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vector1

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I was looking at some of the supply tax modifiers in an attempt to understand the logistics system .

From the wiki some basic concepts of infrastructure and throughput are well illustrated, but what is left out is exactly what impact supply tax has on the actual amount of supply making it to the front.

7306f613d025e48402595a602ad41c2f.png


From this image, we see that the HQ consumes 0.54 supply, but the draw 1 province away is 1.0 supply

This is because I modified supply tax to 0.5 for testing, and is modified by tech levels with -0.06 to sum up as 1.0.

Also, supply tax is only paid once, ie, all supply requests whether it's 1 to 1000 flowing through the province will pay the prevailing province tax. This means that troops in a single line of 10 provinces will all pay the same overall supply tax as the same troops all standing 10 provinces away from the supply center.

Following the supply system, this additional cost is passed on all the way back to the main supply depot.

What is not so clear is that if you spread your units out, naturally there are more "paths" or potential paths that supply flows through, using the adjacent province request. Every potential path that supply flows through briefly will add to the tax. This means while it seems to alleviate the throughput demands at a specific province, ultimately you add demand to the provinces closest to capitals via the invisible supply tax.

Using a simple example of a front 6 provinces wide, 6 provinces away from the capital, this supply tax can be visualised as a triangle of 6 units tall and 6 units wide. The total number of "units" or taxable provinces in the worst case, where every province has it's separate path that only aggregates closest to the capital.

220px-First_six_triangular_numbers.svg.png

This means that basically we can use the triangle number formula to find what is the potential supply tax that is imposed simply for having a unit at the end of every province (like filling a front)

Where Total provinces = A(B+1)/2 , A is the number of provinces at the front and B is the distance to the capital.

For multiplayer games, most of the fighting happens around the Smolensk gap, and the provinces are on average 20-25 provinces away from Berlin. The Riga to Homel front is around 20 provinces wide. Lets consider this supply arc in isolation.

Plugging this in, we get a total of 22.5*(20+1)/2 = 236.25 taxable provinces at maximum.

Base supply tax = 0.1, Partisan effect on supply tax = 0.1, Mud = 0.25. While it's impossible to do anything about the base/mud factor, it is clear that when even collaboration government gives 1.5 revolt risk is worth suppressing. It gives an additional maximum drain of 35 supply and more importantly, fuel every day, and when weighed against limited stockpiles and infrastructure bottlenecks it might be worth spreading out MP divisions to secure whatever supply lines are flowing. This is especially in light that maximum infra throughput might allow only 200-300 supplies to flow at once in bad infra, so paying anywhere between 10-30% of the throughput in taxes would not bode well for the front especially Germany facing SOV, where the front is long and distant.

It also explains why transport planes have an oversized impact, because skipping a number of provinces for direct supply also means that you avoid paying additional tax to move that supply there, and helping to relieve the congestion by lowering the demand.

HQ brigades that are outside of the units they're controlling also add to the branching of the supply chain. This supply tax might potentially cost more when in enemy territory than the actual supply required for the HQ.

This also causes strange effects like a short, narrow spearhead possibly having less supply issues than a broad front, because of increased supply taxes when troops are spread out even though that sounds counter-intuitive (As long troops are within infra throughput limits).

And lastly, this also illustrates why you would never have a harsh occupation policy within any country that you maintain significant number of troops, because of the harsh taxes that may lead to supply issues.

On a side note for HPP: The minimum revolt risk possible is Military government with 5 revolt risk. Mud has an additional 0.5 tax modifier, and base tax remains the same. Occupied territory in HPP has 33% less throughput than vanilla (Infra impact 3 for HPP vs 4 for vanilla). This makes the supply situation even more challenging when conducting an invasion and quite unbalanced for MP play.

I have observed my supply demands surging thanks to mud in the Soviet theatre in the HPP MP game. From a ledger consumption of around 910 supply and 848 fuel (my whole army which is spread out) I see a daily request of around 14k supply and 12k fuel from the two provinces Lubben and Frankfurt an der Oder facing east. The majority of this is due to supply tax of 0.5 from mud, and should clear up once the muddiness reduces.

Disclaimer, I might be wrong in this analysis, but as I have not found any detailed explanation of how supply tax works other than some descriptions, I'd like to put this up for discussion so we can understand HOI3 better before we put it aside for HOI4 soon :D.
 

Pugmak

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Very nice.

Supply tax, imo, is the booger in the pudding, logistically speaking.
 

SirArthur

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My experience with occupation doctrine is slightly different. As far as I understand it, local factories add to the supply chain where they stand, thus a harsh occupation strategy may increase the cost, but it also decreases the distance (because more IC is available). Always when I have problems with supply, I change the occupation laws, especially in th SU, this saved me once, because all f a sudden, after implementing harsher conditions, the supply problem was solved.

However, the occupied country needs a lot of IC, so implementing it in NatChina or Eastern SU won't do any good.
 

vector1

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As far as I understand, while local factories add to the supply chain the overall bulk of the demand should come from the normal supply infrastructure.

Supply tax also hits fuel, so it would really burn up valuable, limited stocks simply transporting the fuel forward, without any advantage from supply.

I imagine while your force structure has to be less than the infrastructure limit, producing supplies in IC centers won't help relieve pressure on the supply network if you do exceed it since maximal supplies are already flowing forward past those centers. It might help if you stationed planes on the IC province though, but I doubt that would help compensate for the heavily increased draw as I have demonstrated above.

To examine the case of anything higher than a collaboration government. The entire front with SOV is far larger than my example, but taking just the north to center front for GER. 236.25 supply nodes to pay taxes on (may vary a lot depending on exact front) but a higher military government gives 7 RR, full occupation gives 11, and total exploitation gives 19.

The relative supply taxes that will be levied on the infra will be less because I'm assuming all provinces have the same revolt risk, but it should be a fairly significant fraction anyway because of how the triangle is structured (more than half of the units in the bottom fraction or within SOV itself)

Collab: 35.43
Mil: 165.37
Full: 259.9
Total: 448.875

You can see how supply tax balloons just from turning up the government type, and it will become too significant even for the level 10 infra provinces to handle once you pass the max flow provinces next to the capitals. This is also particularly significant in low infra areas where throughput is already low making supply tax take up a more significant fraction of the flow forward.
 

vector1

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Though, I forgot to mention that it would be viable if the player commits enough MP brigades to ensure suppression of the majority of the revolt risk.

That however brings less leadership, which depending on playstyle might be more or less useful than the extra IC.
 

SirArthur

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Ok, now I see the problem. The supply did go up indeed, but non the less, paying more and getting your units supplied is more important than a slim supply system which can't do the job.

Also concerning your triangle, if you open your supply map mode, you will see a very different picture. I assume the game keeps the triangle small and the max depth of the triangle or the way supply is delivered the last 5 provinces has to be researched. You can see this on the Su east front (where the impact is higher, because low infrastructure).
 

vector1

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Ok, now I see the problem. The supply did go up indeed, but non the less, paying more and getting your units supplied is more important than a slim supply system which can't do the job.

Also concerning your triangle, if you open your supply map mode, you will see a very different picture. I assume the game keeps the triangle small and the max depth of the triangle or the way supply is delivered the last 5 provinces has to be researched. You can see this on the Su east front (where the impact is higher, because low infrastructure).

The triangle is really just an illustration of how the front can be, and a worst case scenario meant to illustrate the impact of supply tax.

I would say that the main takeaway is an estimate of how supply tax grows with the width of the front. Most people only consider the number of provinces between the capital and the front, but as you can see, increasing the width also increases the supply tax.

Of course since HOI3 uses province level mapping, it's not going to be as easily calculated as a hex based game, but give or take a little a triangle is the most apt representation of the supply node that I can think of. Consider it when each province can call up to two adjacent provinces closer to the capital, and you can see how the triangle will work.

You might misunderstand the use of occupation laws. It does not add to the maximum supply throughput, and I submit that at higher occupation laws the revolt risk induces a heavy tax that far outstrips the capacity of the supply infrastructure while failing to "produce" enough supply at IC provinces to offset this new demand.
 

BarrosRodrigues

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My experience with occupation doctrine is slightly different. As far as I understand it, local factories add to the supply chain where they stand, thus a harsh occupation strategy may increase the cost, but it also decreases the distance (because more IC is available). Always when I have problems with supply, I change the occupation laws, especially in th SU, this saved me once, because all f a sudden, after implementing harsher conditions, the supply problem was solved.

However, the occupied country needs a lot of IC, so implementing it in NatChina or Eastern SU won't do any good.
That was a coincidence of some sort because supplies are not deployed in non-core IC.
 

BarrosRodrigues

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If that's true then it becomes completely pointless from a supply perspective to run anything other than the lowest possible laws...
You can take it to the bank and you´re right unless the army is small or you have level 10 infra everywhere along with an OOB optimized to save supplies (etc.)
 
Last edited:

son of liberty

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So, would maxing out my ic in Prussia help my supply situation during Barbarossa?
 

vector1

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In this case, I would imagine that if you're building ic, be sure to line the eastern most provinces you can reach with it, rather than carpeting the area west of berlin.
 

Pugmak

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Putting built IC to the east also helps by making it harder for the bombers from the west to reach the IC.