View Poll Results: What do you guys think of this concept?

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  • I think it's great!

    64 60.38%
  • It's ok, but I could improve it (please post how if so)

    19 17.92%
  • I don't like this concept

    12 11.32%
  • I don't mind to be honest

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Thread: New Supply System Proposal (Fan's Concept)

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  1. #1
    Biggus Splenus's Avatar Primicerius
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    Default New Supply System Proposal (Fan's Concept)

    Splenyi' Supply System Concept

    Hi there guys. I was previously arguing with a TWC member here on the forums, and his point was that realism doesn't equal fun; my point was the opposite. I proposed to him a unique supply system feature that I created, and he rejected it, saying that it definitely would not be fun, and that I should make some type online poll or petition to see how popular it would actually be (his assumption being that everyone would reject it). So here I am to propose my concept:

    Foraging: every army on the map has an "occupation radius" just like on Empire, Napoleon, and Shogun 2; we all know this. But I would like to suggest an additional larger radius, called the "supply radius", or something like that. Below I have an image showing what I mean; the black dot is the army, red radius is the occupation, and blue is the supply.



    This blue radius, called the supply radius, is the area that the army is allowed to use to supply ones troops via the foraging process, and the amount of supply is calculated from the amount of "points" provided by the percentage of the given terrain. Lets say for this example, that desert provides the given army with 1 point per percent, mountains give 1, hills and forest give 2, plains give 3, farms give 5. Lets use the above map for an example of calculation:

    20% of the terrain in the armies radius is mountains, 25% is hills, 5% is forest, 25% plains, and the remaining 25% is farmlands. So, lets calculate the supply provided by this terrain with a simple formula (20*1+25*2+5*2+25*3+25*5). What this does is multiply the percentage of land with the amount of points it is worth, giving a total of 280 points. Now, for this example lets say that a single point can provide for 5 men, so this particular radius can support a total army of 1,400 men from foraging alone.

    Any number of troops over this amount should suffer from attrition, disease, malnutrition, etc. over time. Additional factors should be taken into consideration for the formula also, like; if an army is in the same area over too long a period, then the amount of supply points from this area should decrease, possibly by a certain percentage every turn. This would be caused from working the land too hard, and stripping all the farms dry and the villagers supplies. Also, armies/nations/units that are akin to certain conditions (eg. Germans in the forest, Libyans in the Desert, Scythians in the Steppe) should gain a bonus amount from the given terrain (maybe a single, or half a point to add to the formula, haven't thought about it much).

    Here is a map of about the same scale of Sicily with an army stationed on there. As you can see, this island would not provide the same amount of land to supply off.



    Other aspects that could be added to the formula could be things like; if two allied armies are in close perimeter to each other, and they share about 30% of each others supply radius, then they should only receive half of the supply from that given terrain, which would likely cause casualties in both armies. Another thing to add would be if one of your armies and an enemy army, and they both shared 30% of the supply radius, then this should have the same result, but with additional casualties from conflicting forages and pillagers.

    Here is a map of an army stationed on Malta. As you can see, this army has very little land to forage off, and would not be able to support many troops.



    There could be many ways to improve the supply limit in a region, like constructing "land clearance" buildings, or improving the agriculture of the region. I haven't thought about this much either. Ocean could also give a small amount of support to supply for the army, like a figure of 0.2 or something, like from local fishing. There are a lot of ways to expand this concept, and I haven't though much about it to much lately, but I would love to hear what you guys could offer too

    What I think this feature will solve is; spamming the concentration of forces for a huge defense or assault on a single small area; the AI or player having an entire stack, or more, stationed on a tiny island such as Malta; forcing the player to use forces as small as necessary for his operations, to reduce attrition casualties (attrition always caused casualties in reality); make it realistically easier for the people that live in desert, steppe or forest to defend again invaders; it will fix a whole deal of things, so will make a big contribution to gameplay and realism.

    EDIT: Additions to the concept

    Supply Lines: this issue was brought up early on in the thread, and was an issue that has been in my mind for a while, and I think I created a solution. The supply line is connected from one of your armies, to the closest possible city, and the supply lines will always choose the shortest possible path, usually following roads for swifter movement and logical reasons. These supply lines give the army a certain amount of additional supply points. These supply lines can be assaulted by an enemy army, just like assaulting a trade route with an army or navy on Empire: Total War. The amount of supply points distributed to an army on the field could be provided by certain buildings in the city (like farms, supply post, etc.)

    Here on this map we see an invading Celtic army (the one with the radius around it), and an intercepting Roman army. The Roman army might not be strong enough to attack the Celtic army directly, so might need to lure them into the Roman position and force the Celts to attack them there by cutting off their supply lines. If the Celts ignored this, they could loose a lot of troops from attrition, because the Celtic army might not be able solely live off the land.



    Here on this map, we have a Roman army (the one with the radius around it) defending the north of Italy, and is being supplied by a city on shore (the square, and the path is the supply line for the army). On the south of Italy we can see a Greek army that has decided to assault the Roman supply lines because it is not strong enough to attack the Roman army directly, or make a siege on the city. This would force the Romans to attack the Greeks and gain their supply line back, otherwise they would not receive the supplies they needed, and would suffer attrition.



    Supply lines can only go so far though, and you will not be able to have a supply line originating from Rome, and supplying an army in Scandinavia. You will either need to conquer a region along the way and establish a supply line from there, or make diplomatic relations with another nation, so they can create a supply line for your army in return for money; but supply lines might not be necessary because your army can already forage off the land. Supply lines should also cost additional money.

    I think this aspect would add a lot of tactical gameplay to the campaign map, and not to mention some needed realism. This would add the option of armies being able to provoke each other into an assault; better use of geurilla warfare (which has never been portrayed properly in Total War); and would allow huge armies to supply there self not only off the land, but from logistics too.

    EDIT: Further development on this part of the concept after ideas from Markas. His suggestion:
    "Simply a trade route from the nearest settlement to the army that is either green (strong), yellow (Medium) or red (weak). Factors that decide it's strength could be logistical skills of the general, Roads, friendly/hostile territory etc, enemy units harassing it etc. Weak supply lines reduce movement, create desertions, decrease morale and maybe missile weapons etc."

    And from zg0301zg:
    "also on campaign map it should be visible like in ETW amount of trade / volume, this way you could calculate and strategize about guerilla warfare and harrasing enemy and vice versa"

    EDIT: Additions to the concept

    Support from the Navy: another addition to the concept that is inspired by history (mainly Xerxes' invasion of Greece). The navy should be able to support the armies supply with "cargo ships". Each cargo ship in the navy will provide the army with an additional amount of supply points each. The army can only receive these additional supplies if the navy is in the "supply radius" of the army.

    Below is a map showing an enemy army besieging the island of Malta, with a support navy containing cargo ships in it's supply radius (the blue square).



    Each cargo ship should have only a certain amount of supply points that it can give out to an army, and once it has ran out, it would need to stop off at an allied port for a few turns to stock up on supply points again, which would cost money.

    This would allow the option for armies to perform distant campaigns, armies that cannot establish a close enough supply line. It would be very useful for big armies that cannot simply live off the land, and would need additional help. The down side is this form of supply would only be available to armies performing near the coast, or on an island.

    Please note, I would not want this feature to be compulsory for your Total War experience. I would like it as an option, so think about that before submitting your pole choice.
    Last edited by Biggus Splenus; November 07, 2012 at 08:05 AM.
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  2. #2
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Added a pole
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  3. #3

    Default Re: New Supply System Proposal (Fan's Concept)

    Quote Originally Posted by Splenyi View Post
    Added a pole
    So did I.



    But seriously, I'll just repost the idea I've previously made for Supply threads.

    Spoiler Alert, click show to read: 




    Kudos to Archimonday for the idea of supply fields- I've taken his idea, added some stuff to it, and created a mock up of how it would work in Paint.NET.

    This image depicts the fields of supply from the Roman viewpoint of a campaign into the northern enemy Gaul province.

    Certain terrain features, buildings, and other factors generate supply factors. These supply factors are then added together to create a 100 point percentage scale of the supply situation of a certain province. 100% supply is shown as bright green, and 0% supply is shown as bright red (not pictured). Colors in between show a variety of intermediate supply situations. Note that fields of supply generated by certain features intersect and create areas of greater supply within those intersections.

    At 50% supply, an army suffers neither attrition nor replenishment. As the supply increases above 50%, armies gradually replenish faster and faster, as well as gaining small incremental morale and ammunition bonuses up to 100%. As supply goes below 50%, they suffer attrition faster and faster while suffering small incremental morale and ammunition penalties. Due to uneven supply situation, an army in an undeveloped hinterland in friendly territory might still suffer attrition, and an army campaigning in enemy territory with excellent supply infrastructure might replenish in enemy territory! However, bonuses make supply situation naturally most-of-the-time, better in your own lands.

    Factors that generate or govern fields of supply:

    Natural provincial forage bonus: Ever since empire the farmlands of a province have been rated based on their fertility. The fertility of the farmlands gives a 0% (barren desert or steppe) to +25% (lush fertile lands) bonus province-wide to supply.

    Friendly/Enemy Lands: Friendly lands naturally generate +15% provincial supply- enemy lands the opposite, -15% provincial supply.

    Ports/Towns/Cities: These features generate supply in proportion to their supply, with superior ports and supply buildings creating larger and more powerful fields of supply. Naturally your enemies cannot benefit from these supply fields without capturing the city or town.

    Coastal/River Bonus: +10% bonus in a small area around coasts and navigable rivers. Offshore enemy fleets can eliminate this area by using their zone of control to blockade the coast or river.

    Supply Depots: For a fee and the cost of movement points, a general can create a supply depot (even in enemy territory) which generates fields of supply. They may also be upgraded and placed near each other to provide more supply. If an area is not properly secured, however, or a garrison not stationed to protect them, they are extremely vulnerable to enemy raid.

    Fortified Camp: Created using the entire turns movement points and a hefty fee, a general can created a fortified camp, which acts like a large supply depot, as well as being able to place defenses on the battle map if attacked in that area.

    Roads: 0 through +25% depending on the level of the road in a small radius around it.

    Extreme Heat: 0% (most areas of the map) to -50% in the Sahara and other super-arid regions of the map in summer, quickly falling with the changing of seasons and moving out of the desert. While not represent of actual supply, the -% does represent attrition.

    Extreme Cold: 0% (Desert Areas, Middle east) to -50% in Scotland and Scandinavia during winter. Unlike extreme heat, harsh winters are more prevalent throughout the map, though around the middle of Europe the winter penalty might only be around -25%. Falls off quickly with the changes of seasons. While not represent of actual supply, the -% does represent attrition.

    Logistics Units within Armies themselves: Units such as supply wagons (+10%) and units of pack animals (+5%, but more mobile in a battlemap or serving with cavalry raiders) may be recruited from cities with high level supply buildings. They would have a (potentially very) heavy upkeep, but can provide supply for any army regardless of where they may campaign. They would need not be deployed and risked on the battlemap, and can stay behind the battle, but may be brought in as reinforcements and withdrawn as needed to resupply missile troops. However, during ambush battles, the logistics units would HAVE to be on the battle map, making them vulnerable to destruction or capture. This also makes ambush battles more important as well.

  4. #4
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Quote Originally Posted by Evillemon325 View Post
    So did I.

    This actually made me laugh.

    I'm really busy right now, so I will take a look at your post soon
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  5. #5
    Dominatrixx's Avatar Tiro
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    Default Re: New Supply System Proposal (Fan's Concept)

    I really like your suggestion as it's quite similiar to what I've wrote in main Rome 2 fan suggestions topic today (you can take a look, province-micromanagement related post)

  6. #6
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Thank you, I'm glad you like it I tried to keep it short
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  7. #7

    Default Re: New Supply System Proposal (Fan's Concept)

    How would army cut off supply in this case?

  8. #8
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    That is an aspect I have been throwing around in my head for quite a while.

    Maybe (this is just an idea off the top of my head, so don't judge me ), there is a "supply trail" that is left behind by the army, from where ever it moves. It generally follows roads, and will always go the shortest possible path to the army, and originates from your closest city, or from an allied city if you have the right diplomatic agreements. The enemy army can "attack" this supply trail, just like how you can pillage enemy trade routes in ETW with armies and navies. Doing this will greatly reduce the amount of supply to the army. I was thinking that it will instantly cut the supply from the homeland (previously mentioned as 40%), instead of it decreasing at a regular pace in foreign land.

    EDIT: Also, could have the possibility that you can cut off an armies supply in their own land, that would also cut off their 40% supply mentioned before. This would probably force the defender to assault (like at the battle of Plataea, when the Persians cut off the Greeks supply), which would add some great gameplay.

    How does that sound?

    EDIT: I was also thinking that it should be possible to strengthen ones supply with a nearby navy (maybe only certain ships). This will be vital for major campaigns, such as Xerxes invasion of Greece, where he needed to do this to supply his huge army, because it couldn't live off the land by itself. These supply ships would not have a "supply trail" like armies, but would need to stop off at a friendly port to restock, which will cost money.
    Last edited by Biggus Splenus; November 07, 2012 at 01:32 AM.
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  9. #9

    Default Re: New Supply System Proposal (Fan's Concept)

    It's an interesting idea in the OP but the 'supply trail' idea would be a more workable solution as it would allow for more abstraction. Simply a trade route from the nearest settlement to the army that is either green (strong), yellow (Medium) or red (weak). Factors that decide it's strength could be logistical skills of the general, Roads, friendly/hostile territory etc, enemy units harassing it etc. Weak supply lines reduce movement, create desertions, decrease morale and maybe missile weapons etc.

    Keep it simple.
    'When people stop believing in God, they don’t believe in nothing — they believe in anything. '

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    Under the patronage of Nihil. So there.

  10. #10
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Thanks for the input I'll take it into consideration.

    I updated the OP for some more on the supply lines, but will update it with your input soon.

    I will also add a naval assistance section.

    If this ever seems complex, I apologies. Just know that this would not appear complex in-game, but would appear simple.
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  11. #11
    CanOmer's Avatar Centenarius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Great concept! Ioved it. It should be in Rome II.
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  12. #12
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Why than you

    I have 2 people voted "It's ok, but I could improve it" but only one posted how to improve it that's not much help

    I did notice that Jack Lusted was looking at this thread a couple of hours ago, but he didn't post here, so he mustn't think much of it
    Last edited by Biggus Splenus; November 07, 2012 at 04:03 AM.
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  13. #13
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: New Supply System Proposal (Fan's Concept)

    Brilliant, Splenyi, marvelous! I love this concept and I support it. I absolutely want it in the game

    I have a few humble suggestions:

    They could have added the supply line feature in base game Shogun II by simply reducing food level for the army i.e. make the armies use that food system, and imposing a cost for supply wagons, which increases drastically along the distance of the army from the nearest friendly province.

    There should be a separate panel for every army. Apart from showing the usual info about strength, required reinforcements, it's current province, state etc., there should be a button to set the army supply mode. That is to decide if an army uses the supply line or forages the land.

    When a unit is on forage mode and it stays in the same area for too long, it should drain the area as you had posted. Along with that, it should make the population poorer, lessening the taxes from the region. If a farm or supply resources like blacksmiths and armourers lie in the supply radius of the army, they should get some reduced trade due to army using them for supplies, and farms for food. In RTW and M2TW, the friendly area around a hostile army turned more and more gray as it represented damage and devastation. It used to reduce taxes from that province. Same could be dome now.

    An army staying in a region for a long time with forage mode should incite unrest and camp bandits. It is easily known that people do not like a large host to take away their resources for free. In ancient China, there were revolts if a warlord made his army stand somewhere for a long time and snatch supplies from locals. And camp bandits and raiding was not uncommon, especially during long sieges. Thieves would get in the camp and steal food or goods from the officers. This was common in middle ages. Devastation, in RTW and M2TW, also had a negative effect on public order.

    And if an army forages away the only farming area a city has for an extremely long period, famines and disease disasters should start occurring there. This would reduce the population AND a small number of soldiers inside the province, along with general unhappiness. For armies, this should be cured by switching from foraging to supply line option, thus sustaining the army from outside but at a cost. For cities, they can have their own supply if CA implements it.

    When an army is using supply line mode and moves two or three tiles away from the road, it should automatically switch to forage mode. That is because supply wagons cannot go everywhere. Supply limit should increase if a better road is built, allowing a larger army to be stationed. Supply costs should also decrease with better roads, due to faster movement of wagons.

    And an army should be allowed to use both the supply lines and foraging at the same time, to sustain a huge amount of soldiers. Once the forage material decreases, more supplies will be consumed from supply line, so the supply line cost should increase.

    And like trade, supply lines should be blocked. Blocking of supply should stop any reinforcements and retraining. It was funny in Empire how you could retrain your units as France when your lost armies were stalled deep into Russia. To regain supplies, the army would have to find a new road.

    Supply lines without roads should be nearly non-existent. Or if it should be present normally, costs to supply should be sky high.

    While foraging, an army should not cost any supply money. This will help to regain the 'Art of War' system this series was built on. Sun Tzu himself said, "Bring war material from home and forage on the enemy. Using supply wagons all the time means a state will be bankrupt withing months if not days."

    This was what I could think of, for now...

    EDIT: Apart from the above, there should be a return of Napoleon TW's excellent supply post system. Supply posts should increase the number of sustainable soldiers i.e. the supply points, and how quick reinforcements are.

    And, an under-supplied army should move very slowly. Remember what happened to the Crusaders when they lost nearly all of their supply before Hattin.

    In desert areas like Egypt, Cyrene, Babylon, Hierosolyma (Jerusalem) etc. each tile should have a water rating. The armies moved from water sources to water sources. This was another cause of Crusader defeat at Hattin: a large but thirsty army clad in armour couldn't win battle from a lighter armed foe because that lighter armed foe seized their only remaining source of water. Armies should suffer drastically when moving away from water sources. And this problem should only be in desert areas. At least 30% of total casualties at Hattin were from thirst and hunger.
    Last edited by General Maximus; November 07, 2012 at 04:54 AM.
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  14. #14

    Default Re: New Supply System Proposal (Fan's Concept)

    for me it would be most important that enemy army or my army in enemy teritory ends turn on the road and it would cut supply line from trade and everythin else, also on campaign map it should be visible like in ETW amount of trade / volume, this way you could calculate and strategize about guerilla warfare and harrasing enemy and vice versa
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  15. #15
    CanOmer's Avatar Centenarius
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    Default Re: New Supply System Proposal (Fan's Concept)

    I think you should explain how the supply routes works with turns. Rome II will be a turn-based game. The supply radius is good and simple.

    I think, armies should have their own supply reserves which can transport with them. Variety of supplies feed the reserve. When the reserve is empty, trouble begins.

    Quote Originally Posted by http://romanmilitary.net/people/food/
    Army Food
    One of the largest problems with maintaining a large standing army is the food supply. The Roman army was no exception. Each soldier ate about 1/3 of a ton of grain a year. It is estimated that just the soldiers in Britain ate over 33.5 tons of grain a day. A soldier always marched with at least a good supply of bacon, hard tack biscuits, and sour wine. An army was often accompanied by a herd of cattle, a mobile food source.

    While the soldiers were on long campaigns, such as Caesar's conquest of Gaul, the supplies would run low, and the army would take from anyone it passed.

    When on station, the soldiers ate considerably better. They always maintained a herd of cattle, sometimes herding other animals such as sheep and goats, grew grain and other crops, including vegetables, and foraged for variety. Naturally, the diet varied somewhat, depending on the terrain, as some crops could not grow in certain areas, and the local fauna varied. For example, a unit in Corbridge is known to have eaten hares, deer, foxes, badgers, beavers, voles, wild oxen, and moles, while one in Benwell ate fresh-water mussels, and a unit in the Valkenburg ate a variety of poultry, such as chicken, duck, petrels, cormorants, herons, spoonbills, mallards, teals, geese, cranes, and crows.

    Another source of food in the army was contributions from friends and family members. Many letters have been recovered on this subject and the matter of payment surrounding it. In fact, this is where much of the information on the soldier's diet comes from.

    Perhaps the most significant fact about the Roman soldier's diet is that there are no recorded complaints about it.
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  16. #16

    Default Re: New Supply System Proposal (Fan's Concept)

    There is already devastation caused by invaders and it does cut trade.

    The thing is you need to supply your army with units anyways so food or ammo supplies is no big deal to me. And don't forget the supplies and navy should be able to go along rivers.
    Last edited by Ngazi; November 07, 2012 at 04:37 AM.

  17. #17
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    I think you should explain how the supply routes works with turns. Rome II will be a turn-based game. The supply radius is good and simple.

    I think, armies should have their own supply reserves which can transport with them. Variety of supplies feed the reserve. When the reserve is empty, trouble begins.
    So you're suggesting that an army should be able to last at least one turn without the need to forage or rely on a supply line? If so, I like it and maybe after stopping off at an allied settlement/city, or pillaging and enemy one, they can stock up on these supplies?
    There is already devastation caused by invaders and it does cut trade.

    The thing is you need to supply your army with units anyways so food or ammo supplies is no big deal to me. And don't forget the supplies and navy should be able to go along rivers.
    I know that there is devastation that cuts trade, but not supply to an army, which is what I'm here for

    And yes, you do need to resupply on troops and ammunition, but you don't really have to worry about it, because it just happens itself, even if it should be possible or not.
    There should be a separate panel for every army. Apart from showing the usual info about strength, required reinforcements, it's current province, state etc., there should be a button to set the army supply mode. That is to decide if an army uses the supply line or forages the land.
    I love this idea. In TW all these details are hidden from the player, especially the trade and economics, and the player has no access to this information.
    When a unit is on forage mode and it stays in the same area for too long, it should drain the area as you had posted. Along with that, it should make the population poorer, lessening the taxes from the region.
    And in sever cases, cause a rebellion. Something we can see that is common in history.
    An army staying in a region for a long time with forage mode should incite unrest and camp bandits. It is easily known that people do not like a large host to take away their resources for free. In ancient China, there were revolts if a warlord made his army stand somewhere for a long time and snatch supplies from locals. And camp bandits and raiding was not uncommon, especially during long sieges. Thieves would get in the camp and steal food or goods from the officers. This was common in middle ages. Devastation, in RTW and M2TW, also had a negative effect on public order.
    I see you already have noted the rebellion thing but this camp bandits thing sound interesting. Could you give an example of how it would be implemented, that's if you think it is necessary?
    And if an army forages away the only farming area a city has for an extremely long period, famines and disease disasters should start occurring there. This would reduce the population AND a small number of soldiers inside the province, along with general unhappiness. For armies, this should be cured by switching from foraging to supply line option, thus sustaining the army from outside but at a cost. For cities, they can have their own supply if CA implements it.
    All good points. And I hope CA makes use of campaign map resources again, but make it more.... I don't know.... sophisticated.
    When an army is using supply line mode and moves two or three tiles away from the road, it should automatically switch to forage mode. That is because supply wagons cannot go everywhere. Supply limit should increase if a better road is built, allowing a larger army to be stationed. Supply costs should also decrease with better roads, due to faster movement of wagons.
    Maybe not auto-switch. The army should still receive a little supplies from logistics once off roads, but not a lot.
    And an army should be allowed to use both the supply lines and foraging at the same time, to sustain a huge amount of soldiers. Once the forage material decreases, more supplies will be consumed from supply line, so the supply line cost should increase.
    Definitely but we can't forget the naval support feature, because that will help a lot with large armies, and a decent navy could support a huge army without the need for foraging (like Xerxes' army during his Greek invasion).
    And like trade, supply lines should be blocked. Blocking of supply should stop any reinforcements and retraining. It was funny in Empire how you could retrain your units as France when you lost were stalled deep into Russia. To regain supplies, the army would have to find a new road.
    I have recently brought this up. If an enemy army attacks a supply line, it is effectively blocking it, so the player will have to either fight the enemy army to regain their supplies, or organise another supply line, which takes extra time, so the army will suffer attrition in the mean time.
    Supply lines without roads should be nearly non-existent. Or if it should be present normally, costs to supply should be sky high.
    Yes, logistics without roads is fairly impossible. The army will have to rely on foraging and their initial starting supply (brought up by CanOmer)
    While foraging, an army should not cost any supply money. This will help to regain the 'Art of War' system this series was built on. Sun Tzu himself said, "Bring war material from home and forage on the enemy. Using supply wagons all the time means a state will be bankrupt withing months if not days."
    I will look through all these suggestions over and over, and I will update the OP sooner or later
    EDIT: Apart from the above, there should be a return of Napoleon TW's excellent supply post system. Supply posts should increase the number of sustainable soldiers i.e. the supply points, and how quick reinforcements are.
    I did partly mention this in the OP; "The amount of supply points distributed to an army on the field could be provided by certain buildings in the city (like farms, supply post, etc.)"
    And, an under-supplied army should move very slowly. Remember what happened to the Crusaders when they lost nearly all of their supply before Hattin.

    In desert areas like Egypt, Cyrene, Babylon, Hierosolyma (Jerusalem) etc. each tile should have a water rating. The armies moved from water sources to water sources. This was another cause of Crusader defeat at Hattin: a large but thirsty army clad in armour couldn't win battle from a lighter armed foe because that lighter armed foe seized their only remaining source of water. Armies should suffer drastically when moving away from water sources. And this problem should only be in desert areas. At least 30% of total casualties at Hattin were from thirst and hunger.
    I don't know much at all about Medieval Warfare, or the Crusades. But this water supply might be difficult to implement. Maybe we could add a new terrain type for deserts, lets call it "desert water" which gives a huge supply point amount (let's say, 25 each percent), and the desert will only give a tiny amount (lets say, 0.2 each percent). So if an army is in pure desert area, it will only be able to support 100 men ((0.2*100)*5). But, if at least 10% of the terrain is "desert water", then that will be able to support about 1300 troops ((0.2*90+25*10)*5). This will make it vital to stick to the water sources with your large armies. Do you think this is a reasonable solution?
    Last edited by Biggus Splenus; November 07, 2012 at 05:20 AM.
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  18. #18
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: New Supply System Proposal (Fan's Concept)

    Quote Originally Posted by Splenyi View Post
    I love this idea. In TW all these details are hidden from the player, especially the trade and economics, and the player has no access to this information.
    Well, the economic panels are now in place since Empire and you can view details over every import, export, and the world market and prices. But I mean somewhat like the panel that appears when you double click on a foreign army in Rome or Medieval II. It has much more details than your own armies ever do.

    Quote Originally Posted by Splenyi View Post
    And in sever cases, cause a rebellion. Something we can see that is common in history.

    I see you already have noted the rebellion thing but this camp bandits thing sound interesting. Could you give an example of how it would be implemented, that's if you think it is necessary
    Well, the camp raiders were mostly poor people who became desperate if a hostile army was besieging their province, but managed to escape in time. They could be traders who lost their business due to the siege, farmers whose crops were forcefully snatched as part of forages, natural bandits who spot a weak spot in the camps, etc. Sometimes, raiders were funded by the defender party to harass the enemy.

    I don't know about the ancient era, but there are famous examples in the medieval age. King Henry V of England was besieging Harfleur in France with 12,000 soldiers. By the time siege ended, Henry's army was beset by plagues and was harassed so many times that their condition was worse than the besieged French city. There were instances of bandits taking away food, materials, sometimes weapons, precious objects etc. when they got the chance. They often attacked in the dark of the nights, when soldiers were sleeping.

    They would also attack smaller forage parties sent out by the attacking army.

    Quote Originally Posted by Splenyi View Post
    Maybe not auto-switch. The army should still receive a little supplies from logistics once off roads, but not a lot.
    Yes. Along with little supplies, cost should increase heavily, and supply points should drop.

    Quote Originally Posted by Splenyi View Post
    Definitely but we can't forget the naval support feature, because that will help a lot with large armies, and a decent navy could support a huge army without the need for foraging (like Xerxes' army during his Greek invasion).
    Well to be honest, I am still thinking on the subject of naval supply.

    Quote Originally Posted by Splenyi View Post
    I have recently brought this up. If an enemy army attacks a supply line, it is effectively blocking it, so the player will have to either fight the enemy army to regain their supplies, or organise another supply line, which takes extra time, so the army will suffer attrition in the mean time.
    Indeed, I agree. And the costs should double or triple up in such situations, due to time taken by supply wagons.

    Quote Originally Posted by Splenyi View Post
    I will look through all these suggestions over and over, and I will update the OP sooner or later
    Of course, as you wish.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
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  19. #19
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: New Supply System Proposal (Fan's Concept)

    Quote Originally Posted by Splenyi View Post
    I don't know much at all about Medieval Warfare, or the Crusades. But this water supply might be difficult to implement. Maybe we could add a new terrain type for deserts, lets call it "desert water" which gives a huge supply point amount (let's say, 25 each percent), and the desert will only give a tiny amount (lets say, 0.2 each percent). So if an army is in pure desert area, it will only be able to support 100 men ((0.2*100)*5). But, if at least 10% of the terrain is "desert water", then that will be able to support about 1300 troops ((0.2*90+25*10)*5). This will make it vital to stick to the water sources with your large armies. Do you think this is a reasonable solution?
    Or, maybe just reduce the supply points in the desert terrain? The units who do not have the 'resistant to desert heat' specialty would get less points and those with the trait would consume normally?

    Desert should only add less supply points in my opinion, water can be represented by it in a good way. That would be much less tedious than making a standalone water system for itself.

    As in Napoleon's Egyptian campaign, you cannot leave the Nile area without suffering heavy attrition. You have to stick to the river, and then march along the same coastline where Crusaders used to be. Wandering away into open desert brings large casualties.

    Because you know, Romans couldn't forage much when they invaded Egypt and Nubia at last. Case was worse with Crusaders, they couldn't forage empty sands and deserts. Only when they reached near the farms of Jerusalem the could get anything.

    During the First Crusade, the Crusaders ran out of supply on the way and were stalled in Anatolia, and began foraging Byzantine lands until the Byzantines agreed to pay for their supplies onto Antioch.
    Last edited by General Maximus; November 07, 2012 at 05:44 AM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
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    महाराजानाभ्याम महाराजा - पारसिक

  20. #20
    Biggus Splenus's Avatar Primicerius
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    Default Re: New Supply System Proposal (Fan's Concept)

    Yes, while this is more simple, I would like to make it possible to go through the open desert. That is what the Berbers did in their war against Rome; they had the strength of being able to withdraw into the Sahara, and the Romans could follow them because they knew that they would die from the desert.

    So maybe this "desert water" should be one of those rare oasis's that is in the middle of a desert, that an army has to use when using this type of withdrawal tactic.
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