"personally i really like the idea of a priority level (from 1 to 3) for the units or the hqs.
in my fantasy world i call my mind. i like to see "Supply Depots" as something u can build on the map from levels 1 to 10 (each level means it can hold more supplies). so the AI just simply joins the capital to the supply depot in the fast shortest distance, then the supplies are moved to HQs( hqs are mobile supply depots) then to their units under them, so to make use of naval routes
u simply build SDs at a port and then at another port the AI would join the routes via sea, so on and so on and so on.
plus this makes supply depots very important targets for bombing or taking from your enemy, plus your supplies would be spread out over your supply depots not just your capital, so if u loose your capital u dont loose every thing."
I agree with this wholeheartedly. I even suggested this too awhile back in an earlier post in another forum.
Think about it -- you build one or more supply depots (again, as buildings from 1 to 10) in each of your theaters that, in effect, act as new capitols for supply purposes. You would pay supply tax and all to get supplies to these depots, but once there, they are there. In my view, you would start the game with a single supply depot, your capitol, that is treated as a "level 10" supply depot. If you were to build another single, level 1 supply depot in another province, then 1/11th of your existing supplies and fuel would migrate to this new depot.
These would also add to the realism of the game by adding a new strategic element to the game.
If nothing else, the Dardenelles, Suez Canal, and Panama Canal should be considered "dead-ends" for land-based supply. It would seem to me that this would be a rather easily implemented work around that would only require minor tweaking to the existing code.
I would also suggest that another possible work around would be to add an algorithem into the current supply engine that "breaks" the connection with the current land-based supply chain if too many low infrastructure provinces are crossed. If this land connection is "broken" by this calculation, then the units in question look for alternative means of supply (i.e., a better-suited line of supply) that could possibly originate in a friendly port. Again, I see this as being something that could be written and added to the existing code.
in my fantasy world i call my mind. i like to see "Supply Depots" as something u can build on the map from levels 1 to 10 (each level means it can hold more supplies). so the AI just simply joins the capital to the supply depot in the fast shortest distance, then the supplies are moved to HQs( hqs are mobile supply depots) then to their units under them, so to make use of naval routes
u simply build SDs at a port and then at another port the AI would join the routes via sea, so on and so on and so on.
plus this makes supply depots very important targets for bombing or taking from your enemy, plus your supplies would be spread out over your supply depots not just your capital, so if u loose your capital u dont loose every thing."
I agree with this wholeheartedly. I even suggested this too awhile back in an earlier post in another forum.
Think about it -- you build one or more supply depots (again, as buildings from 1 to 10) in each of your theaters that, in effect, act as new capitols for supply purposes. You would pay supply tax and all to get supplies to these depots, but once there, they are there. In my view, you would start the game with a single supply depot, your capitol, that is treated as a "level 10" supply depot. If you were to build another single, level 1 supply depot in another province, then 1/11th of your existing supplies and fuel would migrate to this new depot.
These would also add to the realism of the game by adding a new strategic element to the game.
If nothing else, the Dardenelles, Suez Canal, and Panama Canal should be considered "dead-ends" for land-based supply. It would seem to me that this would be a rather easily implemented work around that would only require minor tweaking to the existing code.
I would also suggest that another possible work around would be to add an algorithem into the current supply engine that "breaks" the connection with the current land-based supply chain if too many low infrastructure provinces are crossed. If this land connection is "broken" by this calculation, then the units in question look for alternative means of supply (i.e., a better-suited line of supply) that could possibly originate in a friendly port. Again, I see this as being something that could be written and added to the existing code.