EDIT: Completely revised on Feb 25, 2008, to take account of better information and comments up to post #66 in this thread.
The following description of the supply distribution process is based on multiple posts in this forum by Pocus.
I'm dealing only with supply distribution issues, so this is not a complete treatment of all supply rules.
[CENTER][SIZE="5"]SUPPLY DISTRIBUTION[/size][/CENTER]
Supply distribution is a 2-step process:
Step 1: “Repartition”
Supply is distributed between structures and wagons (though wagons only receive.)
Step 2: “Consumption”
Units pull supply from adjacent structures or wagons.
[SIZE="4"]
Step 1: Repartition
Forwarding Between Structures[/size]
[SIZE="3"]
Movement[/size]
Movement of supplies overland between structures is handled in three sequential phases (the number of supply segments you see ticking off on screen during turn resolution refer only to the computing time).
In each phase, a source can forward supplies to a distance of up to 5 regions. How far the supplies can move is dependent upon terrain and weather, and is based on cost for wheeled movement. By rail and river, supplies can move the maximum distance of 5 regions per phase. Without rail, 5 regions can only realistically be reached in fair weather, on clear terrain with roads. Weather and terrain effects can prevent supply from moving at all – if a supply wagon unit could not move out of a region in one turn, supplies probably can’t either (“probably” because supply movement isn’t actually counted in days, and supply can move a bit further in a turn than a supply wagon can in 15 days).
Supply can be forwarded from:
- Depots
- City (level 3+)
- Harbor (level 5+)
Supply can be received by all of above, plus:- Town (level 1-2), small amount of supply.
- Harbor (level 1-4), small amount of supply.
- Wagon, up to 100% of capacity.
Supply Movement Modifiers- Available rail and river transport[INDENT]
- River supply is completely blocked by enemy ships (even 1).
- River supply is blocked by any fort or entrenched artillery that is capable of passing fire (entrenchment 5+, with “bombard” order selected).[/INDENT]
- Available ocean transport (Union only)
- Terrain
- Weather
- Enemy presence
- Military control (must be 25%+ to allow supply to pass through region).
Rail & River
Rail and river transport can only be used if there are rail or river transports assets available after accounting for all troop movements ordered for the turn. The small transport assets blackboard at the top of the screen shows how much transport capacity you have left over after accounting for troop movement using these assets. The numbers, 0/3, 1/3, 2/3, 3/3, refer to how many supply segments will use this transport asset for movement of supply. If your rail capacity is 1/3, your rail network will only be used to transport supplies in the first of three supply phases.
[SIZE="3"]Distribution Between Structures[/size]
The key to the supply system is how the game engine decides where to send supplies. It tries to guess intelligently, and is constrained by the demand, or “magnet factor,” of the destinations. A depot is a big magnet. A wagon is a magnet. A valid destination in a region with lots of troops is a medium-sized magnet. A small town without troops is a small magnet. It's not stated anywhere, but it must be that demand is based not just on the "magnetism" of the structure but on the level of supply currently stockpiled in a structure relative to its magnetism.
In the end you have a grid of sources and destinations, equilibrated with an iterative approach. If you have a bottleneck, or a black hole (aka big troops at the end of the chain), the supply net will not be able to compensate all the needs.
The amount of supply that can transit a structure in a given turn is limited. The limit is related to the amount of supply produced by the structure.
Sources will not deplete themselves by forwarding supply – they will keep enough for their own needs.
Supply wagons will only distribute supply to non-supply units, not to structures or other supply wagons.
Unkown – whether this process is performed separately for each of the 3 movement phases (my guess), or just once before all three phases.
[SIZE="4"]
Step 2: Consumption
Distribution to Units[/size]
Once the forwarding step is complete, units will draw supplies from structures, wagons, or transport ships in the same or adjacent regions. Units can also draw supply from other units in the same stack. Units cannot draw supply from further than one region away (but supply wagons can, in Step 1.)
[SIZE="4"]Supply by Sea[/size]
Supply via the Shipping Box is handled in a separate phase after the three land movement phases for supply repartition. Transport ships in the Shipping Box can transport supplies up to 10X their transport capacity. Ports with a lot of supply will use this shipping capacity to displace some of their supplies to ports or coastal depots (even without ports).
To distribute supplies via the Shipping Box, the game engine will try to equalize the ratio of supplies to harbor size for each port (unclear how this applies to coastal depots – as what size harbor are they considered?) A port or coastal depot will receive supply based on the ratio of current stocks to harbor level compared with the same ratio in the source city, with the ideal ratio of 100 supply points per harbor level: e.g., you have 100 supply points in a level 10 harbor. NYC is a level 20 harbor with 2900 supply. So NYC will send 900 supply to your level 10 harbor, bringing them both to a ratio of 100/1. Supply by sea is much simpler than overland supply, and does not take into account the “magnet” factors for land supply, such as the presence of depots or troops, or city size. All that matters is the level of supply stocks relative to the size of the harbor, after supplies have been distributed overland. Although it seems simple, Pocus has commented that the process “is not perfect.”
[SIZE="4"]Transport Ships[/size]
For all practical purposes a transport ship is considered as a supply wagon. This includes creating a depot if anchored, and it will attract supplies just like a supply wagon. If it’s in a harbor in can receive supply over land, otherwise a river transport can receive supply during a phase that you can move supply by river.
Like supply wagons, supply ships can supply units in adjacent land regions, including coastal regions for ocean transports.
[SIZE="4"]Additional Notes[/size]
Supply that is not forwarded during repartition will stay in place and accumulate. There is no upper limit to how much supply can accumulate in a structure, but beyond a certain level (hundreds of supply points) it will start to decay, with general supply degrading more than ammunition. Depots lessen the problem.
Supplies are never lost to bad weather or terrain – if supplies move, all will reach their destination.
Naval units can replenish general supply from any adjacent land region, but can only replenish ammunition in a port.
[SIZE="4"]Sources:[/size]
Forum threads and posts by lead developer Philippe Malacher ("Pocus") --
http://www.ageod-forum.com/showthread.php?t=6221
http://www.ageod-forum.com/showthread.php?t=9331
http://www.ageod-forum.com/showthread.php?t=4828
http://www.ageod-forum.com/showthread.php?p=36883
http://www.ageod-forum.com/showthread.php?p=92127
http://www.ageod-forum.com/showthread.php?p=48788
http://www.ageod-forum.com/showthread.php?p=12912