and they are then pretty massive penalties. Here is one alternate method for regulating army size, though it would entail some fairly large changes:
1. Supply Cap is removed.
- Military/defensive buildings are compensated in some way, maybe by giving them slight negative maintenance costs modifiers, stronger happiness bonuses, adding production modifiers for units, or providing flat gold yields.
- By relying on yield maintenance costs, supply burdens could be made more proportional to unit cost and strength, allowing us to better balance and differentiate both cheap/weak units and expensive/strong units like Pikemen and Tanks/Planes, respectively.
- This means that armies affect growth not just after an arbitrary size is exceeded, but always, making army maintenance much more dynamic.
- This would mean that there would have to be buffs to food tiles/buildings to compensate for the extra food eaten and maintain amounts of net food. Pillaging food-bearing tiles could also give food yields to your closest city, or instead of giving yields, give the pillaging unit a temporary promotion that removes its supply cost for x number of turns.
- I don't think food maintenance should be as big of a burden as gold maintenance, as large food maintenance costs would likely be too hard on wide play. Maybe a ~2:1 ratio of gold:food maintenance would be good.
- This means that army size also affects city happiness, as city yields are penalized based on army size.
- The amount of gold/food taken from each city would be spread over each city in proportion to that city's output.
- Unhappiness modifiers for gold and possibly also distress would need to be adjusted, the degree to which depending on to what extent extra food and gold yields are added to compensate.
- War Weariness would have to be adjusted to compensate for the lack of supply reductions. I think simply having War Weariness also increase unit supply costs (in addition to existing increases to training/upgrade costs) would likely work well, but fundamentally changing unhappiness from War Weariness could also work, i.e. having War Weariness add a scaling modifier to some/all needs instead of a simple flat amount.
Edit: Here's how the current supply/maintenance system works, as far as I understand it. If I missed anything or got anything wrong, please let me know:
Spoiler Current Supply/Maintenance System :
Currently, supply sets a limit of how many units your empire can support before incurring growth and production penalties, and is provided/modified in a number of ways:
1. flat supply from buildings, policies, and expending Great Generals and Great Admirals
- buildings like the Barracks give +1 supply per city
- actually a penalty that decreases as you research more techs
- buildings like walls give +x% supply from population
- supply from population starts at +0%, and rounds down. This means a city that gets +10% supply from population gives 0 supply if its population is less than 10, and gives 1 it is between 10 and 19, etc.
- early game buildings tend to give more flat supply, later game buildings tend to give more population supply
- like tech level, its actually a penalty that decreases with lower difficulty.
- not exactly sure how it is calculated, but seems to scale linearly with War Weariness, and maxes out at -75% supply
- I'm unsure if Grand Canal also makes some of your units not cost supply or if it just makes them not cost maintenance
If you exceed your supply cap, every city in your empire receives a -5% food and production penalty for each unit over the cap. This is a pretty serious penalty, as it modifies base food, not excess food, and I believe modifies base production and not modified production. Thus in practice it can actually be more like a 8-10% penalty per unit depending on how many food and production modifiers you have in a city.
Let's say you have 100 supply, but you just created some units and now have 105 units. These 5 extra units only represent a 5% increase in the strength of your army (10% if you want to use Lanchester's Laws), but will incur a 25% percent growth and production penalty on your cities, which is likely more like 30-50% in practice. That is huge!
Maintenance is determined by the following formula:
UNIT_MAINTENANCE_GAME_MULTIPLIER = 7
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR = 6
- The multiplier is determined by tech level, while the divisor is determined by army size.
- Thus, per-unit maintenance increases as the game goes on and as your army gets larger. However, the affect of the latter is not super substantial (though Axatin's congress proposal will make it more impactful).
- As far as I know, unit maintenance does not differ amongst units. Thus a Pikeman and a Knight, two units available at the same point in the tech tree but with massively different strengths and costs, not only both cost 1 supply, but also the same amount of gold maintenance, though the Knight does use a strategic resource.
- Maintenance costs are deducted from your gross empire income, and thus do not affect happiness at the city-scale.
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