In order to keep this reasonably simple, I make the a few general assumptions and gloss over related but not-specific items.
There are a series of items/products which are supply goods. Supply goods need to be provided to a unit periodically (their upkeep cost). These items are:
Supply Usage
Supplies are checked to see if they can be 'topped up' each turn. This means while in a supply radius your supplies would be constantly 100% (used and then refilled in the same turn). The supply usage rate is different depending on the type of supply:
How does Supply work? - The Supply Zone
Not all units will have all supply needs. e.g. nuclear subs will need ammunition (though not for a long while), but not need anything else.
If its not one of the above then the unit must be within a supply zoneto be re-supplied. At first this will be only 2 tiles from a friendly border (as above) or a road connected to a friendly city (as above). So in basic terms an incursion into enemy territory will require an intact road/rail network (which was the main benefit for roads anyway). A visual toggle would show supply zone.
Alternatively, a "supply wagon" unit (radius 2 tiles) can be moved into position and provide a normal road-like, but movable supply radius. If the supply wagon is attacked, then it is destroyed and the supplies are taken by the attacker. Supply can also moved down a river (supply barges, radius 3 tiles) or across an ocean (supply ships/subs, radius 5 tiles).
You can also build a tile improvement of a supply base (fortification + storage). A supply base will automatically use its stores to supply units in the event of the supply network breaking. This will only supply units to the extent of the supply bases’ stores (not indefinitely). It will need to be defended because it represents a nice little booty for the enemy.
Supply drops can be made by aircraft to re-supply units not connected to a supply network. A supply drop supplies all needed supplies for the units on the tile (regardless of quantity of need). Supply drops can also be made to cities under seige.
Resources are taken from the land wherever possible. Units with a freshwater river or lake on the tile, can refill their water needs from that. Food is extracted from the tile (which causes desolation if it’s a large army). A conquered city is plundered for any needed resources.
Technological advances will extend supply radius, and reduce supply quantities required.
Supply Issues
Corruption is also a factor in the required supply goods, if you have a high corruption then your units will have higher supply costs (as the middle-men take "cuts").
Some actions may be restricted due to lack of supply. E.g. “lay dense minefield” will not happen if the unit has no ammunition. Units without ammunition will attempt to retreat from a battle; or if ordered to stay and fight, most will AWOL. Units without food/water and down to 0% supply will break a siege automatically. Units without food
Supply Distribution
(If there is a mercenary component, then they would need to be paid upkeep on a per-turn basis. If cut off from the supply of any required upkeep [including gold], they abandon immediately).
Questions
When you start the game you choose which terrain type you want to start in. When travelling through your natural terrain you incur -30% general supply requirements; representing your natural affinity with the area.
Should food/general supplies/petrol be dependent on the type of terrain a unit is going through? I am leaning towards no. This makes it more realistic/challenging to conquer harsh terrain; but it also makes planning/strategy hard because usage is not at a constant rate. i.e. should travelling through desert require more water?
What do you think? Please provide any/all comments.
- I have thought about it a lot, so will post more later on topics such as corruption, morale, skills etc etc.
- The main one is assume a national-level resource pool.
- It is also assumed in this that every time you try and get supplies out of the resource, they are there.
- The values are only guesstimates and would need to be tested.
- There would be a game toggle which turns off the need for supply
There are a series of items/products which are supply goods. Supply goods need to be provided to a unit periodically (their upkeep cost). These items are:
- food
- water
- fuel (each type has its own item-petrol,gas etc)
- general supplies
- medical supplies
- ammunition
Supply Usage
Supplies are checked to see if they can be 'topped up' each turn. This means while in a supply radius your supplies would be constantly 100% (used and then refilled in the same turn). The supply usage rate is different depending on the type of supply:
- Food and water - used at a rate of 50% per turn. (The unit will take 2 turns without supply before running out of food).
- General supplies - some used every turn.
- Fuel could be (approx.) 25% usage per turn, so it can go for 4 turns before it runs out. A unit without fuel can no longer move; planes will not be able to fly missions.
- Ammunition is mainly expended during battles and some actions (e.g. “lay dense minefield”
. (At this stage I am thinking ammunition supply is only for artillery-level technology, not individual troops).
- Medical supplies are only expended to heal the injured, or to perform humanitarian actions (in settlements).
How does Supply work? - The Supply Zone
- Any unit in own or allied territory automatically supplied.
- Any unit in territory with open borders automatically supplied.
- Any unit in friendly/neutral territory with supply agreement supplied (the supply costs come FROM the other territory, with additional hefty gold cost)
- Any unit with 50 or less people is automatically supplied with food, water and general supplies. (This effectively means that early stone age units and scouts will be free of supply limitations).
Not all units will have all supply needs. e.g. nuclear subs will need ammunition (though not for a long while), but not need anything else.
If its not one of the above then the unit must be within a supply zoneto be re-supplied. At first this will be only 2 tiles from a friendly border (as above) or a road connected to a friendly city (as above). So in basic terms an incursion into enemy territory will require an intact road/rail network (which was the main benefit for roads anyway). A visual toggle would show supply zone.
Alternatively, a "supply wagon" unit (radius 2 tiles) can be moved into position and provide a normal road-like, but movable supply radius. If the supply wagon is attacked, then it is destroyed and the supplies are taken by the attacker. Supply can also moved down a river (supply barges, radius 3 tiles) or across an ocean (supply ships/subs, radius 5 tiles).
You can also build a tile improvement of a supply base (fortification + storage). A supply base will automatically use its stores to supply units in the event of the supply network breaking. This will only supply units to the extent of the supply bases’ stores (not indefinitely). It will need to be defended because it represents a nice little booty for the enemy.
Supply drops can be made by aircraft to re-supply units not connected to a supply network. A supply drop supplies all needed supplies for the units on the tile (regardless of quantity of need). Supply drops can also be made to cities under seige.
Resources are taken from the land wherever possible. Units with a freshwater river or lake on the tile, can refill their water needs from that. Food is extracted from the tile (which causes desolation if it’s a large army). A conquered city is plundered for any needed resources.
Technological advances will extend supply radius, and reduce supply quantities required.
Supply Issues
Corruption is also a factor in the required supply goods, if you have a high corruption then your units will have higher supply costs (as the middle-men take "cuts").
Some actions may be restricted due to lack of supply. E.g. “lay dense minefield” will not happen if the unit has no ammunition. Units without ammunition will attempt to retreat from a battle; or if ordered to stay and fight, most will AWOL. Units without food/water and down to 0% supply will break a siege automatically. Units without food
Supply Distribution
- if civic RATIONING is turned on, food will go to units before cities. (Except for cities who revolt, they will consume ALL of their own food, regardless of population/production sizes).
- if MILITARY-ENTERTAINMENT is turned on, then -5 entertainers will also be considered a supply item.
- It is possible that some individuals within a unit will be provided food and some will not. Units without food/water will be allocated as 'injured'
(If there is a mercenary component, then they would need to be paid upkeep on a per-turn basis. If cut off from the supply of any required upkeep [including gold], they abandon immediately).
Questions
When you start the game you choose which terrain type you want to start in. When travelling through your natural terrain you incur -30% general supply requirements; representing your natural affinity with the area.
Should food/general supplies/petrol be dependent on the type of terrain a unit is going through? I am leaning towards no. This makes it more realistic/challenging to conquer harsh terrain; but it also makes planning/strategy hard because usage is not at a constant rate. i.e. should travelling through desert require more water?
What do you think? Please provide any/all comments.