And which comes first, the pull or the push?

77NY wrote:You can also break your force up into two or three stacks. I haven't looked at the file but if you have 250,000 troops in Alabama under Grant/Sherman/Sheridan, I don't see anything touching you, especially during the winter. The prohibition against dividing your forces only applies if you are in the face of superior enemy numbers, which seems extremely unlikely.
77NY wrote:So what happens with supply produced in Buffalo or the tip of Florida? Is its movement only drawn by the needs in a 5-region radius?
And which comes first, the pull or the push?![]()
Major Tom wrote:Pulling and pushing are part of the same action, not sequential. Basically, supply is a 2-step process:
1) Supply is distributed between structures (and wagons, though wagons only receive.)
2) Units pull supply from adjacent structures or wagons.
The revelation to me is that the demands of #2 have no influence on the resolution of #1, because #1 comes first.
The three "push" phases for supplies happen during step #1. Only after that is step #2 resolved.
Apparently, whether or not a structure pulls supplies, and how much, is dependent upon how much of a "magnet" the structure is. It's known that depots are the biggest magnets, and that the presence of troops in a region with a structure acts as a magnet. I would think this would also apply to units in a region in an adjacent structure, since they can draw supplies from that structure, but Pocus only referred to units in the same region as being magnets. If that's not the case, then I would assume that structures that are low on supply will pull more (but that hasn't been stated by Pocus) -- so if units pull supply out of a neighboring structure there's a good chance it will get refilled in step #1 on the following turn.
I believe I have that right. I'm still collating all of the Pocus quotes I've collected on the subject. In the aggregate, I think they'll give a pretty complete picture of how the system works, but not all of the nuances and variables.
77NY wrote:So what happens with supply produced in Buffalo or the tip of Florida? Is its movement only drawn by the needs in a 5-region radius?
Major Tom wrote:It could be that it's computed just once, so it's looking at a 15-region radius, but that would seem to negate the need for a 3-phase process.
77NY wrote:If there is a default level of supply...then the logic would (1) identify need and (2) identify potential sources to replenish. Step 2 is the interesting issue for me. Are "push forward" centers commanded to push even if that leaves them at less than default levels? Or only to the extent that they have a surplus? I'm guessing the latter because it would be silly to have random unsupplied cities in New York or the heart of Dixie.
Major Tom wrote:Put your mouse pointer over a stack's supply icon in the unit screen. It will tell you how much supply it has, and how much it uses per turn.
Heldenkaiser wrote:Checked this ... but unless I am missing something, this does NOT tell me how much supply the stack is RECEIVING per turn. Only how much it has, how much it is using, and by implication how much it could stock (since it gives the current stock as a percentage and an absolute figure).![]()
soundoff wrote:+1
And its another reason why, even if it already is a done deal, that the role of Logistics is going to be cheapened by dumbing it down to make it less costly.![]()
Gray_Lensman wrote:-1
Have you ever thought to keep raiding the USA supply lines... Cutting Rails, attacking depots when possible... etc. using Forrest and Morgan as was done historically? Or would you rather the game artificially limit depots by keeping them ahistorically ridiculously expensive to make up for a lack of aggressive raiding? You don't have to answer that, because I already know your answer.
If you read Civil War history, there were constant behind the lines Cavalry raids to do just that and it was pretty effective, one time forcing Grant to abandon an overland eastern side of the Mississippi River approach on Vicksburg. Logistics lines were cheap... It's the protection of them that's supposed to be expensive. You make them expensive by raiding them effectively forcing the USA player to constantly rebuild RRs and even the occasional insufficiently garrisoned depot that you can destroy.
Gray_Lensman wrote:It might help if you learned all the game's interface functions before remarking about it's design. For instance, here's a screen shot taken with the supply filter enabled. (Please notice it's for the CSA side exclusively, so you should not have "missed out" on it).
Just for your benefit, I've included a more "transparent" notice by the appropriate button at the bottom left corner. (No, it's not permanent so you better remember it!)
[ATTACH]6277[/ATTACH]
By the way, No personal offense meant other than to defend the game design... I'll be the first one to admit that I've been surprised by things included in the game that I previously did not know existed either, even after 18 months of constant work on it.![]()
Gray_Lensman wrote:The supply filter actually shows relative amounts of supply that have accumulated at the various points. You can use this information thru consecutive turns to actually see your bottlenecks. Nothing theoretical about it. (It's a pictoral representation of where all you supply is currently at.)
Major Tom wrote:I have completely rewrritten my supply distribution description in post #25 of this thread, here: http://www.ageod-forum.com/showthread.php?p=132957
Major Tom wrote:I have updated the Wiki article on Supply based on my article in this thread at post #25.
Wiki page: http://ageod.nsen.ch/aacwwiki/Supply
I've included pretty much everything, and I've added to the reference section links to every Pocus post regarding supply (the same reference list in my articel above).
Gray_Lensman wrote:Harbors and depots are 2 entirely different stuctures. Depots of course, pull in supply, but if in a coastal region without a harbor, they will not pull supply via the naval supply routines. You would need both.
Pocus wrote:Supply by sea is completely different, done in another phase. Basically, you have a 10x your transport capacity in the Merchant box allowance. Ports with a lot of supply will then displace some of them to ports or coastal depots (even w/o ports) of the atlantic facade. (yes it is an english word too)
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