Gray_Lensman wrote:Here's a synopsis of the supply system as posted by Pocus in one of the beta threads. (Reposted here to allow everyone access to the design information).
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The Naval Pool is the ships the USA have in the blockades boxes (the CSA don't have a naval pool).
In case of a what if, with foreign intervention, the system won't change drastically, but the USA pool will be reduced accordingly (this is not a WW2 convoy system!).
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Have fun digesting this info. As you can tell after reading this, supply distribution is a whole separate sub-system separate but coexisting with the game movement design itself.
Jim-NC wrote:Question Gray, wasn't it decided that the CSA would get a naval pool in case of FI? Your post does not indicate that.
kglorberau wrote:Gray,
Maybe I'm mistaken, but did I just read that for the Union Navy Supply, you need to park the transports in the "Blockade" boxes or the "Shipping" boxes. I thought they were supposed to go in the Shipping box and have been putting my Transport Fleets (with Brig and Warship escorts) there to supply my amphibious troops and captured cities. I thought that the "Blockade" boxes were to cut off CSA Navy supplies.
Am I wrong in this? Can you clarify.
Thanks in advance for the help.
KgLorberau
The USA also has the option to transport Supply by sea to coastal areas and ports. The transport capacity depends on the number of
transport ships allocated to the “World Shipping” box and is displayed on the Transport Assets Panel at the top of the map.
Example: Union shipping allows long distance Supply transport, for example from New York to New Orleans. The process is
automated and will strive to augment the Supply of needy ports and coastal Depots by transporting any excess Supply in the
Northern harbors to where it is needed.
Supply Rule: Each unit can carry an innate stock in food & water (also known as General Supply or simply Supply) and Ammo. Most units will use General Supply each turn and Ammo in battles.
Supply Rule: A valid supply source during the supply distribution phase is a one of these three structures types: City (any level), Depot, or Fort.
Supply Rule: A valid location to stockpile General Supply during the Supply Distribution Phase is a City (level 3+), Depot, Fort or a Supply Wagon. Towns (level 1-2 'city') never request General Supply.
Supply Rule: General Supply is only generated by structures which is then distributed to others structures or nearby units.
Supply Rule: Having enough rail points and river points in the Transport Pool helps greatly when it comes to distributing supply, but only if there is a controlled network in the area where the supply moves though.
Supply Rule: The Supply Distribution Phase is split into three Distributions Segments. Each segment allows the spread of the supply from sources to nearby stocks. Rail and River points will help this distribution.
Supply Rule: When a supply point is given to a supply stock which is also a source during one Distribution Segment, it can be pushed forward further in Distributions Segments #2 and #3.
Supply Rule: Ideally, you will want to establish Supply Depots (supply lanes) so that your supply points can spread smoothly and intelligently without bottlenecks and gaps.
Supply Rule: Beware of not having major gaps between two parts of your supply network. Supply can't move farther than five regions during a given Distribution Segment (Each Supply Phase has three such Segments). It is advisable to create Depots every three to five regions.
Supply Rule: Supply Wagons have the unique ability to attract supply in the Supply Distribution Phase several regions away from any supply stockpile (only structures can stockpile).
Supply Rule: Supply Wagons can't establish a supply lane themselves. This means that a chain of wagons won't be able to transmit supply at the end of the chain. For that you need a chain of structures (Depots generally).
Supply Rule: Supply Wagons never give back their stock to structures. This means that you can manually move your depleted wagons to your rear area stockpiles, have them replenish, and then move them back to the front (by train ideally).
Supply Rule: When the Supply Distribution Phase is done, military units will seek to be replenished from structures or Supply Wagons. They can be replenished even if adjacent to such points of supply.
Supply Rule: The Union has the advantage of having a Naval Supply System. Ships with a Cargo Capacity in the Atlantic Blockade Box will try to reshuffle supply between the Union-controlled ports and Depots on the coast.
Supply Rule: Ships with a Cargo Capacity in the Atlantic Blockade Box will try to reshuffle supply between controlled ports and Depots on the coast.
KCDennis wrote:I feel like I've misunderstood some things for quite some time. The manual says "Each structure and UNIT in the game will 'pull' a certain amount of supply each turn ... This process is automated and conducted in three consecutive 'push' steps taking many parameters into account."
But now reading through this post it sounds like only supply wagons 'pull' supplies during these three segments, and other units receive their supply in a final distribution phase.
"Supply Rule: When the Supply Distribution Phase is done, military units will seek to be replenished from structures or Supply Wagons. They can be replenished even if adjacent to such points of supply. "
So does this mean that a corps or division travelling without any supply wagons, must be either in or adjacent to a region with a city or depot to be re-supplied?
And when determining how much supply to pull, does a depot's "demand", reflect the number of troops drawing from the depot?
It seems that way, but perhaps I'm misinterpeting what I see happen.
KCDennis wrote:And when determining how much supply to pull, does a depot's "demand", reflect the number of troops drawing from the depot?
Gray_Lensman wrote:...
I don't think the depot's demand reflect's the number of troops drawing from the depot but rather a finite capacity that the depot has. ..
...
W.Barksdale wrote:What a shame...
lodilefty wrote:Yes, but the official info is available at http://www.ageod.net/agewiki/Supply
If we need to clarify or add to the Wiki entry, please reply here!
First, read the Supply Primer so handily stickied.
Now, in a nutshell (I know the Union; the Southern mileage may vary):
Let's take a certain unit you get in southern PA in a 61 start. At first it is locked. It stays locked for about two turns. Then it unlocks. Then you click it to move it and discover that your brand new brave boys, rarin' to go, are starving to death. In Pennsylvania. In the summer.
This is because (a) no Wagon; (b) not next to, or on, a town or city, a Depot. The system knows the unit is there; the system wants to give them supplies, ammo, and so forth, but it can't, because of (a) and (b) just mentioned.
Depots, Forts, Towns of size 3+, Wagons and Transports request Supply. Towns of less than size 3 generate small amounts of Supply, but never request it. The system is a network of pipelines: NYC, Philly, Chicago, etc., generate huge amounts that are pushed along the system of RRs and Roads and Rivers not interdicted by Bad Guys (i. e., MC of 25% or more, not subject to enemy Forts blocking riverine traffic, etc.). The Supply goes to them who ask for it - them's that asks, git.
So you need to be adjacent to, or on, a source of supply, or something that requests supply. If that something is not a fixed Fort, Depot, or 3+ Town/City, it had better be a Wagon or a Transport, cuz otherwise, the waiter ain't takin' your order.
Also, it is important to keep RRs and Rivers up to 100%, Full Capacity, cuz Supply is pushed in three phases and only goes the last mile (like your cable connection at home) if the third and final phase is up to snuff. You can get by with Average, but some guys might not get that extra helping of beans at dinner, cuz the third phase never got to them that turn.
I finally drew the conclusion that if I want to go Reb hunting, I had better darn well make sure I took a Wagon with me. Fire up a 62 start as the USA and check out Burnside, sunning himself on the shore in SC. Go thru two Turns, maybe three. Then check out Burnside - he is about to go poof!, because you didn't build a Depot - Beaufort, SC, is not a 3+ Town, there is no Fort, no Depot. You can park Transports there, that do request Supply, but they will not do the trick, they're too small a capacity, it doesn't work, I know, believe me, I know. The solution to the 'overseas' Burnside problem is to build a Depot there with a Transport unit(s). Then everyone's much happier and has something to eat and something to shoot, cuz the system says, "Hey! I gotta keep that Depot in Supply!" The Shipping Box plays an essential role in this case, BTW.
It's a rough sketch and I'm sure Gray and others could iron out some details, but that's I how I think of it - seems to work.
Goin' huntin'? Take a Wagon. Goin' down Ole Man River to squash Vicksburg? Take Wagons and Transports. Goin' over the seas to land in Mobile and surprise Johnny Reb big time? Wagons and Transports.
Pushin' towards the interior from Nashville? Seize every town and Depot you see, secure your RRs, assert MC and keep the lines open, cuz you gotta keep your Wagons stocked.
Hope that helps. Have a good war and have a good breakfast.
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