You can select the priority level for each theater. If you really like management you could create many copies of each template, one elite, one regular and one garrison version for each template. That give you pretty good control over how your equipments are distributed.
I'm not offering any new solutions here. Just trying to point out the reasoning for the devs decision to get rid of fuel/supply stockpiles, most of what I said is just regurgitated from the devs themselves:HOI3 has a large number of problems with its logistics model (both from the standpoints of realism and gameplay), but when you bring up issues that do not exist and supply solutions for them, it doesn't help the situation.
The supply system must not collapse if a capital is taken which was a big problem in HOI3 and both unrealistic and not fun.
You don't need to take my word for it.Supply issues need to get gradually worse for a unit rather than feel binary like in HOI3.
I agree (I think?), they appear to have "fixed" the stockpile problem - by getting rid of the general purpose supply stockpiles and replacing them with specific use equipment stockpiles.I really can't emphasize this enough: even if it is silly to refuel panzer divisions by giving them more panzers, it's still better than HOI3 where I wouldn't worry about oil and fuel that much as Germany or Japan. Someone is going to say that fixing the stockpiles issue would also solve the problem, but that seems to be what Paradox has done. They've "fixed" stockpiles by killing them (well, except for the small reserve thingee), but now they want us to stockpile equipment.
I really think we have a baby being tossed out with the bath water. I always found the supply system flawed but awe-inspiringly awesome. It saddens me that it is being jettisoned instead of improved. The stockpile issue is a problem, but it could have been fixed in any number of ways -- lower caps, required investments, diminishing returns, etc. Sure, it was hard to understand how it worked, but I imagine a supply map mode could have been devised to better show the flow patters and bottlenecks. However, what was really broken and needed to be fixed was how your supply could not flow through allied territory and territory where your troops were given military access. It made the Balkan campaign impossible to recreate and often became a game breaker (if German Territory in Northern Greece could not trace back to Germany, Athens could never be taken). But if the system could be fixed so that German supply could somehow cross Italian or Bulgarian controlled territory, the game breaking problems could be avoided. Another example of this broken system showed up when, as the US, I pulled off a successful Torch, raced across Libya and attacked into Egypt to rescue the Brits after they had lost Alexandria and were trying to hold at Suez. As soon as the American's crossed the border into Egypt the North African version of the Redball Express went on immediate strike. No supply could cross into Egypt. I recognize this fix would be complicated as not only would supply need to be tracked but the nationality of supply too. For example, the Germans and Bulgarians would both be trying to tax the same throughput system. How would conflicts work? Would the controller of the territory get priority or the stronger ally? Still, I think they had something special, and I would have like to see an effort to improve instead of abandoning it.Then there are the bizarre implications of puppets and allies I do not have time to discuss (and indeed, are only well understood by a few people in the community).
I really think we have a baby being tossed out with the bath water. I always found the supply system flawed but awe-inspiringly awesome. It saddens me that it is being jettisoned instead of improved. The stockpile issue is a problem, but it could have been fixed in any number of ways -- lower caps, required investments, diminishing returns, etc. Sure, it was hard to understand how it worked, but I imagine a supply map mode could have been devised to better show the flow patters and bottlenecks. However, what was really broken and needed to be fixed was how your supply could not flow through allied territory and territory where your troops were given military access. It made the Balkan campaign impossible to recreate and often became a game breaker (if German Territory in Northern Greece could not trace back to Germany, Athens could never be taken). But if the system could be fixed so that German supply could somehow cross Italian or Bulgarian controlled territory, the game breaking problems could be avoided. Another example of this broken system showed up when, as the US, I pulled off a successful Torch, raced across Libya and attacked into Egypt to rescue the Brits after they had lost Alexandria and were trying to hold at Suez. As soon as the American's crossed the border into Egypt the North African version of the Redball Express went on immediate strike. No supply could cross into Egypt. I recognize this fix would be complicated as not only would supply need to be tracked but the nationality of supply too. For example, the Germans and Bulgarians would both be trying to tax the same throughput system. How would conflicts work? Would the controller of the territory get priority or the stronger ally? Still, I think they had something special, and I would have like to see an effort to improve instead of abandoning it.
The thing is that there are parts of the supply system in HOI3 that I love, too. But I'm not even sure how someone would fix the HOI3 systm without also making it a micromanagement nightmare or take up too many CPU cycles. Imagine you could set up depots and stockpile for offensives and give specific orders to supply specific units that might actually be obeyed. Sounds great, but it might bog the game down or give the game engine a heart attack.
I agree that a competent flow simulation would be more satisfying than an abstract system. Despite all the bad, there were definitely some aspects I really liked about the HOI3 flow system. I think it could be possible that out of the current supply area system some kind of equipment flow system could be built. Instead of flowing through a chain of provinces, equipment could flow through a chain of supply areas. It may not be as intricate, but it would defiantly cut down on the cpu load and in general make for a much cleaner system.I really think we have a baby being tossed out with the bath water. I always found the supply system flawed but awe-inspiringly awesome. It saddens me that it is being jettisoned instead of improved.
Well, I kind of half agree with you.
The general problem with the system is exactly what podcat said: any time you have a logistics screw up, there is nothing you as the player can do about it by the time units are starving for supply. You can't take a direct player action related to the actual supply mechanics to immediately begin solving the issue. Your panzers run out of supply before reaching Moscow? You're screwed. Sure, you can take actions before hand to prevent this problem (OOB optimization, division composition, techs, ministers, number of units in theater), but if you are out of supply, that's usually it. It's already out of your hands.
The thing is that there are parts of the supply system in HOI3 that I love, too. But I'm not even sure how someone would fix the HOI3 systm without also making it a micromanagement nightmare or take up too many CPU cycles. Imagine you could set up depots and stockpile for offensives and give specific orders to supply specific units that might actually be obeyed. Sounds great, but it might bog the game down or give the game engine a heart attack.
On a sidenote: I lost between 341,242 and 526,432 hairs last night, when my chinese troops managed to encircle some jap divs but the 2 important corps (and only them!) went oos just in time for a whole week straight and thus kept me from finishing them. It´s a real tough fight against the japs as NatChi on hard so i was so excited to finally get something done and then this! Needless to say, i had to go all in to pull it off, and now my corps are all shaken - for nothing! But that´s kinda fun, too - i really felt like a really bad person, when i kept hoping they´d regain supplies on the next day and that the encirclement would hold that long... just one more day... *nailbite*
But i say one word, just one word: Transportplanesonsupplymission! Damn it - if i had thought of building just one of them...
I think that one of the best way of empowering players to be able to take direct actions to immediately solve or mitigate the problem would be to give the player the ability to use or re-distribute their truck stockpile. You could both imagine being able to attach "supply truck" battalions in the OOB to key divisions giving them a bigger carried stockpile of supply/fuel, and being able to assign trucks en-masse to temporary support choke-point areas on the map. That should carry a big extra cost of both supply and fuel + efficiency loss making it an undesirable solution over long distances or long time.
These solutions I think would mesh very well with the HoI4 production system, and add depths and choices ( do I use my extra trucks to carry more infantry, or to carry more supply? )
And when speaking of making the system more gradual I suggested back in the HoI3 days that unit consumption should scale with how much supply they have left. That is at least in theory an elegant solution since the system can find an equilibrium for any size of force and infra ( but if you send 40 Heavy Tank divisions to Stalingrad they might get -95% combat, org regain and speed, but they also consume just 10% of the fuel and supply compared to their full demand so they still "get supply" ).
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The problem with supply trucks in a stockpile is that they weren't really used on a strategic scale. Red Ball express and that's it, even there it was temporary.
Supply is about railroads and prioritization around them.
One of the most inexplicable, but strangely unquestioned things about all of the HOIs is that the supply mapmode and the infrastructure building process have been entirely separated.
- If you hover your mouse over an area it will show you an arrow tracing the path supply takes, and indicate what is limiting it. Areas also have quick buttons for helping solve problems right there (improve naval base level or infrastructure etc).
***** SNIP *****
2) Supply is sitting all over the map. The Wehrmacht can literally survive for weeks off captured Soviet supplies during Barbarossa because the supply and fuel they are using is stuff in provinces they captured. This captured fuel and supply does not eat into Germany's stockpiles; the catch is that Germany still has to put supply and fuel into the network because supply and fuel are moving one province a day in the network and there are still demand indicators coming from the front.
**** SNIP ****
@ Secret Master --- If this is true, then why did the SOV apply their scorched earth policy so effectively?
Extract from a research paper, The Dissolution;
"The measures taken by the Soviet Union between 1940 and 1942 aimed not only at furthering the Soviet war effort, but also at harming the German enemy even at the cost of huge losses of life among Soviet civilians. The Soviet scorched-earth strategy included the deportation of millions of men, women and children; the resettlement and reestablishment of thousands of factories; the withdrawal of almost the entire railway rolling stock; the-annihilation of raw material depots; the removal of most of the agricultural machinery, cattle and grain stocks; the systematic destruction, burning and blowing up of the immovable infrastructure, inventories of all kinds, factory buildings, mines, residential areas, public buildings, public records, and even cultural monuments; and the intentional starvation of the civilian population which remained behind to face German occupation. It was basically a policy which unscrupulously used the civilian population as a strategic pawn. The extent and timing of this policy action is confirmed by so many sources that no real difference of opinion exists in this regard. What is strange is how scantily it has been covered so far in the scholarly literature."
German comments about the SOV scroched policy include;
"It has been our experience that the Russians remove or destroy systematically all of the food supplies before retreating. The urban population of the conquered cities thus will either have to be fed by the Wehrmacht or it will have to starve. Obviously, by forcing us to provide additional food to the Russian population, the Russian leadership intends to worsen the already difficult food situation of the German Reich through a reduction of the domestic German food supply. As a matter of fact, the present food situation permits us to feed the Russian urban population from our own stocks only if we reduce the supplies to the Army or if we lower the rations at home."
Other sources such as Military History Online confirm these reports.
Putting political correctness aside = neither the GER Wehrmacht nor local residents were able to 'scrounge any kind of living' from captured SOV supplies.
This may explain why players with focus on history are cocerned about the gameplay logistics and supply.
Perhaps they desire a system based on facts and reality.
I'm not talking about the historical reality.
I am talking about how HOI3 models it, and the misconceptions that particular person has about the HOI3 supply system.
One of the most interesting aspects of the lend lease IMO is that USA sent Soviet 430 thousands trucks, 2 thousand locomotives and 11 thousand rail cars of different types which greatly assisted their logistics capacity and ability to wage war across one of the most drawn out fronts.
If you in a HoI game could actually build these things, and assign them to logistics tasks, then there is also an attrition cost when strategic bombers attack with logistic strike or when partisans hit, and you would also need to plan ahead and expand your capacity such that you have enough trucks and fuel when going into places with bad infrastructure or enough trains available when advancing into good infrastructure.
I think it could tie into HoI4s production system and supply area system quite neatly to be honest, and add alot of depth for a comparably small extra need in management and complexity added.
general approach to logistics should consider it's high role in WWII and strategic depth it could add to the game. The capital serving as the primary stockpile is nonsense for me. what if i want to use some indirect approaches in my strategy?
The problem with supply trucks in a stockpile is that they weren't really used on a strategic scale. Red Ball express and that's it, even there it was temporary.
Supply is about railroads and prioritization around them.
It would be better if instead of "supply trucks" (which should definitely be a part of divisions), we could click on areas of the map where there are bottle necks and allocate IC to them. We should also be able to produce "Rail equipment."
Up to a point. Rail was only part of the logistics system (although a very important one).
The problems that arose for the Germans for example weren't all centered around railroad issues but the problems were instead systematical and went all the way from planning/management to the industry, backhaul and front-line forces. Rail capacity was an issue throughout the war but mostly because the lessons learned (but ignored) from the Polish and French campaigns were not remedied.
And that's exactly my point. IF a player is given the tools to always be able to make his country not suck at logistics he/she is going to use it and thus unbalance the game.I was going to make a snarky comment along the lines of "So, they sucked at logistics," but I actually somewhat agree with your post.![]()