I'm adding a new thread so not to clutter the altered movements thread.
Some suggestions for llogistics have ben
1) Someone implement supply wagon like in RoN (AI prob?)
2) Have unit ranges like aircraft (but AI hasnt handled planes yet)
3) MrBaggins a long time ago suggested adding Gold/PW/food costs per turn for units (generally accepted by forum members)
the ideas I posted below relate to movement points and left over pointsrelations to the altered movement thread...
perhaps left over movement points can be:
added to the strength bar (healing)
OR a slight reduction in logistic (food/gold/PW) cost for that turn
OR add to morale (if implemented) if attacked on the next turn....
I prefer the logistic impact in relation to movement points because it goes the "Empire" view. That way your treasury can calculate how much military you can move a turn as opposed to uits being able to move all the time.
This would mean logistics would be abstracted in two ways:
1) basic upkeep maintenance (food/gold/PW)
2) movement cost (not just move points but possibly PW/food/Gold as well to abstractly represent the supply wagons that are supporting the movement)
So as an example if you try to move a cav unit over a hill with a 1.4 movement cost, that factor is mltiplied to the maintenance cost (or a present unit move cost) that subtracts fod/gold/pw for the movement. Since the Cav can only move two spaces per turn that represents my range concept. On top of that the farther you move on exterior lines of communication the greater the cost of NOT maintenance (like I previously recommended) but of movement so it would a multiplication of:
terrain move cost * tile distance * unit move points * PW/GOld/food cost for movement (or maintenance if people want to make that the standard since supply varies with unit)
My math may be off, but I think the concept can be handled fairly well by the AI since its basically movement. But it make require the "AI" to plan a stack of death attack or prioritize if its resources go to War or Peace. That may have to go into Goals text.
Overall I think it could be a positive implementation to represent logistics abstractly and curtail "excessive" militaristic growth.
*****************
Gilgamesh:
perhaps left over movement points can be:
1. added to the strength bar (healing)
2.OR a slight reduction in logistic (food/gold/PW) cost for that turn
3.OR add to morale (if implemented) if attacked on the next turn....
Actually why not all?
If 1 is full, add to 3 and then decrease 2. Which would be 'logical'.
Adding strength, would just mean getting support and re-inforcement. Due to this the overall moral would increase as well, as the troop can recover. And when those 'tasks' are finished, the logistics can decrease as they don't need the full support anymore.
BUT:
It would be needed to be limited to a certain extend, if outside of a town/fort or similar. My suggestion would be a max. of 30% of the current value, which would mean that a fortified can only recover 30% of it's current health (same for moral and support).
Actually for the maintance cost, me thinks, the calculation shall be as of there was road (normal), but with a slower movement-rate, like 2.5 instead of 3.
BUT: It shall be calculated from the closest existing normal 'road'-system including RR and mag-tube. The only problem I see for this would be the AI implementing it on long distance.
BUT: What about cross-water invasions? As you can't build till REALLY late anything across water
EDIT:
Maybe we shall create for this a new TI? Like support harbour? You would have to build one on your home-place and one across. You could even build it on the same continent. If for example a huge mountain range would be between you and the AI (or visa versa), you could assume that supply would go rather by ship.
Cost for the TI, shall include PW/gold/food. Not sure, if we could program, that this would expire (meaning to calculate every turn how much would be left). Like 1000PW/500gold/1000food: The army would be using 200/100/200 every turn, so after 5 turns you would have to build a new one. (or rather just subtract it directly [again] from the empire)
Some suggestions for llogistics have ben
1) Someone implement supply wagon like in RoN (AI prob?)
2) Have unit ranges like aircraft (but AI hasnt handled planes yet)
3) MrBaggins a long time ago suggested adding Gold/PW/food costs per turn for units (generally accepted by forum members)
the ideas I posted below relate to movement points and left over pointsrelations to the altered movement thread...
perhaps left over movement points can be:
added to the strength bar (healing)
OR a slight reduction in logistic (food/gold/PW) cost for that turn
OR add to morale (if implemented) if attacked on the next turn....
I prefer the logistic impact in relation to movement points because it goes the "Empire" view. That way your treasury can calculate how much military you can move a turn as opposed to uits being able to move all the time.
This would mean logistics would be abstracted in two ways:
1) basic upkeep maintenance (food/gold/PW)
2) movement cost (not just move points but possibly PW/food/Gold as well to abstractly represent the supply wagons that are supporting the movement)
So as an example if you try to move a cav unit over a hill with a 1.4 movement cost, that factor is mltiplied to the maintenance cost (or a present unit move cost) that subtracts fod/gold/pw for the movement. Since the Cav can only move two spaces per turn that represents my range concept. On top of that the farther you move on exterior lines of communication the greater the cost of NOT maintenance (like I previously recommended) but of movement so it would a multiplication of:
terrain move cost * tile distance * unit move points * PW/GOld/food cost for movement (or maintenance if people want to make that the standard since supply varies with unit)
My math may be off, but I think the concept can be handled fairly well by the AI since its basically movement. But it make require the "AI" to plan a stack of death attack or prioritize if its resources go to War or Peace. That may have to go into Goals text.
Overall I think it could be a positive implementation to represent logistics abstractly and curtail "excessive" militaristic growth.
*****************
Gilgamesh:
perhaps left over movement points can be:
1. added to the strength bar (healing)
2.OR a slight reduction in logistic (food/gold/PW) cost for that turn
3.OR add to morale (if implemented) if attacked on the next turn....
Actually why not all?
If 1 is full, add to 3 and then decrease 2. Which would be 'logical'.
Adding strength, would just mean getting support and re-inforcement. Due to this the overall moral would increase as well, as the troop can recover. And when those 'tasks' are finished, the logistics can decrease as they don't need the full support anymore.
BUT:
It would be needed to be limited to a certain extend, if outside of a town/fort or similar. My suggestion would be a max. of 30% of the current value, which would mean that a fortified can only recover 30% of it's current health (same for moral and support).
Actually for the maintance cost, me thinks, the calculation shall be as of there was road (normal), but with a slower movement-rate, like 2.5 instead of 3.
BUT: It shall be calculated from the closest existing normal 'road'-system including RR and mag-tube. The only problem I see for this would be the AI implementing it on long distance.
BUT: What about cross-water invasions? As you can't build till REALLY late anything across water
EDIT:
Maybe we shall create for this a new TI? Like support harbour? You would have to build one on your home-place and one across. You could even build it on the same continent. If for example a huge mountain range would be between you and the AI (or visa versa), you could assume that supply would go rather by ship.
Cost for the TI, shall include PW/gold/food. Not sure, if we could program, that this would expire (meaning to calculate every turn how much would be left). Like 1000PW/500gold/1000food: The army would be using 200/100/200 every turn, so after 5 turns you would have to build a new one. (or rather just subtract it directly [again] from the empire)
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