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unmerged(175905)

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It could be assumed that there are already engineers in every provence in friendly territory, i.e. those same engineers that improve infrastructure normally. If military engineers were to do the same work they would need the same IC and time.
 

unmerged(137678)

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Alternately, a variation on HQs - a support command. At army and theater level most of the support units you don't see in the combat areas are controlled by an HQ responsible for the rear area only. This is where you would find the types of engineers specializing in construction of roads, railroads, pipelines, etc. It is also typically where you saw the forward supply depots for most of the major combatants.

Set the unit up to carry up to 30 days supply for, say, max. 10 divisions. Divisions that are out of supply but have a path to it can draw from it. It also automatically raises the infrastructure of the province it is in for as long as it is stationary there. Since they commonly had assigned MPs and other types of rear area security organizations. you could give it a slightly higher suppression value as well. It would be necessary to make them fairly expensive or cap the number you can have.
 

unmerged(175905)

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Yeah, I think that is more realistic. Transport 'services' would be centred around the Division HQ. You can be sure that the HQ and surrounding provences would be well supplied even if there is low perminant infrastructure.
 

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Supply centers are being introduced in 1.3 That will change supply throughput. Better to see how that works out first.

In 1.2, Army Group HQ already reduce supply consumption % by the skill of the Army Group leader. Logistics wizards also reduce supply consumption. Less supply needed means a better chance of supply getting pushed forward. Not to mention the techs.

And as others have mentioned, engineers in the game are a combat unit, not a bunch of construction workers building new roads. There's already enough in the game for supply througput with more changes to come in patch 1.3 Supply problems were a problem for everyone at times in WW2 and the game abstracts that already.

The only thing that I would like to see is some way to prioritize unit supply: that's what the Red Ball Express was, a way to prioritize forward supply for a while. I've had troops in Cherbourg constantly being attacked from the Channel Islands because for months they were getting no supplies despite constant attacks. That's what is primarily needed: a way to prioritize supply throughput for some units.
 

unmerged(175905)

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I think that there already is a button to prioritize supply on the unit card.

Combat engineers are both soldiers and engineers. As engineers they have the ability to constuct any civil works - not just roads.

Edit: Not supply. just upgrades and reinforcements unfortunatly. So yeah supply would be good.
 
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unmerged(131342)

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It should really only work for damaged infra provinces; engineers can do little more then makeshift adjustments to damaged infra etc. They're not some magical fast megabuilders, they're experienced jury-riggers that know how to mitigite the worst effects of lacking/damaged/destroyed bridges etc.
 

unmerged(85298)

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i think
eng brigades should fastened the production of roads facilities and any buildings so the time decreased if engineer brigade is in the province max %50 so we can upgrade 1 level of infrastructure with 365/2=183 days
 

kadrush

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A simple solution, the presence of an Enginner brigade generates an effect equivalent to a single upgrade (non cumulative or up to 2 or 3 upgrades and no more) on the regional infrastructure. Those effects cant go pass the maximum infrasctrucure, reflecting the lack of need of engineer support to an undammaged autobahn.

By doing so you can create your own infra highway trough low supply areas, also creating the need to defend the road against air and land attacks.
 

unmerged(137678)

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Supply centers are being introduced in 1.3 That will change supply throughput. Better to see how that works out first.

The only thing that I would like to see is some way to prioritize unit supply: that's what the Red Ball Express was, a way to prioritize forward supply for a while. I've had troops in Cherbourg constantly being attacked from the Channel Islands because for months they were getting no supplies despite constant attacks. That's what is primarily needed: a way to prioritize supply throughput for some units.

With a little bit of luck 1.3 may make it moot. I won't hold my breath though. Supply was a problem in real life. My thought on a supply unit attached at the army level was it would be a low involvement way to set up SOME sort of priority. The prioritize button doesn't appear to affect supply. The only other option I can see is some method to prioritize either by command hierarchy or unit. Who wants to spend all their time playing quartermaster?
 

_Quinn

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Who wants to spend all their time playing quartermaster?

The really nice thing about HoI2's logistics system is that it gave a pretty decent flavor of supply problems without ever making the game a pain to play. Not so much for HoI 3, where units will randomly starve for absolutely no discernable reason -- and while doing, be unable to move, or unable to attack. Since logistics have a much bigger qualitative effect on gameplay in HoI3, the player needs to be able to better control it. And some of us remember the old dictum "Amateurs study tactics; professionals study logistics." (For that matter, Railroad Tycoon, et alia.) But yeah, basically if the computer -- the AI on my side -- screws up badly enough to cause me problems in the areas I'm manually controlling, then I want to be able to fix the problem.

Supply priority would help. A better explanation of why supplies are problematic would help. (Forex, a display of maximum supply throughput for a given province.) In my 1.2 Germany-invading-Russia game, I have a unit out of supply to the /west/ of Berlin. Why? No particular reason. Berlin claims it's shipping out as many supplies are as asked for. Other units in Russia haven't gotten any fuel in weeks. Why? One particular province along the way apparently has a serious embezzlement problem. Provinces on either side, with the same infrastrucutre, are moving twice as much fuel through without problems. (Now, the other thing that was nice about 1.2's logistics system was the idea that the nation as a whole had only so much ability to shovel supplies around -- enough trucks, enough locomotives, whatever -- so the infrastructure acted as a cap on how much you could shovel through to an individual unit, but the length of your supply lines limited how many supplies you distribute in total, and everybody got a little less than they wanted. No feast-or-famine problem.) I understand the idea of the supply tax, but really: I have enough supplies in my stockpiles for 1000 days of continous combat. I am perfectly happy to trade supplies in my capital at 10:1 to keep my units in the field supplied; the supply-line restriction should be either something like Ho2's TC (but something where I can spend IC to increase it, because, damn it, if I don't have enough trains, I'll build more), or just a really fast exponential decay on how many supplies you can shovel through lower-infastructure provinces. (That is, I can always build more trucks, and relatively quickly; building more roads, or railroads, takes quite a bit longer.) [The decay has to be exponential because the infrastructure scale is linear; Berlin should be able to shovel out more than twice as many supplies as some random 50% infrastructure province in Siberia.] Basically, I want to model my feeling that my army is large enough, and more of Germany's national effort should be turned towards logistics than, say, building more tanks divisions that I won't be able to supply. Right now, there's no way to do that. This idea is why I like the idea of being able to build units that have infrastructure/supply effects: I have enough infantry, but I've got tens of thousands of men entering the pool every month. You can lay track in hurry with thirty thousand men...
 

unmerged(171833)

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I think it is a great idea, engineers ecpecialy german ones were always at the front of the fighting and improving the infrastructure. Thier job is to repair broken bridges or build new ones, repair road that have been bombed or blocked ect.
I think engineers are way under-rated, the german attack trough the ardennens in 1940 would have been impossible without the sturmpioniern.