The fort logic and possibly even the province AA might have to wait until 1.14 map release. The fort logic will take some time to do (code, test, tweak).
I like this idea and it's a bit more simple than the Block Supply Depot and Besieged Capital logic. We could:
- Create a new division/unit called Supply Depot
- The Supply Depot would be able to move on its own but with a speed no more than 1 (like the older garrison units did) or 2.
- Players could create as many as they like. However, we could use buildtime to hold down the ability to spam them. Additionally, the more they produce, the less that each Supply Depot has available.
- Since unit resupply consists of fuel (oil), food, water, ammo (supplies), and replacements (manpower), then creating a new division/unit that already has these 3 resources would be easy. So a Supply Unit would be able to have thousands of oil, supplies, and manpower that divisions would be resupplied from.
- Of the 6 resources that a country can have, 3 (oil, supplies, & manpower) would be split between the Country (capital) and whatever Supply Depots have been deployed. The Energy, Rare, and metal would stay as Country resources. Daily incomes of oil, supplies, and manpower would be distributed among the Country and Supply Depots evenly.
All of these would mean that country would now have to protect its supply depots, post them in or near naval ports to resupply their navies, near on in airbase provinces, and even have to manually ship depots overseas.
Hi Czarina Julie!
Great variant of improving the game. I have some thoughts on it as well, and may I share those with you.
Overall, I think it would be more complex, but more realistic, to split such kind of division to 3 separate ones: Supply Depots, Regional/District Training Centers and Fuel Silos. The reasons to do so are below with more details.
1.
Supply depots.
Overall proposed logic: Current Supply number shown in above the map string would represent all supplies available in all Supply depots (described below). Only supplies (and fuel in lower-level depots) will be used by this type of depots.
- Huge Country/Frontline Supply Depots (either a provincial building or a division unit with 0 speed, only could be moved through "Strategic redeploy") - to simulate the biggest depots, with underground storage or mass amount of buildings used for storage.
Could have, say, 20 thousands supply capacity. Can be build only a certain number maximum.
If used as a province building, we can have 5 levels of it, each increasing max capacity a little (i.e. 5 000). If used as a division - can have some brigade attachment with the same effect - brigade will add some max capacity, with each new brigade level - even more max capacity.
All IC-produced, traded or event-procured supplies will split accordingly between this type depots.
- Army/Corps-level Supply Depots (only as a division type with 1 or 2 level speed). Will simulate the backbone of moving army.
Could have like 2 or 5 thousands supply capacity and 1 or 2 thousands fuel capacity. These will be used to resupply neighboring units.
Also can be equipped with brigades for garrisoning and defense (Light Infantry, Static Anti-Air, Engineers for fortifications), capacity increase (maybe also Engineers) and Supply delivery improvement (for quicker or more Supply delivery to units). Will get supplies from nearest Country/Frontline Depot.
This depot could be "specific" - contains only branch-specific supplies (Artillery, Armor, All Infantry, Aircrafts, Ships, Submarines etc) and will only supply its specific units. This option is, I suppose, next-level difficult in terms of game implementation and gameplay. So it's rather just a thought to look forward.
2.
Fuel silos.
Overall proposed logic: Current Fuel number shown in above the map string would represent all supplies available in all Fuel silos and Army/Corps Supply depots (described below).
- Regional Fuel Silos (a provincial building) - to simulate the biggest silos with fuels stored.
Could have, say, 10 thousands supply capacity. Can be build only a certain number maximum.
If used as a province building, we can have 5 levels of it, each increasing max capacity a little (i.e. 5 000).
All IC-produced, traded or event-procured supplies will split accordingly between this type depots.
After stored in Regional Fuel Silos, fuel will then go to Army/Corps-level Supply Depots and after that to units in need.
3.
Regional/District Training Centers.
Overall proposed logic: In real life, not all eligible manpower in country (say, men, 18-45) are sent to divisions on its' creation time. Firstly, they serve at training centers, take some experience, and then they will be sent to their units to frontline.
That's why, I propose to make a new provincial building, Regional/District Training Centers, where all available manpower would go first.
It could train, say, 5 000 men at once. With each new building level add +1 000 men to train, 10 levels max (15 000 men at once at max level).
Unit production will take manpower from these Training centers, and then they will get it from country manpower pool. Full 5 000 men would need to train, say, 3 months, each 1 000+ men building level would require additional 5 to 10 days to fully train.
If province with Training center will be lost to enemy, there will be no trained men in it for him, and original owner will not lost those men (they will be back to country manpower pool), but he will need to start training from beginning.
This centers could be "specific" - providing only branch-specific training (Artillery, Armor, Generic Infantry, Mountaineers, Airborne, Fighters, Bombers, Naval Bombing, Capital Ships, Escort Ships, Carriers, Submarines etc) and will only be used for manpower for its specific units. This option is, I suppose, next-level difficult in terms of game implementation and gameplay. So it's rather just a thought to look forward.
Also, regarding Manpower - can we get some game mechanics like
Officers needed for Units commanding?
Not the generals, who commands Corps/Armies, but Junior officers/NCOs. Let's say, there is a need of THIS percentage of Officers among the total Manpower, used in Division to have full Organization. If Unit does not have enough Officers, it could get either combat penalties or org loss.
Officers could be trained in
Military Academies (provincial building), used some amount from country manpower pool and trained there for 1/2-1 year.
This academies could be "specific" - providing only branch-specific Officers (Artillery, Armor, All Infantry, Fighters, Bombers, Naval Aircrafts, Capital Ships, Escort Ships, Carriers, Submarines etc) and will only be used for its specific units. This option is, I suppose, next-level difficult in terms of game implementation and gameplay. So it's rather just a thought to look forward.
Nevertheless, I once more greatly thanks all AoD 1.13 team for providing us with new exciting features updates!