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Uitra

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"People often ask for a supply system where each unit traces its own path to the nearest sufficient
supply depot, and then pull supplies from it. This would be more accurate and would avoid the
quirks of the HoI3 system. However, it would also be tremendously costly in terms of CPU use, and
would make the game completely unplayable. (In computer science, the problem is known as the
”bottleneck travelling salesman problem”.)"

This very much proves why multi core CPU support is needed. When all calculations are limited to a single core, the devs have to chose sub optimal solutions. I hop the next paradox game engine will support multi core.
I am not a programmer but this programer expaind so I could understand, good read :

"In order to facilitate communication between entities we use 'channels'. A channel is simply a datatype or object with two ends. If something is put into one end then it comes out the other. This generally works asynchronusly (definitely in our case) so you avoid a lot of locking and blocking issues by using channels. The advantage here is that messages can be sent and received through channels. The messages contain any needed state preventing a data dependency back to the sender and because of the nature of channels the sender need not wait for the receiver to get the message and do something with it, nor must the receiver be stuck listening for messages. There is a saying that goes well with channels as opposed to traditional locking: "Do not communicate by sharing memory; instead, share memory by communicating.""

http://dungeonhack.sourceforge.net/forums/viewtopic.php?f=2&t=794
 

Slan

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"People often ask for a supply system where each unit traces its own path to the nearest sufficient
supply depot, and then pull supplies from it. This would be more accurate and would avoid the
quirks of the HoI3 system. However, it would also be tremendously costly in terms of CPU use, and
would make the game completely unplayable. (In computer science, the problem is known as the
”bottleneck travelling salesman problem”.)"

This very much proves why multi core CPU support is needed. When all calculations are limited to a single core, the devs have to chose sub optimal solutions. I hop the next paradox game engine will support multi core.
I am not a programmer but this programer expaind so I could understand, good read :

"In order to facilitate communication between entities we use 'channels'. A channel is simply a datatype or object with two ends. If something is put into one end then it comes out the other. This generally works asynchronusly (definitely in our case) so you avoid a lot of locking and blocking issues by using channels. The advantage here is that messages can be sent and received through channels. The messages contain any needed state preventing a data dependency back to the sender and because of the nature of channels the sender need not wait for the receiver to get the message and do something with it, nor must the receiver be stuck listening for messages. There is a saying that goes well with channels as opposed to traditional locking: "Do not communicate by sharing memory; instead, share memory by communicating.""

http://dungeonhack.sourceforge.net/forums/viewtopic.php?f=2&t=794

Well, I'm a programmer, and I have some idea what channels are (used them a couple of times, but not too often), and I see no relation between them and the supply system, actually :)
As you very well pointed out, the problem is that the engine itself is not written for multi-core architectures, and it would be harder to make it to be than to create a new engine, which Paradox won't do at least until Victoria 2 is released, patched and expanded, which will take 1-2 years IMHO.
 

RickInVA

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I appreciate the information, but in the end I think everything that was in there was said at one time or another in one of the forums. Nice to have it condensed of course.

I would still like many of the myriad of "numeric" questions answered. Like with the mud tax, how does % of mud impact it? It could be that any % of mud triggers the full tax, or that it varies with the percent of mud in an area. I would like to know what.

I could go on and on, but I won't. PI, just use the above as an example and kindly provide us with some more specific information on how this all works.

Also, given that the path routing doesn't seem to be as robust as it could be, as in I don't see the supply AI routing around bottlenecks but rather forcing right through them, some advice on how to best manage this would be great.

So good start, now lets see the rest!
 

dermeister

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Bah, tie the supply network to the HQ system.
 

cwg9

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Didn't know the bit about the invisible supply transfer to allies to cover your troops in their territory, so thanks for that tidbit.

I assume those supplies go to their capital? So if, for example, you are the UK and are liberating french-indochina from the Japanese, you have to pray like hell the french have some convoys left to get your supplies from Paris to one of their ports and then across the atlantic and indian oceans?
 

Gankenstein

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Thank you for this, much appreciated. I do feel that supply in HOI3 is sufficiently convoluted that it's reasonable to have one comprehensive description of it.

Piecing the current state of the supply model together from manual, patch notes and various forum posts is tedious and detracts from the time available to actually play the game.

May I suggest this document is kept up to date & perhaps expanded a bit, e.g. with info from womble's summary (also linked by a fellow forumite earlier in this thread) and other relevant bits of info like e.g. the 'infinite-infra-in-the-vicinity-of-capitals' hack?
 

Stafroty

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"Surplus supplies and fuel in provinces are drawn back towards the Supply Source."

this is odd part of the supply system in the game.

why would excess supply be transported back to capital/port?
this makes no sense.

could it be possible to assign "spearhead" army HQ:s as final supply destination on which excess supplies stack?

this would make it possible to save supplies on the front for bad times, like mud/winters/encirclement and be more realistic as well. (and also CPU wise)

would it be too hard to code in game? i hope not :wacko:

also some info tools would be helpful:

when clickin on port, it would be nice to see how much it can send/receive with current techs etc. as well when clickin on units, like corps hq should it tell how much supplies is used by units under its command including that hq itself. same with divisions. (tho im not sure if this is already in game :))
 
Last edited:

unmerged(106255)

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Bah, tie the supply network to the HQ system.

+1. The game really should have a simpler system like that.

Supply is too convoluted for what it is supposed to do. At the very least, it should adhere to a bus and distribution system more rigidly, instead of trying to fill random provinces with 5 local supply. Supply map becomes difficult to follow when your supply lines turn from a concise green line on black background to a mass of yellow or green everywhere.
 

Modo

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That makes no sense, as it is (and should be) completely optional to attach units to HQs.
It's also completely optional to use aircraft or research doctrines.
 

themousemaster

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If the troops in the area need more supplies than the Supply Source port can convoy in, additional
convoys can be set up to other ports in the area. However, it is important to remember that the area
still only has one Supply Source. This means that supplies from secondary ports might curve back
towards the Supply Source on their path to the units that actually need them. This is quirky, but
should not pose much of a problem.


Maybe I worked retail far too long, but that bolded part just sounds overly patronizing... especially for anyone every trying to invade China as Japan. Something along the lines of "This is quirky, and will need to be taken into account during massive invasions" might be a more helpful sentence :p
 

bbasgen

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One thing that I don't fully understand is: why do supplies automatically get distributed to every core national province with IC? It appears that the level of supply is nominal, and these IC centers don't appear to help the supply network. Does this represent some kind of supply consumption by IC?
 

unmerged(148761)

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One thing that I don't fully understand is: why do supplies automatically get distributed to every core national province with IC? It appears that the level of supply is nominal, and these IC centers don't appear to help the supply network. Does this represent some kind of supply consumption by IC?

No, it represents supply production by the IC. However, because of game engine limitations, what is actually happening is it is being produced at the capital and then being instantaneously sent for free to all the IC centers.
 

lambrf

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One thing that I don't fully understand is: why do supplies automatically get distributed to every core national province with IC? It appears that the level of supply is nominal, and these IC centers don't appear to help the supply network. Does this represent some kind of supply consumption by IC?

Wasn't it an attempt in one of the patch to fix the system?
 

Ruthlesssamuria

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each country shoudl sraw from thier own supply convoy or source

Real world The USA drew most of their supplies Ammo, fuel, food from their own source not from The UK nor any Allies. I don't think 303 round work in 30'60 lol.
 

Modo

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Maybe it was a fix for supply problems, but unless the IC province sits directly on a supply line, the supplies often appear to move back home. Possibly minus supply tax, just to make it more "fun".