Future DLC - Better Representation of Railroads and Key Junctions

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Searry

Field Marshal
31 Badges
Jun 25, 2006
2.524
1.857
  • 500k Club
  • Prison Architect
  • Imperator: Rome
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Magicka 2
  • Mount & Blade: Warband
  • Rise of Prussia
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Hearts of Iron Anthology
  • War of the Roses
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • March of the Eagles
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
I dislike it because it doesn't offer any meaningfull choices and you can completely ignore it(if you posses enough pre produced equipment) as well. Hence the mechanic doesn't bring anything into the game apart from tedious managemnt in my opinion, I don't mind simple systems as long as they give you choices and are a factor during planning as it should be in ww2 game won't you agree?

I think you can slightly ignore it with the right side massault tree, you still have to keep it repaired constantly, otherwise it's pretty annoying which is it's whole purpose. I only play MP though.

For instance HoI 3 logistical system was supposedly more realistic but due to being convoluted and not offering any meaningfull choices ended up being tedious and boring boring as well.
Yes, now think about what you wish for this game. Nobody wants another HOI3.


Thridly a good logisitical system in WW2 era game helps it all around as it makes whole combat mechanic a more enagaing task in my opinion where you have to plan for something more than just a breakthrough on the riverline anywhere on map, it would also make being on the defense more interesting.

I think you only play against the AI.

There is nothing wrong in writing an opinion about what I think should be done better in the game, that's the idea of forum isn't it?

Correct.
 

count_m4ximus

Corporal
49 Badges
Feb 4, 2014
43
36
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Stellaris: Necroids
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
I think you can slightly ignore it with the right side massault tree, you still have to keep it repaired constantly, otherwise it's pretty annoying which is it's whole purpose. I only play MP though.
You think wrong then, ignoring it is simply a case of having enough facotries regardless of doctrine, additionally annoyance is hardly a desired outcome for an ingame mechanic

Yes, now think about what you wish for this game. Nobody wants another HOI3.
True and adding railroads would be a great step in avoiding it.

I think you only play against the AI.
it's irrelevant what you think about this my dude maybe try addressing my points instead?
 

Searry

Field Marshal
31 Badges
Jun 25, 2006
2.524
1.857
  • 500k Club
  • Prison Architect
  • Imperator: Rome
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Magicka 2
  • Mount & Blade: Warband
  • Rise of Prussia
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Hearts of Iron Anthology
  • War of the Roses
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • March of the Eagles
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
You think wrong then, ignoring it is simply a case of having enough facotries regardless of doctrine, additionally annoyance is hardly a desired outcome for an ingame mechanic

This is incorrect because you cannot push or hold forever in 0 infrastructure which causes supply issues.

True and adding railroads would be a great step in avoiding it.

I disagree, better keep this game casual. There are other games for more complex mechanics and complexity is better for turn based games anyhow.

it's irrelevant what you think about this my dude maybe try addressing my points instead?

It is not irrelevant. You cannot get the correct results since the AI is braindead.
 
  • 2
Reactions:

count_m4ximus

Corporal
49 Badges
Feb 4, 2014
43
36
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Stellaris: Necroids
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
This is incorrect because you cannot push or hold forever in 0 infrastructure which causes supply issues.
True but this is a marginal case and does not invalidate my point about whole system.
I disagree, better keep this game casual. There are other games for more complex mechanics and complexity is better for turn based games anyhow.
I guess we disagree on this point then. I would like to have a more complex engaging system with railroads in place you don't fine. We'll see what the devs will do with logistics overhaul
It is not irrelevant. You cannot get the correct results since the AI is braindead.
Correct results of what? You don't have to play MP in order to judge whether a system is fun and enagaging or not. Now balancing it is a whole other issue, and for this MP experince is indispensible.
 

Searry

Field Marshal
31 Badges
Jun 25, 2006
2.524
1.857
  • 500k Club
  • Prison Architect
  • Imperator: Rome
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Magicka 2
  • Mount & Blade: Warband
  • Rise of Prussia
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Hearts of Iron Anthology
  • War of the Roses
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • March of the Eagles
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
True but this is a marginal case and does not invalidate my point about whole system.

It isn't marginal in the meta.

I guess we disagree on this point then. I would like to have a more complex engaging system with railroads in place you don't fine. We'll see what the devs will do with logistics overhaul
Agreed.

Correct results of what? You don't have to play MP in order to judge whether a system is fun and enagaging or not. Now balancing it is a whole other issue, and for this MP experince is indispensible.

I solely think in terms of balance so I misunderstood what you meant.

Anyway, we obviously disagree. I will unwatch this thread now.
 

pheonicia

General
87 Badges
Feb 2, 2015
1.803
7.423
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Together for Victory
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall Premium edition
  • Cities: Skylines - Green Cities
  • Imperator: Rome Sign Up
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Cities: Skylines Industries
  • Europa Universalis IV: El Dorado
  • Imperator: Rome
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Dharma
I have yet to see a suggestion for railways that doesn't add a lot of complexity for a small gain in "realism". Further more, I have definitely not seen any suggestion that wouldn't confuse the hell out of any player that doesn't spend all their time on the forums and reads all the threads and dev diaries.
 
  • 3
Reactions:

count_m4ximus

Corporal
49 Badges
Feb 4, 2014
43
36
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Stellaris: Necroids
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
I have yet to see a suggestion for railways that doesn't add a lot of complexity for a small gain in "realism". Further more, I have definitely not seen any suggestion that wouldn't confuse the hell out of any player that doesn't spend all their time on the forums and reads all the threads and dev diaries.
Can't speak on what the devs have in mind for this.
Hopefully something like this:

Having railroads which are visible on the map sort like convoy routes, where you can add trains and which will be mian arteries of conflict, especially in low infrastructure region like Rural China or Russian Siberia.

This adds a new level of startegic planning which allows for better modeling of conflict specifically in low infrastructure regions and much more interesting defnesive play instead of whack a mole near a fortified river in my opinion.

It will also make defending a country more interesting in my opinion, by making the possible combat areas more obvious.
 
  • 1Like
Reactions:

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.588
14.373
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Infrastructure needs to be a provincial building, not a state building. One of the few things I liked in HOI III, was that you could go into the Infrastructure mapmode and actually see where the Trans-Siberian Railroad was.
Same for the railroad networks in Norway, a mountainous country with relatively few railroads. The railroad were strategically important in HoI3.
 
  • 3
Reactions:

Ffire

Captain
23 Badges
Jan 9, 2017
335
274
  • Leviathan: Warships
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I believe the simpliest the better, both for perfomance and AI. This is how I imagine a supply system reusing some ingame mechanics could be.

This idea reuses the oil mechanic already in game :
  • Units carry supplys, and needs them to fight. With no supplys, their combat capacity drops near 0.
  • Supply could be produced without specifical ressources from MILs. They represent anything needed by a division : ammo, food, clothes, med, etc...
  • Supply consumption is based on the activity of the unit : low if at rest, very high in harsh conditions
  • Supply is affected by attrition so terrain and weather has effect on that.

The impact on your logistical capacity in a region should depend on how much supply, fuel equipment is atm going through that area.
So your logistics are under pressure during high intensity combat or bad weather.

Land convoys should be implemented, like naval convoys, usings trucks (to represent both trucks and locomotives). I don't believe we need to add locomotives. All supplies, equipment, oil, ressources land transport and strat moves, should requires some land convoys. No oil consumtion for those (most of land transport in WW2 era was done by rail, using coal rather than oil).

New building idea : supply depot : part of the supply flow can start from a supply depot, rather from your capital. So you can stockpile in supply depot to prepare for an offensive.
 
  • 1
Reactions:

BeauNiddle

Lt. General
78 Badges
Oct 5, 2011
1.396
2.969
  • Stellaris: Galaxy Edition
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Tyranny: Gold Edition
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • 500k Club
  • Shadowrun: Dragonfall
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
I believe the simpliest the better, both for perfomance and AI. This is how I imagine a supply system reusing some ingame mechanics could be.

This idea reuses the oil mechanic already in game :
  • Units carry supplys, and needs them to fight. With no supplys, their combat capacity drops near 0.
  • Supply could be produced without specifical ressources from MILs. They represent anything needed by a division : ammo, food, clothes, med, etc...
  • Supply consumption is based on the activity of the unit : low if at rest, very high in harsh conditions
  • Supply is affected by attrition so terrain and weather has effect on that.

The impact on your logistical capacity in a region should depend on how much supply, fuel equipment is atm going through that area.
So your logistics are under pressure during high intensity combat or bad weather.

That's already how the game works. That's exactly what attrition is. Except the current implementation is better than your design since if you want the latest in armour piercing ammo you need to have the resources to build the latest in armour piercing ammo (build the latest AT gun). No more being able to create the best armour piercing ammo from WW1 surplus infantry bullets like you could in HOI3.

I do think attrition rates should be increased but as previously noted the current AI can't handle it.

Land convoys should be implemented, like naval convoys, usings trucks (to represent both trucks and locomotives). I don't believe we need to add locomotives. All supplies, equipment, oil, ressources land transport and strat moves, should requires some land convoys. No oil consumtion for those (most of land transport in WW2 era was done by rail, using coal rather than oil).

New building idea : supply depot : part of the supply flow can start from a supply depot, rather from your capital. So you can stockpile in supply depot to prepare for an offensive.

Some sort of noticable manpower drain / cost for logistics would definitely be welcomed. We will have to wait until Barbarossa DevDiaries start to see what solution Paradox are going with.
 

count_m4ximus

Corporal
49 Badges
Feb 4, 2014
43
36
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Stellaris: Necroids
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
I believe the simpliest the better, both for perfomance and AI. This is how I imagine a supply system reusing some ingame mechanics could be.

This idea reuses the oil mechanic already in game :
  • Units carry supplys, and needs them to fight. With no supplys, their combat capacity drops near 0.
  • Supply could be produced without specifical ressources from MILs. They represent anything needed by a division : ammo, food, clothes, med, etc...
  • Supply consumption is based on the activity of the unit : low if at rest, very high in harsh conditions
  • Supply is affected by attrition so terrain and weather has effect on that.
Yes AI handles supplies and logistics poorly already, however a system where it is clearly defined what is important for supplies, like railroads for instance might actually solve this and add a bit more complexity.

The impact on your logistical capacity in a region should depend on how much supply, fuel equipment is atm going through that area.
So your logistics are under pressure during high intensity combat or bad weather.
This would be a horror to manage as a single change from clear weather to storm might mean you lose your precious stockpile of tanks just by being transported. And you might miss this.
Land convoys should be implemented, like naval convoys, usings trucks (to represent both trucks and locomotives). I don't believe we need to add locomotives. All supplies, equipment, oil, ressources land transport and strat moves, should requires some land convoys. No oil consumtion for those (most of land transport in WW2 era was done by rail, using coal rather than oil).

New building idea : supply depot : part of the supply flow can start from a supply depot, rather from your capital. So you can stockpile in supply depot to prepare for an offensive.
Land convoys vulnerable to partisant attacks awsome, however I think railroads still should be implemented as that would model combat better and make cities important as you have a startegic reson to capture them as opposed to just victory point vaule and a bit of shift in supplies.
 

Ffire

Captain
23 Badges
Jan 9, 2017
335
274
  • Leviathan: Warships
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
That's already how the game works. That's exactly what attrition is. Except the current implementation is better than your design since if you want the latest in armour piercing ammo you need to have the resources to build the latest in armour piercing ammo (build the latest AT gun). No more being able to create the best armour piercing ammo from WW1 surplus infantry bullets like you could in HOI3.

I do think attrition rates should be increased but as previously noted the current AI can't handle it.

That's not how the game works. Atm the logistical burden does not change during combat or if weather is bad. You need of course your equipment to be shipped to your frontlines units, but the supply use (the stat that define how much a division impact your logistics) of those units stay the same. Atm, an unit static and doing nothing had the same amount of supply use that one fighting in the russian winter.

If your units and some depot system let you to stockpile some supplys close to the front, those being available to frontline units, that will allow an army to advance in a devasted country, but they will need to stop, regroup, and rebuild their logistical system at some point. They will stop sooner if advancing in an high attrition zone, because the attrition will destroy their supplys and equipment faster.
That would mimic much accurately how was the ww2 warfare.
 

BeauNiddle

Lt. General
78 Badges
Oct 5, 2011
1.396
2.969
  • Stellaris: Galaxy Edition
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Tyranny: Gold Edition
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • 500k Club
  • Shadowrun: Dragonfall
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
That's not how the game works. Atm the logistical burden does not change during combat or if weather is bad. You need of course your equipment to be shipped to your frontlines units, but the supply use (the stat that define how much a division impact your logistics) of those units stay the same. Atm, an unit static and doing nothing had the same amount of supply use that one fighting in the russian winter.

Food & maybe clothing is covered by supply. Ammo, replacement parts & repairs are covered by equipment. (it's debatable is clothing is covered by infantry equipment or supply). So yes staying still in a sunlit meadow or being in the harshest winter doesn't affect your food usage but does affect how much ammo you use & how often things break.

The logistics in game also affect how long it takes to get replacement equipment to the unit AFAIK.

I look forward to how they improve the system in the next DLC.
 
  • 1
Reactions:

Alpha Bravo 77

Private
10 Badges
May 5, 2020
19
38
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
I think the logistic system need also an air contribution. Now we can use the transport planes for supply the troops circled but my idea is that they can be used by airports to airports for logistic system. it could be another myssion.
 

Ffire

Captain
23 Badges
Jan 9, 2017
335
274
  • Leviathan: Warships
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Food & maybe clothing is covered by supply. Ammo, replacement parts & repairs are covered by equipment. (it's debatable is clothing is covered by infantry equipment or supply). So yes staying still in a sunlit meadow or being in the harshest winter doesn't affect your food usage but does affect how much ammo you use & how often things break.

The logistics in game also affect how long it takes to get replacement equipment to the unit AFAIK.

I look forward to how they improve the system in the next DLC.

Sorry, but maybe I wasn't specific enough. Using supply or actual equipment isn't the important point.

The important point is that atm, an unit standing still require the same logistical capacity from your infrastructure, ports, convoys lines, than one fighting and moving in an harsh terrain/weather.
Let say as an example you have enough logistic in one province to support 10 divisions. If you divisions stay still, suffering no casualties at all, they use the same amount than fighting divisions loosing 80% of their equipment. And if your infrastructure is barely able to supply your 10 divisions while they do nothing in summer time, how could that infrastructure support them if they are fighting intensively in the mud ?
 
Last edited:

BeauNiddle

Lt. General
78 Badges
Oct 5, 2011
1.396
2.969
  • Stellaris: Galaxy Edition
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Tyranny: Gold Edition
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • 500k Club
  • Shadowrun: Dragonfall
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis III Complete
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
Sorry, but maybe I wasn't specific enough. Using supply or actual equipment isn't the important point.

The important point is that atm, an unit standing still require the same logistical capacity from your infrastructure, ports, convoys lines, than one fighting and moving in an harsh terrain/weather.
Let say as an example you have enough logistic in one province to support 10 divisions. If you divisions stay still, suffering no casualties at all, they use the same amount than fighting divisions loosing 80% of their equipment. And if your infrastructure is barely able to supply your 10 divisions while they do nothing in summer time, how could that infrastructure support them if they are fighting intensively in the mud ?

Ah right. At the moment supply calculations use perfect conditions for calculating throughput. With conditions only changing the required quantity shipped. That could certainly be improved (although I dread to think what the performance hit could be if they're not careful)