Variable Foraging & Supplies
In BGRIV Enhanced there are new costs to the economy caused by your own armies foraging your own lands. These costs vary with army size. There are optional files in your BGR Enhanced downloads to alter the rates of these costs to your liking or you can just use the defaults by doing nothing. Unlead Armies (no general) typically cause more damage).
All you really need to know here is that smaller armies consume less forage and supplies. Read on for more detail to help with testing.
In all previous versions of BGR, an army entering the field or a new region would forage for a turn whilst the vicinity was unforaged. The following turn the army would then expand their foraging range as nearby forage is consumed.
In home territory there were 3 stages of foraging:
Fresh Foraging
Wide Range Foraging
Scarce Foraging
No foraging, Consume 1/4 Supplies
In foreign territory where the peasants are more resistant to being pillaged there is only two stages to foraging:
Fresh Foraging
No foraging, Consume 1/4 Supplies
When no foraging was reached the army would then have to consume a 1/4 of its own supplies and in doing so provide the region with a period for recovery of its resources. The cycle would then begin again with supplies reducing from full to none as follows:
Fully Supplied
75% supplies
50% Supplies
25% Supplies
Emergency Supplies (War Councillors only)
Out of Supplies
In BGRIV this system is still in place but with variable periods between all the foraging ranges and also between all the supply "1/4"s.
A full size army will consume forage and supplies at the full rate as described above, however if you have half an army there will be 2 turns before either forage is consumed or supplies are reduced. A quarter size army obtains a similar benefit and is the smallest allowance for size. Example:
Army consumption Rate = 1/2. Fully supplied. In the field. In new region. In home territory.
Turn 1 - Fresh Foraging
Turn 2 - Fresh Foraging, Foraging Range Resources: 4/8ths
Turn 3 - Wide Range Foraging
Turn 4 - Wide Range Foraging, Foraging Range Resources: 4/8ths
Turn 5 - Scarce Foraging
Turn 6 - Scarce Foraging, Foraging Range Resources: 4/8ths
Turn 7 - No foraging, , Foraging Range Resources: 0/8ths, Fully Supplied, Supply Subdivision 4/8ths
Turn 8 - Fresh Foraging
Turn 9 - Fresh Foraging, Foraging Range Resources: 4/8ths
Turn 10 - Wide Range Foraging
Turn 11 - Wide Range Foraging, Foraging Range Resources: 4/8ths
Turn 12 - Scarce Foraging
Turn 13 - Scarce Foraging, Foraging Range Resources: 4/8ths
Turn 14 - No foraging, Foraging Range Resources: 0/8ths, 75% Supplies Remaining
NOTE For testing purposes you will see the Traits "supply subdivisions" & "Foraging Range Resources", but these will be hidden in the final game, unless they are wanted.
Army Consumption Rate is a guide to how fast foraging and supplies will last. Note that when not in the field the army consumption rate only displays that of your general, not his army. Despite his rate showing, he will not be consuming these supplies in a settlement, but rather living off the settlement.
Efficiency of foraging and supply consumption is increased with more generals present in an army, though each general unit present consumes a minimum of 1/4 of his own supplies. So:
Full Army with One General = 1 Full army as far as the lead generals supplies are concerned, but the addition of another general means the main general will be responsible for only 1/2 the army's consumption so his rate will be 1/2. As the extra general takes charge of 1/4 of consumpion you can see that the new consumption rate, adding the two is actually 3/4s.
Of course, "Too many cooks spoils the broth" and you can probably see that too many generals can also add inefficiency, each with their own selfish demands.
Though from the wrong period, a good example is when Napaoleon ran away from Moscow leaving the rest of the army to starve en route. I think it is fair to say that he ensured that he had more than his own fair share of supplies and I doubt that situation has ever been different.
Effect of Supplies on Movement
A small army will have less carrying ability than a large one and will thus be slower when burdened with the same quantity of supplies. The Resupply Train will slow armies down even further depending on how much it contains.
Resupply Train
In addition to your usual army supplies there is also one supply train available to the faction. It takes the form of an ancillary and here is the ancillary description:
Resupply Train
The faction supports a single resupply train, intended to provide additional supplies for the Leader's main army. The Leader may delegate his resupply train to any other general.
A support general may follow the main army with these extra supplies and transfer them when necessary to the main army general. The main army may also carry the resupply train, though it may slow it down. Restock the resupply train in settlements or supply ships.
Resupply When Encamped in Forts or in the Open
When an army is at rest for more than 1 turn in home territory it makes camp and camp followers and traders begin to establish themselves and a makeshift market in the vicinity.
Provisions are then topped up as necessary whilst the camp is maintained with the general in unbroken occupation. If the general marches out the traders disappear and return when he again appears to be a long term resident in his camp. Supplies from traders are not cheap and will cost 50% more than regular supplies.
In BGRIV Enhanced supplies from ships are also more expensive.