I actually like that idea a lot.
You could even add in your general units for leader types and start them as say captains with a 1 range of influence and supply extension with the combat bonuses for command and control influences and they increase in rank with experience or battles/campaigns won. Then this unit is actually supplied or extends the supply range of the infantry units that act as temporary supply and communication points or hubs. This is a very valid way of modeling the supply lines and the communication lines by stringing together infantry units which would create and then 'guard' or staff the 'ammo dump' and the regional 'HQ' temporary supply points. They could even be two seperate temporary tile improvements and after helicopters and VTOL you could add a third temporary FARP, forward area refueling and rearming point of fire base. I really like this idea because it does not add more units just a few temporary tile improvements that are automatically defended by the creating units 'encamping' around them. This is valid also for ancient roman style RON or remain over night style fortifications as well as modern. Then after the campaign the units can become unanchored and again revert to their pre-tile improvement 'guards' or 'staff' assignments removing the temporary tile improvement and again becoming infantry units. This would be very cool and really not too difficult to add to the current code 'tags' by adding some modular code but then making the temporary supply points be attractive targets to the AIs units. Good idea and the terrain and distance from other more stable permanent supply points effects its effective range i.e. the deeper into enemy territory the shorter the extended supply ranges from the temporary tile improvements making the additional range extension of a regional command unit even more attractive tactically and strategically.
A good system that combines several thoughts of the posters here and is not too unworkable nor too unwieldy to manage.
You could even add in your general units for leader types and start them as say captains with a 1 range of influence and supply extension with the combat bonuses for command and control influences and they increase in rank with experience or battles/campaigns won. Then this unit is actually supplied or extends the supply range of the infantry units that act as temporary supply and communication points or hubs. This is a very valid way of modeling the supply lines and the communication lines by stringing together infantry units which would create and then 'guard' or staff the 'ammo dump' and the regional 'HQ' temporary supply points. They could even be two seperate temporary tile improvements and after helicopters and VTOL you could add a third temporary FARP, forward area refueling and rearming point of fire base. I really like this idea because it does not add more units just a few temporary tile improvements that are automatically defended by the creating units 'encamping' around them. This is valid also for ancient roman style RON or remain over night style fortifications as well as modern. Then after the campaign the units can become unanchored and again revert to their pre-tile improvement 'guards' or 'staff' assignments removing the temporary tile improvement and again becoming infantry units. This would be very cool and really not too difficult to add to the current code 'tags' by adding some modular code but then making the temporary supply points be attractive targets to the AIs units. Good idea and the terrain and distance from other more stable permanent supply points effects its effective range i.e. the deeper into enemy territory the shorter the extended supply ranges from the temporary tile improvements making the additional range extension of a regional command unit even more attractive tactically and strategically.
A good system that combines several thoughts of the posters here and is not too unworkable nor too unwieldy to manage.
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