I think I have a solid idea for incorporating logistics into ETW, which CA will never do on their own (they keep trying to make TW "accessible", not realizing that the casual gamers this caters to do NOT play strategy games, and if they do, they play simplistic drivel like Endwar). I have no interest and do not possess the skills to mod, so feel free to steal my idea--I'm interested in playing it! One thing I do know is all things military--I minored in military history and have spent my entire adult life in the Army, so here goes...
Once an army exits friendly or allied territory, a faint line is traced behind it, marking its path to its current point. This line begins at the nearest friendly or allied city. This line indicates the army's line of supply. Enemy forces can cut the army's supply line by placing an army of sufficient strength on that line (let's say an army of at least 4 units, other wise you could be cheap and sever lines with one unit!). The army whose line of supply is interrupted has one turn to perform one of three possible remedies or it begins to suffer from the following negative effects...
As soon as the line is cut, the army's ammo count becomes persistent, i.e. it does not replenish from battle to battle. EX; Army A's supply line is blocked, and then it is attacked. During the battle, the army uses 1/2 of it's ammo counter. Until this army is resupplied or reopens it's supply line, it will begin the next battle with 1/2 ammo, and so on... Each time Army A routs another army, SOME of it's ammo counter is replenished, however, representing the seizure of a routed army's supply train.
At the 2nd turn w/o resupply--the army will suffer a loss of morale
At the 3rd turn w/o resupply and on--the army will have a certain percentage of troops desert, beginning with lower quality troops and on to more elites.
Three Ways to Relieve or Resupply Army A...
1) Eliminate the army that is blocking line of supply...this can be done with the army in peril or by a relief force (i.e. another army)
2) Raid an enemies farms/agriculture (CA has said that many resources such as farms will be placed outside city walls and can be raided to harm it's economy, why not use it for resupply?)--this option will obviously only remedy food shortages, not ammo supply-- OR take an enemy town, city, or fort. Taking a town, city, or fort will replenish an army's ammo count, and stop negative effects. In addition, a new supply line will begin at the captured town or fort until the enemy recaptures it.
3) Resupply by sea...The player can move his imperiled army to a nearby shore, and then move one of his fleets next to it. This will resupply the land army, but the fleet will now have 5 turns to make it back to a friendly port to resupply itself!
THIS COULD also expand strategic depth...
An army that is relying on a supply line will move slower than an army with no supply line. This now becomes a strategic possibility to employ purposefully, as Sherman did during his March to the Sea campaign. A player can abandon his lines of supply to vastly increase the speed of an armies movement, but will have to keep taking enemy cities, forts, or raiding resources or risk the negative effects above.
To counter this, the opposing player could adopt a "scorched earth" policy. He has the option to raze resources such as farms or mine to deny them to the enemy, and then garrisons his cities heavily.
Let me know what you guys think of this idea--is it dumb? Do you have any suggestions? Is this mod possible to implement?